Program, Information Processing Apparatus, and Game System
The program addresses the challenge of communication disconnections in online battle games by allowing controlled reconnections based on game mode, reducing running costs and ensuring fairness, thus optimizing server usage and maintaining a engaging gaming experience.
Patent Information
- Application Number
- JP2024038386
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-03-12
- Publication Date
- 2025-06-16
- Estimated Expiration
- 2044-03-12
AI Technical Summary
Existing online battle games face challenges in managing communication disconnections, which can lead to unfair game outcomes and increased running costs due to excessive server scaling.
A program that manages communication sessions for online battle games, allowing players to reconnect to their session based on the game mode, reducing unnecessary server load and maintaining a fair gaming experience.
This solution reduces running costs by optimizing server usage while ensuring the interestingness and fairness of the battle game by allowing controlled reconnections based on game mode.
Smart Images

Figure 0007693045000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program, an information processing apparatus, and a game system, and more particularly to an electronic game for matching opponents online.
Background Art
[0002] There are online battle games in which players battle against each other. Such a battle game is configured to be playable by connecting the communication terminals used by each player to a game server and sharing information such as operation inputs made on each communication terminal via the game server. Therefore, if the communication connection between the communication terminal and the game server is disconnected, the battle game will enter an unplayable state. Among players, there are those who utilize such characteristics of online battle games and disconnect the communication during the battle to abnormally end the game and prevent the determination of victory or defeat. Patent Document 1 discloses a technique for counting the number of abnormal terminations and imposing a penalty on a player who is considered to have deliberately caused an abnormal termination.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, a communication disconnection does not necessarily occur deliberately by a player. For example, a communication disconnection can occur due to an event not caused by the player, such as a network failure in the network used by the player's communication terminal or a malfunction of an application. An approach of imposing a penalty on a player based on the frequency of abnormal terminations as in Patent Document 1 may hinder a suitable playing experience of the battle game.
[0005] On the other hand, there are also battle games configured to enable a player to resume after a communication disconnection occurs. The configuration that enables resumption is such that, for example, the game server sequentially stores information on the operation history and progress status of the battle game, and when receiving a resumption request from the communication terminal used by the player, identifies and shares information indicating the progress status etc. associated with the player, and can be realized by control such as reconnecting to the corresponding session.
[0006] However, if all battle games are configured to enable a player to resume when a communication disconnection occurs, there is a risk that the scale of the game server will become excessive and the running cost will increase.
[0007] An object of the present invention is to provide a program, an information processing apparatus, and a game system that reduce running costs while ensuring the interestingness of a battle game.
Means for Solving the Problem
[0008] A program according to an aspect of the present invention causes a computer that provides a service related to a battle game in which a player participates to perform a login process of setting the player in a service login state in response to receiving a service login request from a communication terminal used by the player, a determination process of determining a communication session for transmitting and receiving progress information regarding the progress of the battle game in which the player participates in response to receiving a start request for the battle game related to the player in the service login state, a connection process of connecting the communication terminal used by the player related to the start request to the communication session determined by the determination process, and a detection process of detecting the communication connection state of the communication terminal in the communication session, wherein the battle game includes a plurality of game modes, and the connection process controls whether to connect the first communication terminal used by the first player to the first communication session when the first player, in which a communication disconnection of the communication terminal is detected without the battle game ending in the first communication session, returns to the service login state, according to the game mode of the battle game related to the first communication session.
Effect of the Invention
[0009] According to the present invention, it is possible to reduce the running cost while ensuring the interestingness of the battle game.
Brief Description of Drawings
[0010]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Modes for Carrying Out the Invention
[0011] [Embodiment 1] Hereinafter, embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the invention according to the claims, and not all combinations of the features described in the embodiments are essential to the invention. Two or more of the plurality of features described in the embodiments may be arbitrarily combined. Also, the same or similar configurations are given the same reference numerals, and redundant descriptions are omitted.
[0012] The following describes an example of an embodiment in which a server that communicates with a player terminal (communication terminal or game device) used by each player, as an example of a game system, matches two players who are connected at the same time and provides a service (duel service) that realizes a duel game in which both players participate. An example in which the present invention is applied to a game system will be described. However, the present invention is applicable to a system realized with any device configuration capable of advancing an electronic game in which a plurality of players participate. Also, in this specification, "player" will be described as referring to a user who logs in and uses the duel service provided by server 200 in this game system.
[0013] 《Configuration of the Game System》 FIG. 1 is a diagram showing the configuration of the game system according to this embodiment. As shown in the figure, in the game system, the server 200 and a plurality of player terminals 100 are configured to be communicably connected via the network 300. Also, in this embodiment, the server 200 matches two players of the connected player terminals 100 as players of a duel game, provides a communication session for transmitting and receiving various information related to the duel game, and provides a duel service that realizes a duel game in which the two players participate.
[0014] Each player can log in to the duel service by starting a predetermined client application on the player terminal 100 used by the player. In the client application, the player can perform various settings and preparations for the executed duel game, set the player profile, and play the duel game (duel, play). Although details will be described later, the duel game (electronic game) in which game play is possible in the duel service of this embodiment is assumed to be a trading card game (TCG) that progresses while arranging game elements such as cards in a predetermined game field. Also, the player terminal 100 can be any communication terminal having a communication function such as a PC or a smartphone.
[0015] <Hardware Configuration of Player Terminal> Next, the hardware configuration of the player terminal 100 will be described with reference to FIG. 2. FIG. 2 is a block diagram illustrating the hardware configuration of the player terminal 100.
[0016] The control unit 101 is a processor such as a CPU, and performs various controls including operation control of each hardware included in the player terminal 100. Specifically, the control unit 101 reads a necessary program stored in the storage device 102, expands it in the memory 103, and executes it to perform the corresponding control.
[0017] The storage device 102 is a device capable of storing permanent information, such as a non-volatile memory or an HDD. The storage device 102 stores, in addition to the operating system for operating the player terminal 100 and programs related to various applications, information on parameters necessary for realizing various controls, and various data used for display and communication functions related to the browser. The memory 103 is a storage device used for temporarily storing data, such as a volatile memory. The memory 103 may be used not only as an expansion area for each program but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.
[0018] The GPU 104 is a rendering device that executes various rendering processes related to the generation of the display screen of the player terminal 100. The GPU 104 also executes the rendering process of the game screen during the execution of the battle game. The GPU 104 includes a GPU memory (not shown), expands various graphics data read from the storage device 102, and performs predetermined operations to generate various images including the screen. The screen and images generated by the GPU 104 are presented to the player by being displayed on, for example, the display 110 provided in the player terminal 100. The display 110 is a device for information display that is provided in the player terminal 100, such as a liquid crystal display, or is detachably connected to the player terminal 100. The display 110 displays the screen generated by the GPU 104.
