Game program and game system
The Reversi system improves strategic depth and entertainment value by allowing piece placement and rearrangement with visual support, enhancing tactics and replayability.
Patent Information
- Application Number
- JP2025044162
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-03-19
- Publication Date
- 2025-08-19
- Estimated Expiration
- 2045-03-19
Smart Images

Figure 0007725182000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a computer-based competitive game (particularly Reversi) system and a program for executing the same. [Background technology]
[0002] Reversi (Othello®) is a traditional board game played on an 8x8 board with black and white double-sided pieces. In standard Othello, players take turns placing pieces of their own color on empty spaces on the board, flipping them to their own color by sandwiching their opponent's pieces. The object of the game is to have as many pieces of their own color on the board as possible at the end of the game.
[0003] In recent years, highly playable Reversi game devices have been proposed that can play this Reversi game, add new strategic elements to conventional games, and incorporate elements of reversal right up until the end of the game (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2003-38847 Summary of the Invention [Problem to be solved by the invention]
[0005] The present invention aims to provide a technique that improves the complexity and strategic nature of the game while maintaining the basic rules of the conventional Reversi game through simpler control. [Means for solving the problem]
[0006] The present invention (1) is The computer of the information processing device A board and a plurality of double-sided pieces can be displayed, the board having a plurality of squares, and the double-sided pieces having a first side and a second side; When a player places a piece on an empty space, they can either: (a) Place a new piece on an empty square. (b) Remove your own piece already placed on the board and relocate it to an empty space. and when an opponent player's piece is sandwiched between two pieces by said placement or said rearrangement, the face of the sandwiched piece is displayed in reverse. The present invention (2) is The competitive game program of the invention (1) has a support function for a player when placing and / or rearranging pieces on empty squares, which visually displays candidate empty squares into which an opponent player's piece can be sandwiched by the placement and / or rearrangement. The present invention (3) is The competitive game program of the invention (1) visually displays candidate pieces that can be moved from among the pieces already placed on the board as a support function when the player rearranges pieces to empty spaces. The present invention (4) is The fighting game program of the invention (1) is configured to be switchable between an arrangement mode in which the arrangement of (a) is possible and a rearrangement mode in which the rearrangement of (b) is possible. The present invention (5) is The fighting game program of the invention (4) displays whether the current mode is the arrangement mode or the rearrangement mode. The present invention (6) is The competitive game program of the invention (1) allows a player to rearrange only some of his / her own pieces already placed on the board to the vacant squares when rearranging pieces to the vacant squares. The present invention (7) is The competitive game program of the invention (1) allows players to rearrange pieces only on some of the empty squares when rearranging pieces on empty squares. The present invention (8) is A fighting game processing system including a processor, A board and a plurality of double-sided pieces can be displayed and controlled, the board having a plurality of squares, and the double-sided pieces having a first side and a second side; When a player places a piece on an empty space, they can either: (a) Place a new piece on an empty square. (b) Remove your own piece already placed on the board and relocate it to an empty space. and when an opponent player's piece is sandwiched between two pieces by said placement or said rearrangement, the face of the sandwiched piece is displayed in reverse. The present invention (9) is The competitive game processing system of the invention (8) has a support function for a player when placing and / or rearranging pieces on empty squares, which visually displays and controls candidate empty squares that can sandwich an opponent player's piece by said placement and / or rearrangement. The present invention (10) is The competitive game processing system of the invention (8) visually displays and controls candidate pieces that can be moved among the pieces already placed on the board, as a support function when the player rearranges pieces to empty spaces. The present invention (11) is The fighting game processing system of the invention (8) is configured to be switchable between an arrangement mode in which the arrangement of (a) is possible and a rearrangement mode in which the rearrangement of (b) is possible. The present invention (12) is The fighting game processing system of the invention (11) displays and controls whether the current mode is the arrangement mode or the rearrangement mode. The present invention (13) is The competitive game processing system of the invention (8) allows a player to rearrange only some of his / her own pieces already placed on the board to the empty squares when rearranging pieces to the empty squares. The present invention (14) is In the competitive game processing system of the invention (8), when a player rearranges pieces to empty spaces, only some of the empty spaces can be rearranged. [Effects of the Invention]
