Program, terminal, game management device, and game system

The game system integrates social networking services to enhance multiplayer interactions by allowing players to set decks and compete with computer-controlled elements, improving entertainment value and engagement.

JP7708818B2Active Publication Date: 2025-07-15BANDAI CO LTD
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Patent Information

Application Number
JP2023126034
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-08-02
Publication Date
2025-07-15
Estimated Expiration
2039-08-20

AI Technical Summary

Technical Problem

Existing games lack integration with social networking services to enhance entertainment value and player interaction.

Method used

A game system that allows players to set decks using first and second game elements, enabling battles with other players through a social networking service, utilizing deck setting, second game element setting, and access information generation to facilitate multiplayer interactions.

Benefits of technology

Enhances user engagement and entertainment value by allowing players to compete with computer-controlled second game elements and share information through social networks, increasing player interest and interaction.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To increase the interest of a game by using SNS (Social Network Service).SOLUTION: A program causes a computer to function as: non-player character setting means capable of setting a non-player character that can play a match against other players; and providing means for providing a network service capable of sharing information between players which contains non-player character identification information for identifying the set non-player character with a message in which access information regarding access to match information that enables a match against the non-player character identified by the non-player character identification information is described.SELECTED DRAWING: Figure 5
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Description

[Technical field]

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

[0002] In recent years, SNS (Social Network Service) has become widespread. Many SNS are used almost constantly as a communication platform for exchanging messages between members. Using these SNS, services are being provided to introduce and provide new games that users want (for example, 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 2016-42310 A Summary of the Invention [Problem to be solved by the invention]

[0005] An object of the present invention is to provide a program, a terminal, a game management device, and a game system that improve the entertainment value of a game by utilizing a social network service (SNS). [Means for solving the problem]

[0006] One aspect of the present invention is a program for executing a game played by a player using a first game element, which causes a computer to function as deck setting means capable of setting a player's deck having the first game element as a component, second game element setting means capable of setting a second game element that forms a group with the player, can use the deck, and can play against other players, and providing means for providing information regarding the second game element for enabling a game between the second game element and other players to a social networking service capable of sharing information among players.

[0007] One aspect of the present invention is a program for executing a game played by a player using a first game element, which causes the computer to function as deck setting permission means for permitting the setting of a player's deck having the first game element as a component, second game element setting permission means for permitting the setting of a second game element that forms a group with the player, can use the deck, and can play against other players, and access information generation means for generating access information regarding information on the second game element for enabling a game between the second game element and other players in response to a request from the player's terminal and transmitting the access information to the player's terminal.

[0008] One aspect of the present invention is a terminal for executing a game played by a player using a first game element, which includes deck setting means capable of setting a player's deck having the first game element as a component, second game element setting means capable of setting a second game element that forms a group with the player, can use the deck, and can play against other players, and providing means for providing information regarding the second game element for enabling a game between the second game element and other players to a social networking service capable of sharing information among players.

[0009] One aspect of the present invention is a game management device that manages a game played by a player using a first game element, the game management device comprising: deck setting permission means for permitting setting of a player's deck having the first game element as a component; second game element setting permission means for forming a group with the player, permitting setting of a second game element that can use the deck and can be used to play against other players; and access information generation means for generating access information regarding the second game element for enabling a game between the player and other players in response to a request from the player's terminal and transmitting the access information to the player's terminal.

[0010] One aspect of the present invention is a game system in which a player plays a game using a first game element, the game system comprising: deck setting means for enabling setting of a player's deck having the first game element as a component; deck setting permission means for permitting setting of the deck; second game element setting means for forming a group with the player, enabling setting of a second game element that can use the deck and can be used to play against other players; second game element setting permission means for permitting setting of the second game element; access information generation means for generating access information regarding the second game element for enabling a game between the player and other players; and providing means for providing the access information to a social networking service capable of sharing information among players.

Advantages of the Invention

[0011] The present invention can provide a game that improves the interest of a user who is a player.

Brief Description of the Drawings

[0012]

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Embodiments for Carrying Out the Invention

[0013] Embodiments of the present invention will be described. [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, a game server 2, and an SNS server 3. The player terminal 1, the game server 2, and the SNS server 3 can be connected to the communication line N and can communicate with each other.

[0014] 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), and communication networks such as a telephone communication network, a cable network, and the Internet, and the communication method may be wired / wireless.

[0015] The player terminal 1 is a computer capable of executing a game program and a social network service (SNS). It can be connected to the communication line N via a wireless communication base station or the like and perform data communication with the game server 2. Similarly, it can be connected to the communication line N via a wireless communication base station or the like and perform data communication with the SNS server 3. 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.

[0016] FIG. 2 is a diagram showing a device configuration example 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 integrally formed with the display 11, and a speaker 13. In addition, the player terminal 1 is provided with a control board, a built-in battery, a power button, a volume adjustment button, etc., which are not shown in the figure.

[0017] The control board is equipped with various microprocessors such as a CPU, a GPU, and a DSP, ASICs, various IC memories such as VRAM, RAM, and ROM, and a wireless communication module for wireless communication with a mobile phone base station. In addition, the control board is equipped with a so-called I / F circuit (interface circuit) such as a driver circuit of the touch operation panel 12. Each element mounted on these control boards is electrically connected via a bus circuit or the like, enabling data reading and writing and signal transmission and reception.