[0019] The operation I / F 105 is a user interface that receives operation inputs provided in the player terminal 100. When the operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to the control unit 101. In one aspect, the operation I / F 105 includes, for example, operation members such as buttons provided on the exterior of the player terminal 100 and various sensors. Further, the display 110 provided in the player terminal 100 of the present embodiment is configured to be able to detect touch inputs, and the operation I / F 105 includes a touch input detection sensor provided on the display 110.
[0020] The communication I / F 106 is a communication interface with an external device provided in the player terminal 100. The information communication between the communication I / F 106 and the external device may be performed via a wide area communication network (WAN) such as the Internet, or may be performed via a LAN or the like. Although the information communication performed by the communication I / F 106 is described as being wireless, it does not exclude the case where it is performed by wire.
[0021] The speaker 120 is an audio output interface provided in the player terminal 100. The speaker 120 outputs various audio information including the audio related to the client application.
[0022] <Hardware Configuration of Server> FIG. 3 is a block diagram showing the hardware configuration of the server 200 according to the present embodiment. In the following description, for the hardware configuration that realizes the same functions as the player terminal 100, the prefix "server" shall be added to distinguish it from the configuration of the player terminal 100.
[0023] The server control unit 201 is a processor such as a CPU, and controls the operation of each hardware included in the server 200, manages players related to the battle service, matches players with each other, and controls the realization of various functions including information transmission / reception and information sharing for the executed battle game. Specifically, the server control unit 201 reads out a necessary program stored in the server storage device 202, expands it in the server memory 203, and executes it to perform the corresponding control.
[0024] The server storage device 202 is a device capable of permanently storing information, such as a non-volatile memory or an HDD. The server storage device 202 stores, in addition to the operating system for operating the server 200 and the program related to matching, information on parameters necessary for realizing various controls and various data necessary for providing the matching function. The server storage device 202 shall also have a database function for managing information on each player registered as a player of the game system. The server memory 203 is a storage device used for temporarily storing data, such as a volatile memory. The server memory 203 may be used not only as an expansion area for each program but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.
[0025] The server communication I / F 204 is a communication interface with an external device provided in the server 200. Information communication between the server communication I / F 204 and the external device may be performed via a wide area communication network (WAN) such as the Internet, or may be performed via a LAN or the like. The information communication performed by the server communication I / F 204 may be performed either by wire or wirelessly.
[0026] 《Overview of the Battle Game》 Hereinafter, an overview of the battle game in which a play experience is provided in the game system of the present embodiment will be described.
[0027] 〈Service Login〉 When the client application is executed on the player terminal 100, a game window related to service use is displayed on the display 110 of the player terminal 100. The player can perform procedures related to service login by, for example, entering a player ID and password in the game window. By this procedure, a service login request is transmitted from the player terminal 100 to the server 200 together with the input information. When the server control unit 201 receives the service login request, it checks the authenticity of the input information by referring to, for example, player information registered in association with the player ID, and manages the player in a logged-in state when the authenticity is recognized. A player in a logged-in state can use various functions provided by the service for playing the battle game via the game window.
[0028] 〈Deck Construction〉 The functions provided by the service include a deck construction function.
[0029] The battle game is played using a predetermined field defined in the game. Each player can construct a "deck" in which a set of game element groups is registered for the battle game, and play the battle game using the constructed deck.
[0030] For deck construction, the player needs to obtain game elements through, for example, a lottery function available by paying a cost. That is, the game elements that the player can include in the deck to be constructed are limited to, for example, the game elements that the player has already obtained. Also, the decks that the player can construct are not limited to one, and a plurality of decks with at least some of the registered game elements being different may be constructible.
[0031] The information on the game elements that the player has already obtained and the decks constructed by the player is managed by being registered in the server storage device 202 in association with the identification information (player ID) that uniquely identifies the player. More specifically, the server storage device 202 also functions as a database (DB) that manages various information related to each player as player information, and in the player information that is one record of the DB, the player ID is associated with and managed together with the information on the game elements that the player has already obtained and the information on the decks constructed by the player.
[0032] For example, for the game elements obtained by the player, the element ID that uniquely identifies the game element and the quantity thereof are included in the player information, so that it is possible to manage the state of how many of the game elements the player owns. Also, for example, for the decks constructed by the player, the identification information (deck ID) of the deck and the element IDs of the game elements included in the deck are included in the player information, so that it is managed as the information on the decks (deck information) that the player has constructed.
[0033] As described above, the battle game in which the play experience is provided in the battle service of the present embodiment is a TCG, and the game elements given to the player and registered in the deck and available for use are (virtually) cards that can be owned in the electronic game. In the battle game of the present embodiment, the cards available to the player are classified into two types: leader cards and member cards, which have different roles in the battle game. The deck is conditioned to include one leader card. In other words, the deck is constructed of one leader card and (one or more) a plurality of member cards. Each card has, for example, a cost determined according to the degree of advantageously advancing the battle game, and the player needs to register a group of cards included in the deck so that the total cost of the deck becomes a specified value.
[0034] Here, the leader card and the member card are cards provided with different roles in the battle game and have differences as follows, for example.
[0035] The leader card has an aspect of restricting the member cards that can be included in the deck and determines the direction of the deck (the strategic direction to be taken to win the battle game). That is, by including one leader card in the deck, to some extent, the game development of the battle game using the deck is determined. On the other hand, the member card basically does not restrict other cards that can be included in the deck.
[0036] The battle game is configured in a turn-based system in which each player takes turns as the action target. In each player's action turn, the game progresses while sequentially placing the cards registered in the deck used by the player on the field. The leader card is placed on the field at the start of the battle game and is always placed on the field during the execution of the battle game. On the other hand, the member card is randomly added to the player's hand from the deck and is placed on the field at the player's discretion in each action turn. That is, the leader card and the member card differ in whether the placement on the field is mandatory or optional.
[0037] Here, in the battle game, for each player's leader card, a life value (a parameter indicating the number of times the leader card can withstand attack actions) of a specified value is set at the start of the battle game. In the battle game of this embodiment, in order to ensure fairness among players, the life is set to a fixed value of 8 for any leader card. The battle game ends when the life of the leader card of either one of the players becomes 0, or when the deck (hand cards, draw pile, and field member cards) of either one of the players becomes 0. That is, a player can win against the opponent by reducing the life of the opponent's leader card to 0 or by making the opponent's deck 0 first. Also, a player will lose to the opponent when the life of their own leader card becomes 0 or when their deck becomes 0 before the opponent's.