[0007] According to the present invention, by executing simpler processing, it is possible to provide a technology that improves the complexity and strategic nature of the game while maintaining the basic rules of the conventional Othello game. Specifically, by executing simpler processing, it is possible to increase the entertainment value of the game by (a) improving the strategic nature of the game and enabling more complex tactics, (b) increasing the possibility of turning around from an unfavorable situation, (c) expanding the range of decision-making by the player and requiring deeper thought, and (d) improving the replayability of the game. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a configuration diagram of a fighting game processing system according to an embodiment of the present invention. [Figure 2] FIG. 2 shows an example of the overall configuration of a network system to which the competitive game processing system according to this embodiment is applied. [Figure 3] FIG. 3 shows the main flow of the Reversi game according to this embodiment. [Figure 4] FIG. 4 shows the display screen at the time of initial placement in placement mode. [Figure 5] FIG. 5 shows the display screen at the time of initial arrangement in the rearrangement mode. [Figure 6] FIG. 6 is a flowchart of the black piece placement process 200 and the white piece placement process 300. [Figure 7] FIG. 7 is a flowchart of the placement processes 230 and 330. [Figure 8] FIG. 8 is a diagram showing a state in which the placeable square of the player's piece (in this example, the black piece) is highlighted. [Figure 9] FIG. 9 shows how to place a player's own piece (in this example, a black piece). [Figure 10] FIG. 10 shows the state after placing one's own piece (in this example, a black piece) in an empty space. [Figure 11] FIG. 11 is a flowchart of the relocation processes 240 and 340. [Figure 12] FIG. 12 shows a situation in which the player's own pieces that can be rearranged are highlighted. [Figure 13] FIG. 13 shows how a player specifies his own pieces to be rearranged. [Figure 14] FIG. 14 is a diagram showing the highlighted rearrangeable square of the player's own piece (in this example, the black piece). [Figure 15] FIG. 15 shows the state after the rearrangement operation. [Figure 16] FIG. 16 is a flowchart of the placement completion confirmation processes 250 and 350. [Figure 17] FIG. 17 is a flowchart of the end determination process 400. [Figure 18] Figure 18 is an example of a screen with two mode switching buttons. [Figure 19] Figure 19 is an example screen that emphasizes the battle type. DETAILED DESCRIPTION OF THE INVENTION
[0009] The following describes in detail an embodiment of the present invention. However, the present invention is not limited to the following embodiment. The overall configuration and processing flow of a fighting game processing system according to this embodiment will be described in detail below.
[0010] <Competitive Game Processing System> 1 is a configuration diagram of a fighting game processing system according to an embodiment of the present invention. The fighting game processing device 1 is composed of a computer (information processing terminal) that executes game processing in accordance with a program describing the game processing procedures based on signals and information input from an input device 1a, and causes an image display device 1b to display the game content. Specifically, the fighting game processing device 1 has a storage area (e.g., RAM) 1c that stores the game program and data, a processor (e.g., CPU or SoC) 1d that executes the program, a memory 1e used as a temporary storage area when the processor 1d is operating, and an input / output interface 1f for connecting to the input device 1c and the image display device 1b.
[0011] Here, the competitive game processing device may be, for example, a smartphone, a stationary or portable game device, a tablet terminal, a mobile phone, a personal computer, a wearable terminal, or the like. Among these, a computer (e.g., a smartphone or personal computer) that can connect to a network (e.g., the Internet) is preferred. Network connectivity offers advantages such as facilitating competition between different users, making it easier to implement adaptive competitive functions using artificial intelligence, and facilitating updating of game programs. FIG. 2 shows an example of the overall configuration of a network system to which the competitive game processing system according to this embodiment is applied. The network system A includes a center server X and competitive game processing devices 1 (e.g., personal computers 1a and 1b) as client devices connectable to the center server X via a predetermined network NT. Here, the center server X has functions such as transmitting information such as a game program to the smartphone or personal computer (e.g., transmitting an app), connecting the smartphone or personal computer to a competitive game processing device 1 owned by another user when connected to the other user, and allowing the smartphone or personal computer to compete against the other user, storing information transmitted from the competitive game processing device 1 as user information, managing the game status and verifying the actions of each player, and using artificial intelligence to compete against users. The center server X may be configured as a single logical server by combining multiple server units, or may be configured as a single server unit, or may be logically configured using cloud computing. The competitive game processing device 1 is configured to allow a user to select actions such as the placement and rearrangement (movement) of their own pieces. Then, as will be described in detail in the following process, a program implemented in the device 1 or a program in the server confirms the validity of the action, and then reflects the updated game status on the screens of both players.