[0018] The game server 2 is a server system configured to include one or more server devices, storage devices, etc. The game server 2 provides various services for operating the game of the present embodiment, and can manage data necessary for game operation, distribute game programs and data necessary for executing the game on the player terminal 1, etc.

[0019] The SNS server 3 is a web server that provides social network services (SNS) to each member. Each player launches the SNS app from the player terminal 1 (including mobile phones, smartphones, tablets, PCs, etc.) to connect to the SNS server 3. When the player inputs their user ID and password and clears the authentication step, the SNS screen is displayed on the display 11 of the player terminal 1. However, the authentication method etc. does not necessarily require password input. Note that the SNS app includes basic functions such as inputting and displaying one's own status, and message exchange with other users. As messages, one or more of still images, icons (including so-called "stamps"), videos, voices, etc. can be used.

[0020] In this embodiment, an example of applying the above-described game system to a battle game using the first game element held by the first player A and the first game element held by the second player B who is the opponent in the battle will be described.

[0021] Here, the first game element is a virtual or physical item associated with a character. As an example of a virtual or physical item, for example, a virtual card displayed on a computer, a physical card, etc. are given. And in the game to be executed, the character that can be made to appear by using the card is a character whose action control is performed based on the operation of the player (including non-player characters operated by the computer). It is described that the card is attached with a design of the corresponding character (an image showing the appearance of the character). Furthermore, not limited to this, the card for the purpose of specifying the game element of the executed game is not limited to those configured to be able to specify game elements such as characters, and it goes without saying that it may be one for specifying other game elements such as items and activated effects. Note that the item is not limited to a card, and as long as it is an item configured to be able to specify the game element associated with the item, it is not limited to a card. The item may be, for example, a figurine or the like having the appearance of a game element.

[0022] Furthermore, in the battle game to which the present embodiment is applied, a second game element different from the first game element is added. The second game element is a certain character, but does not necessarily have to be associated with a virtual or physical item.

[0023] The second game element uses the first game element held by the player within the game. Using the first game element includes determining the selection or action of the first game element within 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 (behavior) of the card held by the player in the in-game battle. In other words, it performs an operation similar to the determination of the selection or action of the first game element performed by the player, such as the function of a non-player character operated by a computer. However, the conventional non-player character is operated by a computer instead of a human player, while the second game element exists independently of the human player and is different in that it uses the first game element held by the player. And, unlike the conventional non-player character, the player and the second game element will form a group.

[0024] Also, the second game element has character information. This character information is the strength (level) of the second game element in the game and attribute information (such as gender and personality). The character information affects the autonomous or spontaneous (active) actions (use of the first game element) of the second game element. In other words, the character information is the ability of the second game element, and the autonomous or spontaneous (active) actions (use of the first game element) of the second game element differ due to the difference in this ability. And this character information changes when the second game element is selected or as the game progresses.

[0025] The autonomous or spontaneous (active) actions by the second game element as described above are performed based on the information provided by the AI function provided in the game server 2. This AI function uses the content of the game progress and its results, etc. of many battle games as teacher data, and is an AI function obtained through machine learning. Representative machine learning methods include deep learning (deep neural network), reinforcement learning, or combinations thereof, but are not limited thereto. [Overview of Game Content] Next, to assist in understanding the description of the embodiment, the overview 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 (simply referred to as "cards"), which are the first game element, within the game. A plurality of types of cards are prepared and distinguished by combinations such as the abilities of the associated characters and card attributes. The card attributes are defined, for example, by colors such as red and blue, or any number from 1 to 7. Each card has defined ability parameter values such as the level, attack power, and HP used for battle play (battle) against computer-controlled enemy characters or opponents such as other players.

[0027] When registering an account, in addition to being given the minimum number of cards required for battle play (battle), cards can be obtained during the game, purchased as a paid item, or obtained by a lottery called gacha. In addition, cards can also be obtained by obtaining a physical game card (hereinafter referred to as a "real card") and performing a registration procedure to make the obtained real card usable within the game. Specifically, when players A and B perform the registration procedure for the real card, they can obtain a card of the card type associated with the real card.

[0028] Then, each player A and B constructs a deck with a predetermined number of cards (e.g., 40 cards) from the cards they possess and challenges a battle play using the deck. The battle play using the deck determines the winner or loser against the opponent using the ability parameter values (character information of the first game element) defined in the cards (deck cards) that make up the deck.

[0029] Prior to the game, each player A and B needs to complete account registration and compile a deck. The compilation of the deck can be done by touching the card menu from the home screen or the like and selecting from the deck compilation menu presented as one of them. If there is a surplus in the number of cards possessed, it is also possible to compile and set multiple decks.

[0030] Here, as the second game element, each player A and B can obtain it by selecting a favorite buddy from a plurality of second game elements (hereinafter referred to as buddies) at the time of account registration. Each player A and B becomes the same group (pair) as the obtained buddy.

[0031] When the preparation for the battle is complete, players A and B perform a selection operation (touch operation) on the battle menu from the home screen displayed after logging in. Multiple battle modes can be selected in the battle menu.