[0038] In addition, each card has an effect that occurs when it is placed on the field in the battle game. For member cards, one type of effect that does not change according to the progress parameters of the battle game is set. In contrast, the leader card is different from the member card in that a plurality of types of effects that change according to the progress parameters of the battle game are set. Here, the progress parameters of the battle game may be, for example, the life of the leader card, and with the life being halved, an effect that makes the progress of the battle game more advantageous may be set to be activatable.
[0039] Therefore, when the player selects the menu of "Construct New Deck" or "Edit Constructed Deck" related to the deck construction function, the editing state of one deck is entered, and a list of cards managed as the player's acquisition status is displayed in the game window. The player can select the cards to be registered in the deck to be edited by performing an operation input to select the desired cards from the list. Specifically, the identification information (card ID) related to the cards selected to be registered in the deck is added to the deck information related to the deck to be edited. The deck information related to the deck to be edited is temporarily held, for example, in the memory 103 of the player terminal 100, and is updated each time a card to be registered is selected.
[0040] Here, when the menu of "Construct New Deck" is selected, new deck information is generated and held in the memory 103 as the deck information related to the deck to be edited. On the other hand, when the menu of "Edit Constructed Deck" is selected, the deck information related to the corresponding deck is downloaded from the server 200 to the player terminal 100 and held in the memory 103 as the deck information related to the deck to be edited.
[0041] Then, in response to the operation input related to the completion of construction, the deck information related to the deck to be edited is uploaded from the player terminal 100 to the server 200 and included in the player information related to the player for management. At this time, in the case of a new deck, on the server 200, a new deck ID is assigned to the player, and the deck ID is associated with the uploaded deck information and added to the player's player information. Also, in the case of a constructed deck, since the deck ID is already associated with the deck information related to the deck to be edited, the deck information having the same deck ID as the uploaded deck information among the player's player information is updated based on the uploaded deck information.
[0042] <Mode Selection> By using the deck constructed by the deck building function, the player can play a TCG battle game. In the battle service, multiple game modes are provided for the battle game, and the player needs to select a desired game mode for the game play.
[0043] In the battle service of this embodiment, the multiple game modes can be classified into two types according to the battle opponent in the battle game. More specifically, the two types of game modes can be classified into a first mode in which the battle opponent is a real player and a second mode in which the battle opponent is a virtual player. Here, the real player corresponds to another player who has logged in to the service using the player terminal 100 in the same way as the player. The virtual player corresponds to, for example, an NPC (Non-Player Character) or artificial intelligence (AI) whose actions are determined based on an action program executed by the server control unit 201. Therefore, the first mode is a game mode that provides a player-versus-player play experience, and the second mode is a game mode that provides a player-versus-CPU play experience. Examples of the battle game according to the second mode include a tutorial game that explains the rules and operations of the battle game to the player, and a so-called story mode game in which the player battles against an NPC in a predetermined scenario in order.
[0044] The play of the battle game is realized by the player terminal 100 communicating and connecting (participating) to the communication session started by the server 200 in any of the two game modes, and various types of information for game progress (hereinafter referred to as progress information) being transmitted and received via the communication session. In one aspect, the progress information transmitted from the player terminal 100 participating in the communication session is stored at a predetermined address in the server memory 203 of the server 200. Then, other player terminals 100 and the server 200 participating in the communication session can obtain the progress information by referring to the predetermined address in the server memory 203. That is, in both the first mode and the second mode, the progress information based on the operation input made by the player related to the battle game is transmitted to and held by the server 200, and is referred to and shared as needed to progress the play of the battle game.
[0045] On the other hand, since the types of opponents in the battle game are different between the first mode and the second mode, the processes required until the start of the play are also different. More specifically, for the second mode, for example, an opponent can be determined by selecting a program to execute from among a predetermined set of action determination programs, whereas for the first mode, it is necessary to match the opponent player from among the players who are in the service login state and who are simultaneously making a play start request for the battle game related to the first mode. Also, regarding the determination of the opponent, since there are differences in such processes, the communication sessions related to each game mode also differ in the trigger and timing of their start.
[0046] Here, the play start request related to each game mode includes a player ID for identifying a player, mode information indicating the game mode selected by the player, and information indicating the battle deck used by the player. The information indicating the battle deck can be, for example, a deck ID. The server control unit 201 can refer to the deck information related to the battle deck from the corresponding player information based on the player ID and the deck ID, and can identify the cards registered in the battle deck. Therefore, the server control unit 201 varies the content of the process related to the start of the communication session and the process related to the determination of the opponent according to the mode information included in the play start request.
[0047] When receiving a play start request for a battle game related to the first mode, the server control unit 201 executes the following matching process of matching an opponent player for the player who made the play start request. Then, when the matching of the opponent is completed, the server control unit 201 starts a communication session for the battle game and controls the player terminals 100 used by each player to participate in the communication session. Thereafter, on the condition that the specified number (two) of player terminals 100 have participated in the communication session, the transmission and reception of progress information in the communication session becomes possible, and the play of the battle game starts. At this time, the progress information transmitted and received in the communication session includes that based on the operation input made by the player and that based on the operation input made by the opponent.
[0048] On the other hand, when a play start request for the battle game according to the second mode is received, the server control unit 201 starts a communication session for the battle game in response to the play start request, and controls the player terminal 100 used by the player who made the play start request to participate in the communication session. After that, on the condition that a specified number (one) of player terminals 100 have participated in the communication session, the transmission and reception of progress information in the communication session becomes possible, and the play of the battle game starts. At this time, the progress information transmitted and received in the communication session includes that based on the operation input made by the player and that based on, for example, an action determination program by the server control unit 201.
[0049] 〈Matching〉 Hereinafter, the matching of players performed for the battle game in the first mode of the present embodiment will be described. In the battle game according to the first mode, since two players battle, when starting the game play, the player needs to transmit a play start request including mode information indicating the first mode from the player terminal 100 to the server 200. When the server control unit 201 receives such a play start request, it determines that a matching request has been made, and executes a matching process of matching two players who will battle from among the logged-in players who have made matching requests at the same time.
[0050] When the matching of players is completed, the server control unit 201 starts a communication session for the battle game in which the two matched players participate. The information of the communication session is transmitted to each of the player terminals 100 used by the two players together with, for example, the information of the matching result. When the control unit 101 of the player terminal 100 receives the information of the communication session, it starts a process for connecting to the communication session.
[0051] 〈Game Play〉 When a specified number of player terminals 100 participate in a communication session, the gameplay of the battle game in which the players participate can start. At this time, in the client application being executed on the player terminal 100, the processing related to the play of the battle game is started and the game screen is displayed on the condition that the specified number of player terminals 100 are connected to the communication session.