[0012] <Processing flow> Next, a process flow of the competitive game according to this embodiment will be explained. Here, the basic progress of the game is substantially the same as that of the conventional Reversi game (Othello (registered trademark)). First, the progress of the conventional Reversi game will be explained. 1. At the start of the game Place black and white pieces alternately in the four squares in the center of the board (similar to regular Othello) Each player is given a certain number of pieces (varies depending on implementation) The black player starts 2. Place a piece on an empty space and flip it over the opponent's piece. 3. If you cannot place it If there are no valid moves in all modes, pass. The game ends when both players pass consecutively or when all squares are filled. 4. Victory Conditions The player with the most pieces of their color on the board wins.
[0013] Based on the above-described progress of the conventional Reversi game, the characteristic processing of this embodiment will be explained with reference to the drawings.
[0014] FIG. 3 shows the main flow of the Reversi game according to this embodiment. First, in step 10, placement mode is set as the default mode. Next, in step 100, an initial placement process is executed in which two black pieces and two white pieces are placed and displayed (FIG. 4 is a diagram showing the initial placement). This completes the initial process of the game, and the game progresses. First, in step 200, a black piece placement process is executed in which black pieces are placed on the board. Next, in step 300, a black piece placement process is executed in which white pieces are placed on the board. Next, in step 400, a process is executed to determine whether the game has ended. Although not shown in the flow, this embodiment is configured so that the reversible game can be forced to end at any time (the reversible game can be forced to end by the player operating the "Reset Game" button in FIG. 4).
[0015] Next, the black piece placement process 200 and the white piece placement process 300 will be explained with reference to FIG. 6. FIG. 6 is a flowchart of the black piece placement process 200 and the white piece placement process 300. Since both processes are identical in this embodiment, they will be explained together. First, in step 220 (step 320), it is determined whether the current mode is placement mode or rearrangement mode (movement mode). If the answer is Yes in step 220 (step 320), i.e., if the current mode is placement mode, the placement process, described below, is executed in step 230 (step 330). On the other hand, if the answer is No in step 220 (step 320), i.e., if the current mode is rearrangement mode, the rearrangement process, described below, is executed in step 240 (step 340). Then, in step 250 (step 350), a placement completion confirmation process is executed. Incidentally, FIG. 4 shows the display screen at the time of initial placement in placement mode, and FIG. 5 shows the display screen at the time of initial placement in rearrangement mode (movement mode). In Figure 4, "Switch to move mode" is displayed, indicating that the current mode is "placement mode," and in Figure 5, "Switch to placement mode" is displayed, indicating that the current mode is "replacement mode."
[0016] Next, the placement processes 230 and 330 will be described with reference to FIG. 7. These processes are executed in the "placement mode." First, in step 230-1 (step 330-1), it is determined whether or not there is a placeable square. If the answer is No in step 230-1 (step 330-1), i.e., if there is no placeable square, the process proceeds to step 230-2 (step 330-2), where the placement impossible flag is set to ON and the placement process ends. Note that, although this embodiment is configured to end the placement process when placement is impossible, it may also be configured to wait until the player switches modes (i.e., switches to rearrangement mode). In this case, the process proceeds to A in FIG. 6, and the rearrangement process 240 (340) is executed.