[0032] The battle modes of the battle game in this embodiment include a normal battle mode in which a human player battles against another human player, and a special battle mode in which a human player battles against a buddy that forms a group (pair) of human players. Among the special battle modes, there is an "open battle".

[0033] An open battle is a battle mode in which a player allows a buddy to use an arbitrarily set deck, and within a certain period of time, the buddy battles against a number of players. When a player selects "open battle", in order for the buddy to battle against a number of players, the player needs to widely announce that they hope for a buddy-versus-player battle, and other players need to know this.

[0034] Therefore, in this embodiment, as a means of widely announcing that a player hopes for a battle between their own buddy and a player, a social networking service (SNS) is used.

[0035] The information to be published on the social networking service (SNS) is a message that the player hopes for a battle between their own buddy and other players, and access information for accessing information about the buddy that enables the battle between the player and the buddy.

[0036] The information about the buddy that enables the battle between the player's buddy and other players includes information for identifying the buddy of the player who hopes for an open battle. For example, as will be described later, identification information for identifying the buddy, the level and attribute information of the buddy, the deck used by the buddy, the number of players who can battle, the available battle time, etc.

[0037] The access information is access information for accessing information that identifies information about the buddy of the player who hopes for an open battle. A typical example of access information is a Uniform Resource Locator (URL).

[0038] By providing the message that the player hopes for a battle between their buddy and other players and the access information to the social networking service (SNS), a battle between the player's buddy and other players becomes possible.

[0039] Once either the normal battle mode or the special battle mode (open battle) is selected and the opponent is determined, the battle starts.

[0040] The battle is executed alternately between the turn of Player A and the turn of Player B, who is the opponent. Each turn consists of a standby phase in which hand cards are set in the player's player area such as the field from the deck cards, a card use preparation phase in which other deck cards are prepared in order to use the set deck cards, and a battle phase in which an attack is made on the opponent player or the opponent player's cards using the deck cards placed in the player area, and a plurality of phases such as this.

[0041] FIG. 3 is a diagram showing an example of the screen display in the standby phase or the card use preparation phase of the battle game displayed on the display 11 of the player terminal 1. The screen of the display 11 includes a first area 20 where cards of Player A side are set and a second area 21 where cards of the opponent Player B side are set. In addition, at the boundary between the first area 20 and the second area 21, an operation information 30 for displaying information on operations that can be currently executed is displayed.

[0042] Each of the first area 20 and the second area 21 includes a field area 22 where 5 cards (hand cards) selected from the own deck are arranged, a base area 23 where cards consumed (action cost) to activate the actions or effects of the cards arranged on the field are arranged, a first object 31 that affects the activation effect of the card (force) and has life (HP), and a force area 24 where a second object having the same life (HP) is arranged. In the present embodiment, the second object 32 is also displayed as a player or a buddy which is a second game element.

[0043] In the battle phase, as shown in FIG. 4, Player A touches the card to be used for the attack with a finger and drags it to the opponent's card, the first or second object 31, 32 to be the target of the attack, thereby determining the card to be used for the attack and the card of the opponent Player B to be the target of the attack, the first or second object 31, 32. Thereby, Player A's attack is started. Also, in the case of an attack by Buddy A, the card to be used for the attack and the card of the opponent Player B to be the target of the attack, the first or second object 31, 32 are determined by the card operation information provided from the game server 2.

[0044] A turn consisting of such a series of phases is alternately repeated by the player A side and the opponent player B side, and the victory or defeat is determined when the life of either player or buddy becomes 0, or when the number of cards in the deck becomes 0. When the victory or defeat of the battle is determined, the victory or defeat (battle result) of that battle is presented.

[0045] In addition, in the case of a battle between a player and a buddy (open battle), the above-mentioned battle screen is presented to the human player, but in the case of the buddy player, a detailed battle screen may not be displayed and only the battle result may be displayed. When a player battles with a buddy, the buddy player is not necessarily able to view the battle. Considering the particularity of a buddy being operated by a computer, there may be cases where multiple battles occur simultaneously.

[0046] Hereinafter, each component for realizing such a game system will be described. [Functional Configuration] FIG. 5 is a block diagram showing an example of the functional configuration of the player terminal 1.

[0047] As shown in FIG. 5, 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.

[0048] 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 functions of the operation input unit 51 can be realized not only by elements directly operated by the player A's finger, such as a touch operation pad, a home button, a button switch, a joystick, and a trackball, but also by elements that detect motion and posture, such as an acceleration sensor, an angular velocity sensor, an inclination sensor, and a geomagnetic sensor. In FIG. 2, the touch operation panel 12 corresponds to this.

[0049] The processing unit 52 comprehensively controls the operation of the player terminal 1 based on programs and data stored in the storage unit 56, 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 microprocessors such as CPUs and GPUs, ASICs, and IC memories. This processing unit 52 includes, as main functional units, a game arithmetic unit 61, an image generation unit 62, a sound generation unit 63, and a communication control unit 64.

[0050] The game arithmetic unit 61 executes various game processes for realizing the game of the present embodiment, and outputs the processing results to the image generation unit 62 and the sound generation unit 63. The game arithmetic 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 open battle management unit 74, a battle execution unit 75, a game management unit 76, and an SNS execution unit 77.