[0052] Here, the battle game is executed on the condition that one leader card and one or more member cards are included in the battle deck. When the processing related to the play of the battle game is started, the battle deck is controlled to be uneditable in order to ensure fairness.
[0053] In the processing related to the play of the battle game executed on each player terminal 100, as described above, progress information based on the operation input made by the player regarding the battle game is configured and transmitted to the server 200. The server 200 manages the progress information for each communication session, and for the battle game related to the first mode, the progress information received from the player terminal 100 is transmitted (shared) to the other player terminals 100 participating in the communication session. In the processing related to the play of the battle game, when the progress information related to the opponent is received from the server 200, the display control of the game screen is performed based on the progress information. By doing so, in the game system, it is possible to provide a play experience (first mode) in which players in remote locations play against each other via the server 200, or a play experience (second mode) in which a player plays against a virtual player via the server 200.
[0054] Regarding the progress information transmitted and received in a communication session, it is managed by the server 200 at least during the period when the communication session is established. Also, during the period when the communication session is established, the server control unit 201 monitors the communication connections for each of the player terminals 100 participating in the communication session and detects changes in the communication connection state. The communication session is basically maintained until the play of the battle game related to the communication session ends, that is, until the server control unit 201 determines that the end condition of the play of the battle game is satisfied.
[0055] 〈Return Judgment〉 By the way, the communication connection of the player terminal 100 to the communication session can be disconnected due to various factors even during the game play of the battle game. When such a communication disconnection occurs, since the progress information that was regularly transmitted and received between the server and the corresponding player terminal 100 in the communication session will be missing, the server control unit 201 changes the player who was in the service login state using the player terminal 100 to the logout state. For example, a communication disconnection can occur due to at least any one of an error occurring in the process related to the play of the battle game, the termination of the client application being executed on the player terminal 100, and the logout operation of the battle service by the player. In any case, the player's state changes from the login state to the logout state. At this time, it is assumed that information indicating that the player has been changed to the logout state due to the communication disconnection is associated and stored in the player information of the player using the player terminal 100 where the communication disconnection was detected.
[0056] When a communication disconnection occurs, the battle game being carried out via the corresponding communication session becomes in an impossible-to-progress state. Therefore, there is also a game system that treats the player related to the player terminal 100 where the communication disconnection occurred as having lost the game, and does not allow the player to return to the communication session even if the cause of the communication disconnection is resolved later.
[0057] On the one hand, a mode that uniformly treats the player on the side where communication is disconnected as a loser or a mode that does not allow a return to the communication session can be cruel to the player. For example, communication disconnection can occur due to a failure in an Internet service provider or a power outage, etc., so not all communication disconnections that occur are the player's fault. Also, for the player on the side where communication is not disconnected, it is not preferable that the battle game does not proceed properly due to the communication disconnection of the opponent or that the player is treated as having won in such a state.
[0058] Therefore, the battle service of the present embodiment is configured to enable the corresponding player to return to the battle game in which the player participated before the communication disconnection when the player returns to the service login state again only when a predetermined condition is satisfied even when a communication disconnection occurs. That is, for a communication session that allows a return, the progress of the battle game being carried out related to the communication session is temporarily interrupted, and the reception history of progress information is retained so that it can be resumed after the player returns.
[0059] In the following description, for the sake of easy understanding of the invention, it is described that the player on the side where communication is disconnected attempts to return to the battle game using the same player terminal 100, but the implementation of the present invention is not limited to this. In a service like the battle service of the present embodiment where various information related to the player is managed in the server 200, as long as the same player ID is used, the player can continue to use the service from the state of inheriting the previous usage status regardless of which communication terminal logs in to the service. For this reason, it may not be a requirement that the communication terminal used when the player on the side where communication is disconnected attempts to return to the battle game is the same as the communication terminal used before the communication disconnection. That is, the server control unit 201 can also be configured not to care about the difference in the communication terminals to be connected when determining whether to return to the communication session.
[0060] Hereinafter, to facilitate understanding of the invention, the player related to the player terminal 100 in which a communication disconnect occurred in a communication session is referred to as an "interrupted player" in the sense that it caused an interruption in the progress of the battle game. Also, due to the communication disconnect of the player terminal 100 related to any player participating in the battle game, the communication session in which the progress of the battle game has been interrupted is referred to as an "interrupted session".
[0061] When the interrupted player returns to the service login state again after the occurrence of the communication disconnect, the server control unit 201 determines whether to allow the player terminal 100 used by the interrupted player to return to the interrupted session (whether to enable reconnection). In the battle service of this embodiment, whether to allow return to the interrupted session is determined according to the game mode of the battle game being implemented for the session. Here, the game mode of the battle game being implemented for the interrupted session can be specified by the mode information of the play start request that was the factor for providing the interrupted session.
[0062] The server control unit 201 determines that it allows return to the interrupted session when the game mode of the battle game being implemented for the interrupted session is the first mode. Also, the server control unit 201 determines that it does not allow return to the interrupted session when the game mode of the battle game being implemented for the interrupted session is the second mode. This is because in the battle game of the second mode, the opponent is not a real player, and even if the battle game ends without allowing return, it cannot interfere with the opponent's interest experience.
[0063] When allowing a return to an interrupted session, the server control unit 201 executes a process of querying the interrupted player as to whether or not the player desires to return. That is, when allowing a return to an interrupted session and the player terminal 100 used by the interrupted player can reconnect to the interrupted session, the server control unit 201 transmits information related to the return query to the player terminal 100. When receiving the information, a query screen 400 including selection items 401 and 402 as to whether or not to return, as shown in FIG. 4, is displayed on the display 110 of the player terminal 100 used by the interrupted player.
[0064] The interrupted player can select either selection item 401 or selection item 402 on the query screen 400, and when the control unit 101 receives an operation input related to the selection, the control unit 101 transmits information indicating that fact to the server 200. More specifically, when the control unit 101 receives an operation input for selecting selection item 401, the control unit 101 transmits a return request to the server 200. When receiving the return request, the server control unit 201 executes a process of reconnecting the player terminal 100 used by the interrupted player to the interrupted session. Also, when the control unit 101 receives an operation input for selecting selection item 402, the control unit 101 transmits a disconnection request to the server 200. When receiving the disconnection request, the server control unit 201 executes a process of ending the battle game related to the interrupted session.