[0017] On the other hand, if the answer is Yes in step 230-1 (step 330-1), then in step 230-3 (step 330-3), available squares are displayed. FIG. 8 is a diagram showing how available squares for the player's piece (in this example, the black piece) are highlighted (for example, the squares are highlighted (for example, a small white circle is displayed within the square)). In this way, all empty squares (four in this example) that would allow the opponent's piece (in this example, the white piece) to be sandwiched between them when the player's piece (in this example, the black piece) is newly placed are highlighted. Next, in step 230-4 (step 330-4), it is determined whether a placement operation has been performed on any available square. FIG. 9 is a diagram showing the placement operation. When the player moves the pointer (in this example, a hand object) to any available square and performs a confirm operation, the piece is placed on that empty square. If the answer is Yes in step 230-4 (step 330-4), then in step 230-5 (step 330-5), the player's piece is displayed and placed on that empty square. Next, in step 230-6 (step 330-6), all of the opponent's pieces sandwiched between the player's pieces (on all vertical, horizontal, and diagonal lines) are displayed in inverted (replaced) with the player's pieces. Figure 10 shows the state after the player's piece (black piece in this example) is placed in an empty space. After the player's piece is placed in the designated empty space, the player's piece (black piece in this example) is placed and displayed in the empty space, and the opponent's piece (white piece in this example) sandwiched between the placed player's piece and the player's previously placed piece is displayed as the player's piece. After that, in step 230-7 (step 330-7), the player change flag is turned on, and the process proceeds to the next process (when the placement process 230 or 330 is completed, the process proceeds to the placement completion confirmation process 250 or 350).
[0018] On the other hand, if the answer is No in step 230-4 (step 330-4), that is, if the player has not performed a placement operation, then in step 230-8 (step 330-8), it is determined whether or not the player has performed a mode switching operation. If the answer is No in step 230-8 (step 330-8), the process returns to step 230-4 (step 330-4). On the other hand, if the answer is Yes in step 230-8 (step 330-8), then in step 230-9 (step 330-9), the current mode is switched from "placement mode" to "re-placement mode," and the process proceeds to the re-placement process (A in FIG. 6).
[0019] Next, the rearrangement processes 240 and 340 will be described with reference to FIG. 11. These processes are executed in the "rearrangement mode." First, in step 240-1 (step 340-1), it is determined whether or not there are any player's own pieces available for rearrangement. "Rearrangeable" here means that if an already placed player's own piece is rearranged (moved) to an empty space, an opponent's piece will be sandwiched between the "other player's already placed pieces (already placed pieces)" and the "rearranged player's piece." If the answer is "No" in step 240-1 (step 340-1), i.e., if there are no player's own pieces available for rearrangement, the process proceeds to step 240-2 (step 340-2), the rearrangement-impossible flag is set to "ON," and the process ends. In this embodiment, the process ends if rearrangement is not possible; however, it may also be configured to wait until the player switches modes (i.e., switches to the arrangement mode). In this case, the process proceeds to B in FIG. 6, and the process 230 (330) is executed.