[0051] The player information management unit 70 manages the player's information. The information to be managed includes basic user information such as the player's nickname, and manages the player rank and buddy level.

[0052] The card setting unit 71 manages the held cards that players A and B currently possess using the card setting data and deck setting data described later. Also, by the user's operation, cards that make up the deck are selected from the held cards to set the deck. Then, it manages the cards that make up each deck and sets the cards and hand cards to be set in each field in the standby phase and the card use preparation phase from the decks selected by players A and B. Further, it generates card setting information, which is information regarding the cards and hand cards set in each field, and transmits it to the game server 2 via the communication unit 55.

[0053] The buddy setting unit 72 manages, using the buddy setting data described later, information regarding the buddy, which is the second game element selected by players A and B at the time of account registration. The buddy setting unit 71 sets the character information of the buddy (second game element) at the time of account registration to the initial value (the lowest value). Also, when the buddy is changed, the buddy setting unit 72 sets the character information of the changed buddy (second game element) to the initial value (the lowest value). Further, the buddy setting unit 72 outputs the image information of the buddy to the image generation unit 62 during the battle or on other menu screens.

[0054] The battle mode selection unit 73 displays the battle menu and executes the selection of the battle mode by the player. The battle modes displayed in the battle menu are the normal battle mode in which players (humans) battle each other and the special battle mode (open battle). The selection of the battle mode can be made by the player selecting the button of the desired battle mode (touch operation) from the buttons of the normal battle mode and open battle displayed in the battle menu. The information on the selected battle mode (battle mode selection information) is transmitted to the game server 2 via the communication unit 55.

[0055] The open battle processing unit 74 manages the processing of open battles. The processing of open battles includes the processing of the side that holds an open battle for the player's buddy to battle with other players, and the processing of the player side that battles with the buddy.

[0056] The processing of the side that holds an open battle is a process that manages from the request to hold an open battle to the end of the battle, including obtaining access information (URL) to open battle information including buddy information necessary for the battle. On the other hand, the processing of the player side that battles with the buddy is a process to start an open battle based on the access information (URL). The details of the operations of these processes will be described later.

[0057] The battle execution unit 75 is a unit that executes battles based on the player's operations. The battle execution unit 75 determines the selection of cards and the actions of the cards according to the touch operations of players A and B, generates action selection information, which is information on the selection or action of the cards, and transmits it to the game server 2 via the communication unit 55. Also, the battle execution unit 75 obtains card operation information, which is information regarding the selection or action operation of the cards, via the communication unit 55. The card operation information is information generated by referring to the character information of the buddy and the situation of the card setting information in the battle by the AI function of the game server 2, and is information for displaying an image of the buddy selecting or operating the action of the card on the player terminal 1. Furthermore, the battle execution unit 75 performs a process of displaying an image of the buddy selecting or operating the action of the card using the obtained card operation information.

[0058] The game management unit 76 manages the progress of the entire game.

[0059] The SNS execution unit 77 creates a message including access information (URL) and provides it to a social networking service (SNS). Existing technologies can be used for the method of providing it to the social networking service (SNS). Examples of social networking services (SNS) include Facebook (registered trademark), LINE (registered trademark), Twitter (registered trademark), etc.

[0060] The image generation unit 62 generates one game screen per frame time (e.g., 1 / 60 second) based on the processing result of the game arithmetic unit 61, and outputs the image signal of the generated game screen to the image display unit 103. The functions 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 program such as a video signal IC or a video codec, an IC memory for a drawing frame such as a frame buffer, an IC memory used for the expansion of texture data, etc.

[0061] The sound generation unit 63 generates sound signals such as sound effects, BGM, voice information of operation assistance information, and various operation sounds related to the game based on the processing result of the game arithmetic unit 61, and outputs them to the sound output unit 54. The functions 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 voice files, etc.

[0062] The communication control unit 64 performs communication connection and data processing for data communication with the game server 2.

[0063] The image display unit 53 displays various game screens based on the image signal input from the image generation unit 62. The functions of the image display unit 53 can be realized by, for example, 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.

[0064] The sound output unit 54 is for outputting sound effects 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. 2.

[0065] The communication unit 55 connects to the communication line N to realize communication. The functions of the communication unit 55 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, etc.

[0066] The storage unit 56 stores in advance programs for operating the player terminal 1 and realizing various functions provided by the player terminal 1, data used during the execution of these programs, etc., or temporarily stores them each time processing is performed. The storage unit 56 can be realized by, for example, an IC memory such as a RAM, ROM, or flash memory, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD.

[0067] The storage 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 another application distribution server or the like when the player completes account registration. In addition, the storage unit 56 also stores a program for a social networking service (SNS). The program for the social networking service (SNS) also includes a program for causing the processing unit 52 to function as an SNS execution unit 77.

[0068] In addition, the storage 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 game screens, sound data such as sound effects, etc. for displaying the characters of the cards and the images of the buddies are distributed as data necessary for the game as appropriate and stored in the storage unit 56.

[0069] Card setting data is character information of the cards held by the player, and is prepared for each card type. FIG. 6 is a diagram showing an example of the card setting data of the cards held by the player. In FIG. 6, the card setting data of one card specified by the card identification information "001" of the cards held by the player is shown. The card setting data includes card identification information, an image, a card name, a card type, the number of costs, a color, a race, an ability, an attack power, a hit point, and a rarity. Note that FIG. 6 shows an example of the card setting data and is not limited thereto. Also, the card setting data increases or decreases as the number of cards held by players A and B increases or decreases.