[0065] When the player terminal 100 used by the interrupted player is reconnected to the interruption session, the player terminal 100 may not hold information indicating the progress of the play of the battle game. For example, when the client application is forcibly terminated or when the player terminal 100 is powered off and restarted, for the play of the battle game in which the interrupted player participated before the communication was disconnected, various information indicating the progress thereof does not exist in the cache memory (such as the server memory 203). Therefore, when the server control unit 201 reconnects the player terminal 100 used by the interrupted player to the interruption session based on the return request, the server control unit 201 may transmit the progress information to the player terminal 100 based on the reception history of the progress information held for the interruption session, and may return to the latest state of the battle game related to the interruption session. That is, in order to resume the processing related to the play of the battle game being executed on the player terminal 100 used by the interrupted player to the latest state of the battle game in which the interrupted player participated before the communication was disconnected, the server control unit 201 transmits at least a part of the progress information transmitted and received for the interruption session to the player terminal 100 used by the interrupted player. Here, the progress information transmitted to the player terminal 100 used by the interrupted player may exclude a part of the progress information as long as it can return to the latest state.
[0066] Note that, for the battle game related to the interruption session, when a communication disconnection is detected, the state in which the battle game can be advanced until the interrupted player returns differs depending on which player's action turn it is.
[0067] For example, when it is the action turn of the interrupted player when a communication disconnection is detected, the reception of the progress information from the player terminal 100 used by the interrupted player is interrupted, so the battle game becomes an impossible-to-advance state at that time. That is, when it is the action turn of the interrupted player when a communication disconnection is detected, the server control unit 201 interrupts the progress of the battle game related to the interruption session at that time, and waits for the processing related to the interruption session until the interrupted player returns and subsequent progress information is received.
[0068] Also, for example, if it is the action turn of a player other than the suspending player (the opponent of the suspending player) when the communication disconnection is detected, it is possible to receive progress information from the player terminal 100 used by that player, so the competitive game can proceed until the progress information related to the action turn of that player is received. In other words, if it is not the action turn of the suspending player when the communication disconnection is detected, the server control unit 201 advances the progress of the competitive game related to the suspended session until progress information is received from the player terminal 100 used by the player whose action turn it is, and then suspends the progress, and puts the processing related to the suspended session on hold. In other words, even in this case, it is possible to suspend the processing related to the competitive game by advancing it to a state where the suspending player returns and waits for the reception of subsequent progress information.
[0069] However, interruption of a competitive game caused by a communication disconnection should not be permitted without limit, considering that the opponent player cannot progress in the game and must wait, and that the progress information reception history must be stored in the server memory 203. Therefore, the competitive service of this embodiment is configured to permit the interrupted player to return to the competitive game, provided that a predetermined time (e.g., 3 minutes) has not elapsed since the communication disconnection occurred (e.g., until the interrupted player's service login request or return request is received). In other words, the player terminal 100 used by the interrupted player is reconnected to the interrupted session, provided that a predetermined time has not elapsed since the communication disconnection occurred.
[0070] In addition, when the game mode of the battle game being played in the interrupted session is the second mode and no return is allowed for the interrupted player, that is, when the player terminal 100 used by the interrupted player cannot reconnect to the interrupted session, the interrupted session can end. In this case, for the battle game being played in the interrupted session, for example, warning information indicating that return is impossible is associated with the player information related to the interrupted player. When the interrupted player returns to the service login state again, a display indicating that return is impossible may be made on the display 110 of the player terminal 100 used by the interrupted player based on the warning information. At this time, the reception history of the progress information held in the interrupted session may also be deleted.
[0071] Also, the process of ending the interrupted session and the process of deleting the reception history of the progress information may be executed in the same way as when the game mode of the battle game is the first mode but a departure request is received, or when the elapsed time since the communication disconnect occurred exceeds a predetermined time, assuming that it is impossible to reconnect to the interrupted session. In such a case, when the player terminal 100 used by the interrupted player cannot connect to the interrupted session, since there is no communication session to which the player terminal 100 should return, it is possible to accept a new play start request from the interrupted player. That is, the interrupted player can connect the player terminal 100 used to another communication session corresponding to the play start request by performing an operation input related to the new play start request, enabling the game play of the battle game.
[0072] 〈Determination of Battle Result〉 When a communication disconnect occurs during the play of a battle game, the derivation of the battle result of the battle game can be determined by a method different from that of a (normal) battle game when no communication disconnect occurs.
[0073] Here, in the case of a normal battle game, as described above, for example, the game ends when the life of the leader card belonging to either player becomes 0, or when the deck of either player becomes 0. That is, a player can win against an opponent by reducing the life of the opponent's leader card to 0 or by making the opponent's deck reach 0 first. Also, a player will lose to the opponent when the life of their own leader card becomes 0 or when their deck reaches 0 before the opponent's.
[0074] Such conditions for determining the victory or defeat of a normal battle game are also used when the interrupted player can resume the battle game in which they participated before the communication was cut off. That is, when the battle game in which the interrupted player participated is a game in the first mode and a return request is received before a predetermined period has elapsed since the communication cut-off was detected, the server control unit 201 determines the battle result according to the state when the end condition of the battle game is satisfied even in the play of the battle game after the interrupted player has resumed. That is, in this battle game, if the battle game progresses until the end condition is satisfied, regardless of whether the communication was cut off, the determination of the battle result is made in the same way as in a normal battle game, and the victory or defeat of each player is determined.
[0075] On the other hand, when the interrupted player cannot resume the battle game in which they participated before the communication was cut off, the battle result of the battle game related to the interrupted session is determined as follows.
[0076] First, when the player terminal 100 used by the interrupted player was connectable to the interrupted session but no return request was received within a predetermined time after the communication cut-off was detected, the server control unit 201 determines the battle result assuming that the interrupted player lost in the battle game related to the interrupted session.
[0077] In addition, when the player terminal 100 used by the interrupted player was connectable to the interrupted session but a disconnection request was received from the player terminal 100, the server control unit 201 determines the battle result as if the interrupted player lost in the battle game related to the interrupted session.
[0078] In addition, when the end condition of the battle game has already been satisfied at the time when communication disconnection is detected and the battle result related to the battle game has been determined, the server control unit 201 holds the information of the battle result. For example, when the interrupted player becomes the service login state again, the information of the battle result may be transmitted to the player terminal 100 used by the interrupted player for result display. That is, when a communication disconnection occurs in the player terminal 100 used by the interrupted player after the battle result of the battle game has been determined, the battle result does not change. Thereafter, even when the interrupted player becomes the service login state again, control is performed so that a return inquiry is not made to the interrupted player. Also, even if a predetermined period has elapsed since the communication disconnection was detected, the determined battle result is not overridden. Therefore, the battle result of the interrupted player is determined according to the situation on the interrupted player side at the time when the communication disconnection is detected. In this case, the battle game related to the interrupted session does not proceed any further, and since it is not necessary to wait for the return of the interrupted player, the interrupted session may be terminated and the reception history of the progress information may be deleted. Instead, the battle result of the battle game related to the interrupted session may be associated with the player information related to the interrupted player, and control may be performed so that the battle result is displayed when the interrupted player becomes the service login state again.