[0020] On the other hand, if the answer is Yes in step 240-1 (step 340-1), the player's own pieces that can be rearranged are highlighted in step 240-3 (step 340-3). FIG. 12 shows a situation in which the player's own pieces that can be rearranged are highlighted (in this example, the outlines of the player's own pieces that can be redisplayed are highlighted). Next, in step 240-4 (step 340-4), it is determined whether the player has designated a player's own piece to be rearranged (for example, by tapping on a smartphone). FIG. 13 shows how the player designates a player's own piece to be rearranged. The player moves the pointer (a hand object in this example) to one of the player's own pieces to be rearranged and performs a confirm operation, thereby determining the player's piece to be rearranged. Next, in step 240-5 (step 340-5), the empty squares into which the player's own piece can be rearranged, assuming that the player has selected the player's designated player piece as the piece to be rearranged, are displayed. FIG. 14 is a diagram showing a highlighted display of a repositionable square for the player's piece (in this example, the black piece) {e.g., the square is highlighted (e.g., a small white circle is displayed within the square)}. In this manner, all empty squares (five in this example) that would allow the player's piece (in this example, the black piece) to be sandwiched between them are highlighted. Next, in step 230-6 (step 330-6), it is determined whether a repositioning operation has been performed on any of the repositionable squares. A repositioning operation is performed by the player moving a pointer (in this example, a hand object) to any of the repositionable squares and performing a confirm operation. If the result in step 230-6 (step 330-6) is Yes, in step 230-7 (step 330-7), the player's piece is repositioned and displayed on the relevant empty square. Here, "repositioning and displaying" means that the player's piece disappears from its original square and is displayed on the empty square designated by the player (i.e., the player's piece may be displayed as if it were moving or not). Next, in step 230-8 (step 330-8), all of the opponent's pieces sandwiched between the player's piece (on all lines, vertically, horizontally and diagonally) are displayed in inverted on the player's piece. Figure 15 shows the state after the rearrangement operation.In this way, after the operation to determine the player's own piece to be rearranged and the operation to determine the empty square to be rearranged are performed, the player's piece display on the square where it was originally placed disappears, the player's own piece (black piece in this example) is displayed in the designated empty square, and the opponent's piece (white piece in this example) sandwiched between the rearranged player's piece and the player's own piece that was already placed is switched to the player's own piece. After that, in step 240-9 (step 340-9), the player change flag is turned on and the process moves to the next process (when the rearrangement process 240 or 340 is completed, the process moves to the placement completion confirmation process 250 or 350).
[0021] On the other hand, if the answer is No in step 240-4 (step 340-4), i.e., if the player has not designated a player's own piece to be rearranged, then in step 240-10 (step 340-10), it is determined whether or not the player has performed a mode switching operation. If the answer is No in step 240-10 (step 340-10), the process returns to step 240-4 (step 340-4). On the other hand, if the answer is Yes in step 240-10 (step 340-10), then in step 240-11 (step 340-11), the current mode is switched from "rearrangement mode" to "arrangement mode," and the process proceeds to the arrangement process (B in FIG. 6). Similarly, if the answer is No in step 240-6 (step 340-6), i.e., if the player has not decided to arrange a piece on a rearrangeable square, then in step 240-12 (step 340-12), it is determined whether or not the player has performed a mode switching operation. If the answer is No in step 240-12 (step 340-12), return to step 240-6 (step 340-6). On the other hand, if the answer is Yes in step 240-12 (step 340-12), switch the current mode from "relocation mode" to "location mode" in step 240-11 (step 340-11), and proceed to the placement process (B in FIG. 6).
[0022] Next, with reference to FIG. 16, the placement completion confirmation processes 250 and 350 will be described. Here, this process is executed after placement or rearrangement is completed or after it is determined that placement or rearrangement is impossible. First, in step 250-1 (step 350-1), it is determined whether the player change flag is on. Here, the player change flag is a flag that is turned on when placement or rearrangement is executed (step 230-7 or step 330-7 in FIG. 7, step 240-9 or step 340-9 in FIG. 11). If the result in step 250-1 (step 350-1) is Yes, in step 250-2 (step 350-2), the player change flag is turned off. Next, in step 250-5 (or 350-5), the placement impossible flag and rearrangement impossible flag are turned off, and the process proceeds to the next process (end determination process 400). This process completes the turn for that player.
[0023] On the other hand, if the answer is No in step 250-1 (step 350-2), that is, neither placement nor rearrangement has been performed, and placement is not possible (if No in step 230-1 or step 330-1 in FIG. 7) or rearrangement is not possible (if No in step 240-2 or step 340-2 in FIG. 11), then in step 250-3 (step 350-3), it is determined whether both the placement not possible flag and the rearrangement flag are on. If the answer is Yes in step 250-3, that is, if placement or rearrangement is not possible during your turn (you have no moves), then in step 250-4 (step 350-4), a pass is displayed, and the process proceeds to step 250-5 (or 350-5).