[0070] 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. 7 is a diagram showing an example of the deck setting data. In the example of FIG. 7, it is an example of the deck setting data of Deck 1 of player A, and shows that Deck 1 is composed of cards with card identification information "001" to card identification information "023". Note that FIG. 7 shows an example of the deck setting data and is not limited thereto.

[0071] Buddy setting data is character information of the buddy selected from the menu settings. Although the character information of this buddy changes as the game progresses, when it changes, the changed character information is notified from the game server 2 and the character information is updated. FIG. 8 is a diagram showing an example of the buddy setting data. The example of FIG. 8 is a data example in which buddy identification information, a character image of the buddy, a buddy name, and the level (character information) of the buddy are stored.

[0072] Rank setting data is data on the player's rank and the cumulative victory points up to the present. FIG. 9 is a diagram showing an example of the rank setting data. The example of FIG. 9 is a data example in which the rank of player A and the cumulative victory points up to the present are stored. These data are updated by the player information management unit 70 using the rank information transmitted from the game server 2 after the end of the battle.

[0073] Next, the configuration of the game server 2 will be described. FIG. 10 is a block diagram showing an example of the functional configuration of the game server 2.

[0074] The game server 2 includes a processing unit 91, a communication unit 92, and a storage unit 93.

[0075] The processing unit 91 includes a player management unit 101, an open battle management unit 102, a game management unit 103, an AI processing unit 104, and a rank update unit 105.

[0076] The player management unit 101 manages the account, the progress of the game, etc. for each player terminal 1 connected thereto using user information data described later.

[0077] The open battle management unit 102 responds to a request for an open battle based on battle mode selection information from the player terminal 1 and manages an open battle, which is a battle between a buddy of the player of the player terminal 1 and another player. The process of managing this open battle will be described later.

[0078] 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 using the card setting information, action selection information, and card data described later, and outputs the battle result.

[0079] The AI processing unit 104 has an algorithm obtained by machine learning the content of the game progress and the results of many battle games and other teacher data. 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 it 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 on 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 varies according to the character information of the buddy, even if the card setting information transmitted from the player terminal 1 is the same, if the character information of the player's buddy is different, there is a possibility of outputting different card operation information.

[0080] The rank update unit 105 calculates the victory points of the player or the buddy based on the battle result, and assigns victory points to each player or buddy. Further, the rank update unit 105 updates the rank of the player or the level of the buddy to the rank or level corresponding to the accumulated victory points. For example, when winning a battle, 150 victory points are awarded, and when the accumulated victory points reach 500 points, the rank of the player is updated to "2", etc. Also, when losing a battle, instead of giving victory points, it may be decreased. For example, when losing a battle, 150 points are deducted from the accumulated victory points. In such a case, depending on the accumulated victory points, there may be a case of being demoted to a lower rank from the current rank. The same applies to the level of the buddy. However, the rank of the player and the level of the buddy may be linked. For example, the level of the buddy may be set so that it cannot rise to a higher level unless the rank of the player reaches a certain rank.

[0081] The communication unit 92 connects to the communication line N to realize communication.

[0082] The memory 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, an open battle management unit 102, a game management unit 103, an AI processing unit 104, and a rank update unit 105.

[0083] Furthermore, the recording unit 93 stores user information data and card data.

[0084] 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. 11 is a diagram showing an example of the user information data. In the example of FIG. 11, it includes the player's user identification information, the player's buddy setting data, the deck setting data, the player's rank and the cumulative victory points up to now, and the level and the cumulative victory points up to now of the player's buddy.

[0085] The card data is the card data of all the cards used in this game. Basically, data similar to the card setting data in FIG. 6 described above is stored for all the cards used in the game.

[0086] The SNS server 3 is a web server that provides a social network service (SNS) to each player, and sends the message sent from the player to another player designated by the player. [Operations of Each Device] Next, the operations of the player terminal 1, the game server 2, and the SNS server 3 will be described. Here, a case where player A hopes to have an open battle using the player terminal 1 and player B battles against player A's buddy using the player terminal 1 will be described as an example. Also, as the access information to the open battle information, a URL will be described as an example.

[0087] Figure 12 is an overall sequence diagram for explaining the operations of the player terminal 1, game server 2, and SNS server 3. First, after explaining the major operations of the entire game system using Figure 12, the operations of each device will be explained.

[0088] First, the battle mode selection unit 73 of the player terminal 1 of player A displays the battle menu, and the player selects open battle. When open battle is selected, an open battle request is sent to the game server 2 via the communication unit 55 (Step1).

[0089] Upon receiving the open battle request, the game server 2 performs an open battle start screen generation process (Step2). The game server 2 sends the generated open battle start screen information to the player terminal 1 of player A.

[0090] The player terminal 1 of player A that has received the open battle start screen performs a URL issuance request process for requesting the issuance of a URL, which is access information to the open battle information (Step3). The player terminal 1 of player A sends the URL issuance request to the game server 2.