[0079] In addition, when the battle game related to the interrupted session is in the second mode, the battle result of the battle game may be determined in response to the detection of communication disconnection, and the battle game may be terminated. The battle result determined at this time may be a result predetermined in advance regardless of the progress of the battle game, such as defeat or a draw.
[0080] 《Return Process》 In the player terminal 100 of the present embodiment having such a configuration, a specific process of the return process executed for determining whether to return to the interrupted session when a communication interruption is detected will be described using the flowchart of FIG. 5. The process corresponding to the flowchart can be realized by the server control unit 201 reading out the corresponding processing program stored in the server storage device 202, for example, and expanding and executing it in the server memory 203. Note that this return process will be described as being started, for example, when a service login request from the player terminal 100 used by the player is received.
[0081] In S501, the server control unit 201 determines whether a communication interruption has occurred in the communication session of the battle game in which the player who made the service login request most recently participated. The determination in this step can be made based on whether information indicating that the player information has been changed to the logged-out state due to the communication interruption is associated. If the server control unit 201 determines that a communication interruption has occurred in the communication session in which the player who made the service login request most recently participated, the process proceeds to S502, and if it determines that no communication interruption has occurred, this return process is completed. Here, if a communication interruption has occurred in the communication session in which the player most recently participated, since the player who made the service login request corresponds to the interrupted player, in the following steps, the player will be referred to as the "interrupted player", and the session in which the communication interruption occurred will be referred to as the "interrupted session".
[0082] In S502, the server control unit 201 determines whether the game mode of the battle game related to the interrupted session is either the first mode or the second mode. If the server control unit 201 determines that the game mode of the battle game related to the interrupted session is the first mode, the process proceeds to S503, and if it determines that it is the second mode, the process proceeds to S509.
[0083] In S503, the server control unit 201 determines whether or not the elapsed time since communication disconnection was detected in the interrupted session has exceeded a predetermined time. If the server control unit 201 determines that the elapsed time since communication disconnection was detected in the interrupted session has exceeded the predetermined time, the process proceeds to S509. If it determines that the elapsed time has not exceeded the predetermined time, the process proceeds to S504.
[0084] In S504, the server control unit 201 determines whether or not the outcome of the battle game related to the interrupted session has been determined. If the server control unit 201 determines that the outcome of the battle game related to the interrupted session has been determined, the process proceeds to S509. If it determines that the outcome has not been determined, the process proceeds to S505.
[0085] In S505, the server control unit 201 transmits information related to the return inquiry to the player terminal 100 used by the interrupted player (the player terminal 100 that transmitted the service login request).
[0086] In S506, the server control unit 201 determines whether it has received a return request or a disconnection request in response to the information transmitted in S505. If the server control unit 201 determines that it has received a return request, the process proceeds to S507. If it determines that it has received a disconnection request, the process proceeds to S508.
[0087] In S507, the server control unit 201 is assumed to connect (return) the player terminal 100 related to the interrupted player to the interrupted session, and transmits a control command related to the return operation to the player terminal 100 to complete this return process.
[0088] On the other hand, if it is determined in S506 that a disconnection request has been received, in S508, the server control unit 201 does not connect the player terminal 100 related to the interrupted player to the interrupted session, and executes processes related to the end of the interrupted session (determining the battle result of the battle game related to the interrupted session, displaying the battle result, ending the interrupted session, deleting the reception history of progress information) to complete this return process.
[0089] Also, when it is determined in S502 that the battle game related to the interrupted session is in the second mode, when it is determined in S503 that the elapsed time since the communication disconnection was detected has exceeded a predetermined time, and when it is determined in S504 that the victory or defeat of the battle game related to the interrupted session has been determined, the server control unit 201 controls in S509 not to connect the player terminal 100 related to the interrupted player to the interrupted session, and completes this return process. When reaching this step, since the process related to the end of the interrupted session has already been executed, the server control unit 201 may transmit information on the battle result and information indicating that return is not possible to the player terminal 100 used by the interrupted player, and control to notify these information.
[0090] As described above, according to the information processing apparatus of the present embodiment, it is possible to reduce the running cost while ensuring the interestingness of the battle game.
[0091] [Embodiment 2] In the above-described embodiment, the return process has been described as being different according to whether the game mode of the battle game is the first mode that provides a play experience of playing against a real player or the second mode that provides a play experience of playing against a virtual player. However, the implementation of the present invention is not limited to this. For example, in a game mode in which class points are awarded according to the battle results of the battle game and the player's class is determined according to the cumulative number of awarded points, that is, in a game mode including an element for evaluating the player, since the battle results of each player are important, it is desirable that the interrupted session can be resumed when a communication disconnection occurs. On the other hand, in a game mode that does not include an element for evaluating the player, since the battle results of each player are not an evaluation target, it is considered that there is no problem even if a communication disconnection occurs and the player loses the target game.
[0092] Therefore, in S502 of the return process, the server control unit 201 may determine whether the game mode of the battle game related to the interrupted session is the third mode that uses the battle result for player evaluation or the fourth mode that does not use the battle result for player evaluation, and control the process to move to S503 in the former case and to move to S508 in the latter case.
[0093] According to this aspect, since it is controlled whether to allow the return to the interrupted session according to the importance of the battle result for the player, the interrupted session with a high interest of the player in the battle result is made easy to return, while the interrupted session with a low interest in the battle result can be actively terminated, and the running cost can be reduced while ensuring the interestingness of the battle game.
[0094] [Summary of Embodiment] The above embodiment discloses at least the following program, information processing apparatus, and game system.
[0095] (1) A computer that provides services related to a battle game in which players participate, a login process that sets the player to a service login state in response to receiving a service login request from a communication terminal used by the player, and a determination process that determines a communication session for transmitting and receiving progress information regarding the progress of the battle game in which the player participates in response to receiving a start request for the battle game related to the player in the service login state, a connection process that connects the communication terminal used by the player related to the start request to the communication session determined by the determination process, a detection process that detects the communication connection state of the communication terminal in the communication session, A program for executing, The battle game includes a plurality of game modes, The connection process is a program that controls whether to connect the first communication terminal used by the first player to the first communication session when the first player who has had a communication disconnection detected in the first communication session without the end of the battle game in the first communication session returns to the service login state, according to the game mode of the battle game related to the first communication session.