[0024] On the other hand, if the answer is No in step 250-3 (step 350-3), that is, if either the placement impossible flag or the rearrangement impossible flag is on, then in step 250-6 (step 350-6), it is determined whether the placement impossible flag is on, that is, whether it has been determined that placement is impossible but not that rearrangement is impossible. If the answer is Yes in step 250-6 (step 350-6), then in step 250-7 (step 350-7), advice on switching to rearrangement mode is displayed. Next, in step 250-8 (step 350-8), it is determined whether the player has performed a mode switching operation. If the answer is No in step 250-8 (step 350-8), the process returns to step 250-7 (step 350-7). On the other hand, if the answer is Yes in step 250-8 (step 350-8), the current mode is switched from "placement mode" to "re-placement mode" in step 250-9 (step 350-9), and the process proceeds to placement processing (A in FIG. 6). On the other hand, if the answer is No in step 250-6 (step 350-6), that is, if it is determined that re-placement is impossible but it is not determined that placement is impossible, then in step 250-10 (step 350-10), advice on switching to placement mode is displayed. Next, in step 250-11 (step 350-11), it is determined whether or not the player has performed a mode switching operation. If the answer is No in step 250-11 (step 350-11), the process returns to step 250-10 (step 350-10). On the other hand, if the answer is Yes in step 250-11 (step 350-11), the current mode is switched from the "rearrangement mode" to the "arrangement mode" in step 250-12 (step 350-12), and the process proceeds to the arrangement process (B in FIG. 6).
[0025] Next, the end determination process 400 will be described with reference to FIG. 17. This process is executed after the placement and rearrangement of players is completed (including passing). First, in step 400-1, it is determined whether or not pieces have been placed in all squares. If the answer is Yes in step 400-1, the numbers of black and white pieces are compared in step 400-2. Next, in step 403, it is displayed that the player with the larger number has won, and the game ends. On the other hand, if the answer is No in step 400-1, that is, if pieces have not been placed in all squares, it is determined in step 400-4 whether both players (black and white pieces) have passed (made consecutive passes). If the answer is Yes in step 400-4, the process proceeds to step 400-2 and the game ends. On the other hand, if the answer is No in step 400-2, the game has not yet been decided, so the process returns to the black piece placement process (when it is the black piece's turn and it has not yet been determined that the black piece cannot be placed or rearranged) or the white piece placement process (when it is the white piece's turn and it has not yet been determined that the white piece cannot be placed or rearranged), as shown in D of Figure 3.
[0026] By executing the control according to the present embodiment as described above, the following strategic considerations, which are not present in conventional Reversi (Othello (registered trademark)), become necessary: -Place pieces and choose the timing of their movements · Maintaining pieces in strategic positions for movement - Effective timing for using your pieces - Limiting the opponent's moveable pieces
[0027] In particular, the game offers distinctive thrills that differ significantly from the gameplay of conventional Reversi games in the following respects, further enhancing the enjoyment of the game. First, in conventional Reversi games, the outcome is generally decided when a corner is taken. On the other hand, in the Reversi game of this embodiment, even if a corner is taken, if a piece of a different color immediately adjacent to the corner "switches to movement mode" and moves, capturing the corner prevents the player from taking all the pieces side by side. Furthermore, in conventional Reversi games, if a piece is surrounded, that piece is inherently weak. On the other hand, in the Reversi game of this embodiment, if that piece moves (warps) to another location and then returns to the same surrounded position, the weak piece may take all the pieces around it. In other words, a piece that was surrounded by enemies can go from being a pinch to being an opportunity piece.
[0028] <Example of change> The above embodiment is merely one embodiment of the present invention, and various modifications are possible without departing from the scope of the present invention. Modification examples are given below.