[0091] Upon receiving the URL issuance request, the game server 2 performs a URL issuance process for issuing a URL (Step4). The game server 2 sends the issued URL to the player terminal 1 of player A.

[0092] The player terminal 1 of player A that has received the issued URL performs an open battle screen process (Step5). The open battle screen process includes creating a message with a URL and sending it to the SNS server 3, sending an open battle cancellation request when the player wants to cancel the open battle, and receiving and displaying the battle result from the game server 2.

[0093] Upon receiving the message with a URL, the SNS server 3 sends the message with a URL to the player terminal 1 of player B (Step6).

[0094] The player terminal 1 of player B that has received a message with a URL performs player-versus-player processing (Step 7). The player-versus-player processing is processing that accesses the game server 2 based on the URL and executes a battle between the buddy of player A and player B.

[0095] In response to the player terminal 1 of player B that has accessed the URL, the game server 2 performs server battle processing for executing a battle between the buddy of player A and player B (Step 8). Further, the server battle processing transmits the battle result of the open battle to the player terminal 1 of player A.

[0096] The operations of each device in the overall operation described above will be described.

[0097] The open battle start screen generation process (Step 2) will be described. FIG. 13 is a flowchart of the open battle start screen generation process.

[0098] When the game server 2 receives an open battle request from the player terminal 1 of player A, the open battle start screen generation process is started. The open battle management unit 102 of the game server 2 acquires the buddy information and deck information of player A from the user information data of player A stored in the recording unit 93 (Step 21).

[0099] The open battle management unit 102 generates open battle start screen information based on the acquired buddy information and deck information of player A (Step 22). The open battle start screen information includes the name of the buddy of player A, the deck used by the buddy, the level of the buddy, a URL issuance request button image, and the like. Then, the open battle start screen information is transmitted to the player terminal 1 of player A (Step 23).

[0100] Thus, the open battle start screen generation process ends.

[0101] Next, the URL issuance request process (Step 3) will be described. FIG. 14 is a flowchart of the URL issuance request process.

[0102] First, the open battle processing unit 74 of the player terminal 1 of player A uses the received open battle start screen information to generate an open battle start screen, and the image display unit 53 displays the open battle start screen (Step 31). FIG. 15 is an example of the open battle start screen displayed on the player terminal 1 of player A. In the example of FIG. 15, the buddy icon 80, buddy name 81, buddy level 82, deck name 83 used by the buddy, deck change button 84 for changing the deck used by the buddy, URL issuance button 85, previous battle result 86, and number of opponents 87, which are information about the buddy, are displayed.

[0103] If player A changes the deck used by the buddy (Step 32), the player uses the deck change button to change the deck (Step 33).

[0104] When holding an open battle with the state of the buddy and others displayed on the open battle start screen, the player touches the URL issuance button to make a URL issuance request (Step 34). Then, the open battle processing unit 74 sends the URL issuance request to the game server 2 (Step 35).

[0105] The URL issuance request process ends here.

[0106] Subsequently, the URL issuance process (Step 4) will be described. FIG. 16 is a flowchart of the URL issuance process.

[0107] The open battle management unit 102 of the game server 2 receives the URL issuance request (Step 41). Then, it acquires the buddy information and deck information of player A when the URL issuance request is received (Step 42).

[0108] The Open Battle Management Unit 102 generates open battle information using the buddy information and deck information of Player A (Step 43). The open battle information includes the identification information of Player A, the identification information for identifying Player A's buddy, the buddy's icon, the buddy name, the buddy's level, the deck identification information for identifying the deck used by the buddy, and the like.

[0109] The Open Battle Management Unit 102 stores the generated open battle information in a predetermined location (Step 44) and URLizes the storage destination (Step 45). Note that the open battle information stored at the storage destination specified by the URL is the identification information of Player A when the Player Terminal 1 requested the URL issuance, the identification information for identifying Player A's buddy, the buddy's icon, the buddy name, the buddy's level, the deck identification information for identifying the deck used by the buddy, and the like. Information changed after the URL issuance request (for example, the buddy's level or the deck used by the buddy) is not updated. If you want to reflect these changes, as described later, it is necessary to end the open battle, perform the URL issuance request process again, and issue the URL of the open battle information after the change.

[0110] Thus, the URL issuance process ends.

[0111] The open battle screen display process (Step 5) will be described. FIG. 17 is a flowchart of the open battle screen display process.

[0112] First, the open battle processing unit 74 of the player terminal 1 of Player A displays the information of the received URL on the open battle screen (Step 51). FIG. 18 is an example of the open battle screen displayed on the player terminal 1 of Player A. In the example of FIG. 18, the icon 80 of the open battle buddy, the buddy name 81, the buddy's level 82, the deck name 83 used by the buddy, the issued URL (https: / / www.xx.ne.jp / c100 / yyy / ) 88, the URL copy button 89, the battle situation information 90 between the current buddy and other players, the number of players who have fought 91, the remaining available battle time 92, and the open battle end button 93 are displayed.

[0113] When Player A notifies an open battle on the SNS, Player A touches the copy button of the URL (Step 52), copies the URL to the clipboard, pastes it into the message of the SNS, and generates an SNS message (Step 53). FIG. 19 shows an example of an SNS message in which the URL is described.