[0096] (2) The game mode of the battle game includes a first mode in which a real player is the opponent and a second mode in which a virtual player is the opponent. The connection process is When the game mode of the battle game related to the first communication session is the first mode, it controls to make the first communication terminal connectable to the first communication session. The program according to (1), when the game mode of the battle game related to the first communication session is the second mode, controls to make the first communication terminal non-connectable to the first communication session.
[0097] (3) The battle game includes elements for evaluating players. The game mode of the battle game includes a third mode in which the battle result is used for evaluating the player and a fourth mode in which the battle result is not used for evaluating the player. The connection process is When the game mode of the battle game related to the first communication session is the third mode, it controls to make the first communication terminal connectable to the first communication session. The program according to (1), when the game mode of the battle game related to the first communication session is the fourth mode, controls to make the first communication terminal non-connectable to the first communication session.
[0098] (4) When the first communication terminal is connectable to the first communication session, the program further causes the computer to execute a reception process of receiving a return request of the first player to the battle game related to the first communication session. The connection process is the program according to any one of (1) to (3) that connects the first communication terminal to the first communication session when a return request from the first player is received.
[0099] (5) The connection process is the program according to (4) that connects the first communication terminal to the first communication session on the condition that the elapsed time from the communication disconnection has not exceeded a predetermined time.
[0100] (6) The program further causes the computer to execute an end process that determines the battle result of the battle game based on the progress of the battle game related to the communication session and ends the battle game. The end process is the program according to (5) that determines a battle result in which the first player loses for the battle game related to the first communication session on the condition that the elapsed time from the communication disconnection has exceeded the predetermined time.
[0101] (7) The end process is the program according to (6) that determines a battle result in which the first player loses for the battle game related to the first communication session when a return request from the first player is not received.
[0102] (8) The end process is the program according to (6) or (7) that determines the battle result of the battle game in response to the detection of the communication disconnection and ends the battle game when the game mode of the battle game related to the first communication session is a game mode that does not allow additional connection to the first communication session.
[0103] (9) The end process is the program according to any one of (6) to (8) that maintains the battle result regardless of whether the first communication terminal is connected to the first communication session when the communication disconnection is detected after the battle result of the battle game related to the first communication session is determined.
[0104] (10) When the first communication terminal cannot be connected to the first communication session, the determination process determines a second communication session different from the first communication session in response to receiving a new start request related to the first player. The program according to any one of (4) to (9).
[0105] (11) When the first communication terminal is connected to the first communication session based on a return request of the first player, the program further causes the computer to execute a transmission process of transmitting at least a part of the progress information transmitted and received regarding the battle game related to the first communication session to the first communication terminal. The program according to any one of (4) to (10).
[0106] (12) The battle game is a turn-based game in which a plurality of players alternately become the action target. The program further causes the computer to execute a management process of receiving the progress information from the communication terminal used by the player who is the action target for each turn of the battle game related to the communication session and managing the progress of the battle game. In the battle game related to the first communication session, when the player who is the action target at the time of detecting the communication disconnection is a second player different from the first player, the management process receives the progress information from the second communication terminal used by the second player. The program according to any one of (1) to (11).
[0107] (13) When the player who is the action target at the time of detecting the communication disconnection is the first player, the management process waits for receiving the progress information related to the first player. The program according to (12).
[0108] (14) The communication disconnection is caused by at least one of an error occurrence in the processing related to the battle game executed on the first communication terminal, the end of the processing related to the battle game on the first communication terminal, and the service logout of the first player, and is the program according to any one of (1) to (13).
[0109] (15) The battle game progresses using game elements for battle registered for each player, and includes game elements of a first type and game elements of a second type. The game elements for battle include one game element of the first type and a plurality of game elements of the second type, and are the program according to any one of (1) to (14).
[0110] (16) The communication terminal in which the communication disconnection is detected in the first communication session is the third communication terminal. The connection process determines whether to connect the first communication terminal to the first communication session without the condition that the first communication terminal and the third communication terminal are the same, and is the program according to any one of (1) to (15).
[0111] (17) An information processing apparatus that provides a service related to a battle game in which a player participates. Login means for setting the player to a service login state in response to receiving a service login request from a communication terminal used by the player. Determination means for determining a communication session for transmitting and receiving progress information regarding the progress of the battle game in which the player participates in response to receiving a start request for the battle game related to the player in the service login state. Connection means for connecting the communication terminal used by the player related to the start request to the communication session determined by the determination means. Detection means for detecting the communication connection state of the communication terminal in the communication session. It is provided with. The battle game includes a plurality of game modes. The connection means is an information processing device that controls whether to connect the first communication terminal used by the first player to the first communication session when the first player, for whom communication disconnection of the communication terminal is detected without the end of the battle game in the first communication session, returns to the service login state, according to the game mode of the battle game related to the first communication session.
[0112] (18) A game system including an information processing device that provides a service related to a battle game in which a player participates, and a communication terminal used by the player, The battle game includes a plurality of game modes, The information processing device Login means for setting the player using the communication terminal to the service login state in response to receiving a service login request from the communication terminal; Determination means for determining a communication session for transmitting and receiving progress information regarding the progress of the battle game in which the player participates in response to receiving a start request for the battle game related to the player in the service login state; Connection means for connecting the communication terminal that transmitted the start request to the communication session determined by the determination means; Detection means for detecting the communication connection state of the communication terminal in the communication session; and The communication terminal First transmission means for transmitting the service login request to the information processing device; Execution means for executing processing related to the battle game on the condition that the player to be used enters the service login state; Selection means for selecting the game mode of the battle game for the processing related to the battle game to be executed; Second transmission means for transmitting the start request to the information processing device together with the information on the game mode selected by the selection means; Communication means for transmitting and receiving the progress information via the communication session for the processing related to the battle game that has been executed; Display control means for causing a display device to display a screen related to the battle game; comprising; The connection means, when a first player whose communication disconnection of the communication terminal is detected without the battle game ending in a first communication session returns to the service login state again, determines whether to connect the first communication terminal used by the first player to the first communication session, and controls according to the game mode of the battle game related to the first communication session. A game system.
[0113] [Other Embodiments] The invention is not limited to the above embodiments, and various modifications and changes are possible within the scope of the gist of the invention.
Explanation of Reference Numerals
[0114] 100: Player terminal, 101: Control unit, 102: Storage device, 103: Memory, 104: GPU, 105: Operation I / F, 106: Communication I / F, 110: Display, 120: Speaker, 200: Server, 201: Server control unit, 202: Server storage device, 203: Server memory, 204: Server communication I / F, 300: Network
Claims
1. A computer that provides a service related to a competitive game in which players participate, a login process for putting the player into a service login state in response to receiving a service login request from a communication terminal used by the player; a determination process for determining a communication session for transmitting and receiving progress information related to the progress of the competitive game in which the player participates in response to receiving a request to start the competitive game related to the player who is in a service logged-in state; a connection process for connecting a communication terminal used by a player related to the start request to the communication session determined by the determination process; A detection process for detecting a communication connection state of a communication terminal in a communication session; A program for executing The competitive game includes a plurality of game modes; The connection processing is a program that controls, when a first player in a first communication session in which a communication disconnection of the communication terminal is detected without the competitive game being terminated, whether or not to connect the first communication terminal used by the first player to the first communication session when the first player re-enters the service login state, depending on the game mode of the competitive game related to the first communication session.