[0114] The SNS execution unit 77 transmits the message in which the URL is described to the SNS server 3 (Step 54). Thereby, the open battle of Player A can be notified via the SNS.

[0115] When Player A ends the open battle for a predetermined reason (Step 55), Player A touches the open battle end button 93 and transmits an open battle end request to the game server 2 (Step 56).

[0116] When the open battle end time arrives and an open battle end notification is received (Step 57), the final battle result of the open battle is received (Step 58), and the battle result is displayed (Step 59). FIG. 20 shows an example of a screen in which the battle result at the end of the open battle is displayed. In the example of FIG. 20, the buddy icon 80, the buddy name 81, the buddy level 82, the deck name 83 used by the buddy, the deck change button 84 for changing the deck used by the buddy, the URL issue button 85, the battle result 94 of this time, and the number of people 95 who fought are displayed.

[0117] Thus, the open battle screen process ends.

[0118] The player battle process (Step 7) will be described. FIG. 21 is a flowchart of the player battle process.

[0119] The SNS execution unit 77 of the player terminal 1 of Player B receives an SNS message as shown in FIG. 19 (Step 71).

[0120] If Player B wishes to play against Player A's buddy (Step 72), Player B clicks on the URL described in the SNS message and accesses the game server 2 (Step 73).

[0121] The game server receives the battle start screen, and the open battle processing unit 74 displays the battle start screen (Step 74). FIG. 22 is a diagram showing an example of the battle start screen displayed on the player terminal 1 of Player B. In the example of FIG. 22, the buddy icon 100 which is the information of Player B's buddy, the name 101 of the opponent (Player A's buddy), the level 102 of the buddy, the current battle situation 103 and the number of battles 104 of the opponent (Player A), the remaining available battle time 105, the deck name 106 used by Player B, the deck change button 107 for changing the used deck, and the battle start button 108 for starting the battle are displayed.

[0122] When Player B starts a battle against Player A's buddy, Player B touches the battle start button 108 on the battle start screen shown in FIG. 22 (Step 75). The open battle processing unit 74 sends a battle start request to the game server 2, and the battle between Player B and Player A's buddy starts (Step 76). The battle process is performed by the battle execution unit 75.

[0123] When the battle between Player B and Player A's buddy ends (Step 77), the open battle processing unit 74 receives the battle result (Step 78). Then, the open battle processing unit 74 displays the battle result (Step 79).

[0124] Thus, the player battle process ends.

[0125] The server battle process (Step 8) will be described. FIG. 23 is a flowchart of the server battle process.

[0126] First, when the Open Battle Management Unit 102 receives a URL issuance request from the player terminal 1 of Player A and issues a URL, it measures the elapsed time since the URL was issued (Step 81). This measurement is performed to notify the end of the open battle of Player A.

[0127] When there is an access to the URL (Step 82), the Open Battle Management Unit 102 acquires the open battle information specified by the URL (Step 83). Then, using the acquired open battle information, it generates a battle start screen and transmits it to the player terminal 1 of Player B that has accessed the battle start screen as shown in FIG. 22 (Step 84).

[0128] When the Open Battle Management Unit 102 receives a battle start request from the player terminal 1 of Player B (Step 85), the Game Management Unit 103 starts the battle process between the buddy of Player A and Player B (Step 86). The autonomous behavior of the buddy of Player A is based on the identification information of the buddy obtained from the open battle information and the information obtained from the AI Processing Unit 104 corresponding to the level of the buddy.

[0129] When the battle between the buddy of Player A and Player B ends, the battle results are transmitted to the player terminals 1 of Players A and B (Step 87). Note that the battle results transmitted to the player terminal 1 of Player A include the cumulative wins and losses of the battles conducted during the open battle. Also, depending on the results of the battles, the Rank Update Unit 105 updates the player's rank, the level of the buddy, etc.

[0130] When the Open Battle End Request is received from the player terminal 1 of Player A (Step 88), regardless of the effective time of the open battle, the open battle of Player A is ended, and the cumulative wins and losses at the end of the open battle are transmitted to the player terminal 1 of Player A (Step 90). On the other hand, when the elapsed time of the open battle reaches the effective time (Step 89), the open battle of Player A is ended, and the cumulative wins and losses at the end of the open battle are transmitted to the player terminal 1 of Player A (Step 90).

[0131] The above completes the server battle process.

[0132] According to this embodiment, information regarding the player's buddy (second game element) and access information for accessing information necessary for the battle with the buddy (second game element) are notified using a social networking service (SNS). As a result, the player's buddy (second game element) can battle with many players, and the player can know how strong their own buddy is. Also, by going through many battles, it becomes possible to acquire many points.

[0133] In addition, since the actions of the player's buddy are controlled by the game server 2, the player does not need to operate the buddy. As a result, it is possible to execute many battles by the notification using the social networking service (SNS) as described above.

[0134] Furthermore, if the player has a buddy (second game element) with excellent character information, the probability of winning in the battles notified using the social networking service also increases. Therefore, the player can also enjoy a breeding game aspect of raising a buddy (second game element) with excellent character information.

[0135] In the above-described embodiment, when describing the URL in the SNS message, an example was explained in which the copy button of the URL is touched, the URL is copied to the clipboard, and then pasted into the SNS message, but it is not limited to this.

[0136] For example, as shown in FIG. 24, a plurality of social networking service (SNS) icons 200 are displayed on the open battle screen. Then, by touching the icon of the desired social networking service (SNS), access information (URL) may be automatically described in the message of the selected social networking service (SNS).

[0137] In the above-described embodiments, a card game using virtual game cards has been exemplified, but the applicable game genres are not limited. For example, it may be a sports battle game in which characters associated with the first game element are players.

[0138] Also, some or all of the above-described embodiments are described as follows in the appended notes, but are not limited thereto.

[0139] [Appended Note 1] A terminal that executes a game played by a player using a first game element, comprising a memory storing an execution instruction and a processor, wherein the processor, based on the execution instruction, a deck setting process capable of setting a player's deck having the first game element as a component, a second game element setting process capable of forming a group with the player, using the deck, and setting a second game element that can be used to play against other players, a providing process of providing information regarding the second game element for enabling a battle between the second game element and other players to a social networking service capable of sharing information among players and executing the terminal.

[0140] [Appended Note 2] A game management device that manages a game played by a player using a first game element, comprising a memory storing an execution instruction and a processor, wherein the processor, based on the execution instruction, a deck setting permission process for permitting the setting of a player's deck having the first game element as a component, a second game element setting permission process for permitting the formation of a group with the player, using the deck, and setting a second game element that can be used to play against other players, In response to a request from a player's terminal, access information generation processing for generating access information to information on a second game element that enables a battle between the second game element and other players, and transmitting the access information to the player's terminal A game management device that executes the above processing.

[0141] Although the present invention has been described with reference to preferred embodiments, the present invention is not necessarily limited to the above embodiments, and various modifications can be made and implemented within the scope of the technical idea.

Explanation of Signs

[0142] 1 Player terminal 2 Game server 3 SNS server 11 Display 12 Touch operation panel 13 Speaker 51 Operation input unit 52 Processing unit 53 Image display unit 54 Sound output unit 55 Communication unit 56 Storage unit 61 Game arithmetic unit 62 Image generation unit 63 Sound generation unit 64 Communication control unit 70 Player information management unit 71 Card setting unit 72 Buddy setting unit 73 Battle mode selection unit 74 Open battle management unit 75 Battle execution unit 76 Game management unit 77 SNS execution unit 91 Processing unit 92 Communication unit 93 Storage unit 101 Player management unit 102 Open battle management unit 103 Game management unit 104 AI processing unit 105 Rank update unit

Claims

1. A program for executing a game, Computer, a deck organizing means for organizing at least one deck including game elements owned by the player and registering the deck; a non-player character setting means for setting, in association with the player, a non-player character capable of playing against other players using a deck selected by the player from among the registered decks; a providing means for providing a message including non-player character identification information for identifying the set non-player character, to a network service enabling sharing of information between players, the message including access information regarding access to battle information, the battle information being information enabling a battle between the player and a non-player character specified by the non-player character identification information; A program that functions as a

2. Computer, A selection means for selecting one of at least one network service; To function as The program according to claim 1.

3. Computer, an access information issuance request means for requesting issuance of the access information; an access information acquiring means for acquiring the issued access information; Function as a the providing means provides a message including the issued access information to the selected network service. The program according to claim 1 or 2.

4. The access information is a Uniform Resource Locator (URL). The program according to any one of claims 1 to 3.

5. A terminal for executing a game, A deck organizing means for organizing at least one deck including game elements owned by a player and registering the deck; a non-player character setting means for setting, in association with the player, a non-player character capable of playing against other players using a deck selected by the player from among the registered decks; Providing means for providing a message describing access information regarding access to battle information, which is information enabling execution of a battle with a non-player character specified from the non-player character identification information, the message including the non-player character identification information for identifying the set non-player character and being capable of sharing information among players, A terminal comprising the same. **Claim 6** A game management device for managing a game, Deck registration means for registering at least one deck including game elements held by a player, Non-player character setting permission means for permitting setting in association with a player a non-player character that can battle with other players using the deck selected by the player from the registered decks, In response to a request from the player's terminal, access information generation means for generating battle information, which is information enabling execution of a battle with a non-player character specified from the non-player character identification information, the battle information including the non-player character identification information for identifying the non-player character associated with the player, generating access information for accessing the battle information, and transmitting the access information to the player's terminal, Battle execution means for executing a battle between another player who has accessed using the access information and the non-player character of the player specified by the non-player character identification information, using the battle information, A game management device comprising the same. **Claim 7** A game system, Deck compilation means for compiling at least one deck including game elements held by a player and registering the deck, Non-player character setting means for setting, in association with a player, a non-player character that can battle with other players using the deck selected by the player from the registered decks, Non-player character setting permission means for permitting setting of the non-player character of the player, Access information generation means for generating battle information, which is information enabling execution of a battle with a non-player character specified from the non-player character identification information, the battle information including the non-player character identification information for identifying the non-player character associated with the player, and generating access information for accessing the battle information, Providing means for providing a message in which the access information is described to a network service capable of sharing information among players; Battle execution means for executing a battle between another player who has accessed based on the access information and the non-player character of the player specified by the non-player character identification information, using the battle information; A game system comprising:

Citation Information

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