2. the game modes of the competitive game include a first mode in which a real player is an opponent, and a second mode in which a virtual player is an opponent; The connection process includes: When a game mode of the competitive game related to the first communication session is the first mode, controlling the first communication terminal to be connectable to the first communication session; When a game mode of the competitive game related to the first communication session is the second mode, the first communication terminal is controlled so as to be unable to connect to the first communication session. The program according to claim 1.
3. the competitive game includes an element for evaluating a player; the game modes of the competitive game include a third mode in which a match result is used to evaluate a player, and a fourth mode in which a match result is not used to evaluate a player; The connection process includes: When a game mode of the competitive game related to the first communication session is the third mode, control is performed so that the first communication terminal can be connected to the first communication session; When a game mode of the competitive game related to the first communication session is the fourth mode, the first communication terminal is controlled so as to be unable to connect to the first communication session. The program according to claim 1.
4. the program further causes the computer to execute, when the first communication terminal is connectable to the first communication session, a reception process of receiving a request from the first player to return to the competitive game related to the first communication session; The connection process connects the first communication terminal to the first communication session when a return request of the first player is accepted. The program according to any one of claims 1 to 3.
5. 5. The program according to claim 4, wherein the connection process connects the first communication terminal to the first communication session on condition that a predetermined time has not elapsed since the communication was cut off.
6. the program further causes the computer to execute a termination process of determining a match result of the competitive game based on a progress status of the competitive game related to the communication session and terminating the competitive game; The program described in claim 5, wherein the termination processing determines a match result in which the first player is defeated for the competitive game related to the first communication session, on the condition that the elapsed time since the communication disconnection has exceeded the predetermined time.
7. The program according to claim 6 , wherein the termination process determines a match result in which the first player is defeated in the match game related to the first communication session if a return request from the first player is not accepted.
8. The program described in claim 6, wherein the termination process determines a result of the competitive game in response to detection of a communication disconnection when the game mode of the competitive game related to the first communication session is a game mode that does not allow additional connections to the first communication session, and terminates the competitive game.
9. The program described in claim 6, wherein the termination processing maintains the match result of the competitive game related to the first communication session when the communication disconnection is detected after the match result of the competitive game related to the first communication session is determined, regardless of whether the first communication terminal connects to the first communication session or not.
10. The program described in claim 4, wherein the determination process determines a second communication session different from the first communication session in response to receiving a new start request related to the first player when the first communication terminal is unable to connect to the first communication session.
11. The program according to claim 4, further causing the computer to execute a transmission process of transmitting at least a portion of the progress information transmitted and received regarding the competitive game related to the first communication session to the first communication terminal when the first communication terminal is connected to the first communication session based on a return request of the first player.
12. The competitive game is a turn-based game in which a plurality of players take turns to act; the program further causes the computer to execute a management process for receiving the progress information from a communication terminal used by the action target player for each turn of the competitive game related to the communication session, and managing the progress status of the competitive game; The management process includes receiving the progress information from a second communication terminal used by a second player when the action target player at the time of detecting the communication disconnection in the competitive game related to the first communication session is a second player different from the first player. The program according to claim 1.
13. The program according to claim 12 , wherein the management process waits for reception of the progress information related to the first player when the player who is the action target at the time when the communication disconnection is detected is the first player.
14. The program according to claim 1, wherein the communication disconnection is caused by at least one of an error occurring in processing related to the competitive game executed on the first communication terminal, the termination of processing related to the competitive game on the first communication terminal, and the first player logging out of the service.
15. the competitive game is progressed using game elements for the competitive game registered for each player, the game elements including a first type of game element and a second type of game element; The program according to claim 1 , wherein the game elements for the battle include one game element of the first type and a plurality of game elements of the second type.
16. the communication terminal in which the communication disconnection has been detected in the first communication session is a third communication terminal, The connection process determines whether or not to connect the first communication terminal to the first communication session without a condition that the first communication terminal and the third communication terminal are the same. The program according to claim 1.
17. An information processing device that provides a service related to a competitive game in which players participate, a login means for putting a player into a service login state in response to receiving a service login request from a communication terminal used by the player; a determination means for determining a communication session for transmitting and receiving progress information relating to the progress of the competitive game in which the player participates in response to reception of a request to start the competitive game related to the player who is in a service login state; a connection means for connecting a communication terminal used by a player related to the start request to the communication session determined by the determination means; A detection means for detecting a communication connection state of a communication terminal in a communication session; Equipped with The competitive game includes a plurality of game modes; The connection means is an information processing device that controls, when a first player in a first communication session in which a communication disconnection of the communication terminal is detected without the competitive game being terminated, whether or not to connect the first communication terminal used by the first player to the first communication session when the first player re-enters the service login state, depending on the game mode of the competitive game related to the first communication session.
18. A game system including an information processing device that provides a service related to a competitive game in which players participate, and a communication terminal used by the player, The competitive game includes a plurality of game modes; The information processing device includes: a login means for placing a player using the communication terminal in a service login state in response to receiving a service login request from the communication terminal; a determination means for determining a communication session for transmitting and receiving progress information relating to the progress of the competitive game in which the player participates in response to reception of a request to start the competitive game related to the player who is in a service login state; a connection means for connecting the communication terminal that has transmitted the start request to the communication session determined by the determination means; A detection means for detecting a communication connection state of the communication terminal in a communication session; Equipped with The communication terminal includes: a first transmission means for transmitting the service login request to the information processing device; an execution means for executing a process related to the competitive game on condition that a player using the game is in the service login state; a selection means for selecting a game mode of the competitive game with respect to the processing related to the competitive game to be executed; a second transmission means for transmitting the start request together with information on the game mode selected by the selection means to the information processing device; a communication means for transmitting and receiving the progress information regarding the process related to the executed competitive game via a communication session; a display control means for displaying a screen relating to the competitive game on a display device; Equipped with The connection means controls whether or not to connect the first communication terminal used by a first player to the first communication session when a communication disconnection of the communication terminal is detected without the competitive game being terminated in the first communication session and the first player re-enters the service login state, depending on the game mode of the competitive game related to the first communication session.
Citation Information
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