[0029] (Opponent) In the above-described form, the opponents are users, either two users alternately using one information processing device or two users each using two information processing devices (network battle function). Alternatively, the opponent player may be a computer (computer battle function). In this case, an opponent player operation program may be incorporated into a program installed on the information processing device by the user. Furthermore, the opponent player may be an artificial intelligence (AI) system. In this case, the AI system analyzes the player's player-related information (e.g., play information such as the player's strategy and skill level, and personal information such as age and gender) to enable a battle with optimal difficulty and strategy (adaptive AI battle function). Using an AI system as the opponent player allows, for example, (1) the difficulty level to be gradually adjusted in accordance with the player's growth, enabling continuous challenges; and (2) AI battles allow players to find opponents at any time, increasing opportunities for practice and skill improvement. To adapt the AI system to the player's needs, the player's information processing device (e.g., a smartphone) transmits player-related information to a server (a server equipped with an AI system) at predetermined times (e.g., at the time of initial registration, at the start of the game, during game progress, and at the end of the game).
[0030] (Mode switching possibility and / or timing) In the above-described form, there are no particular restrictions on whether and / or when mode switching can be performed during a turn. That is, in the above-described form, the user can basically switch between placement mode and rearrangement mode at any time. However, this is not limited to this. For example, the following modifications (and any combination thereof) can be mentioned. In these modifications, it is also effective to utilize an artificial intelligence system as described above. By utilizing an artificial intelligence system, the difficulty level can be gradually adjusted in accordance with the player's growth, making continuous challenges more possible. Mode switching is possible only when certain conditions are met (for example, when a lottery is won (for example, every game, every time it is the user's turn), or when the game progress reaches a certain state (for example, when the difference in the number of pieces between the player and the opponent exceeds a certain value, resulting in a significantly unfavorable battle situation)). - Change whether or not to switch modes and / or the timing of mode switching based on the user's user-related information (for example, play information such as the user's strategy and skill level, and personal information such as age and gender) Limiting the number of mode switches (switches from placement mode to rearrangement mode) per game (or per multiple games) to a predetermined number (this "predetermined number" may be a predetermined number or may be determined by lottery or user-related information, as described above).
[0031] (Vacant Mass Navi) The empty square navigation system in this embodiment is configured to navigate (e.g., highlight) all empty squares that can be placed (squares that can be placed to turn an opponent's piece into a player's piece) in placement mode, and to navigate (e.g., highlight) all empty squares that can be rearranged (squares that can be placed to turn an opponent's piece into a player's piece) in rearrangement mode. However, this is not limited to this. For example, the following modified examples (and any combination thereof) can be mentioned. Note that even in these modified examples, it is effective to utilize the artificial intelligence system as described above. By utilizing the artificial intelligence system, the difficulty level can be gradually adjusted in accordance with the player's growth, making it possible to continue challenging the game. Do not navigate to empty spaces Navigate to empty spaces in placement mode only Navigate to empty spaces only in rearrangement mode Navigate to an empty space only when a certain condition is met (for example, when the player's skill is judged to be low) Navigate only some of the available empty spaces instead of all available spaces (for example, navigate only the most advantageous empty spaces for the user) After the user's turn, navigate to an empty space after a certain time has passed (for example, 30 seconds)
[0032] (Koma Navi) The piece navigation system in this embodiment is configured to navigate all of the player's own pieces that can be rearranged in the rearrangement mode (already placed player's pieces that, when rearranged, can sandwich an opponent's piece between another already placed player's piece and the player's own piece that is being rearranged). However, this is not limited to this. For example, the following modified examples (and any combination thereof) can be mentioned. For these modified examples, it is also effective to utilize the artificial intelligence system as described above. By utilizing the artificial intelligence system, the difficulty level can be gradually adjusted in accordance with the player's growth, making it possible to continue challenging the game. Do not navigate Navigate only when a certain condition is met (for example, when the player's skill is judged to be low) Navigate only some of your own pieces instead of all of your own pieces that can be relocated (for example, navigate only the most advantageous pieces for the user) After the user's turn, navigate to an empty space after a certain time has passed (for example, 30 seconds)
[0033] (Replaceable piece limit) The system according to this embodiment is configured to allow all rearrangeable pieces to be rearranged. However, this is not limited to this. That is, it is also possible to allow only a portion of the rearrangeable pieces to be rearranged (for example, the number of pieces and the pieces that can be rearranged are determined according to the player's skill and the game progress). For example, when the game is in an unfavorable state (for example, when the player is behind the opponent's pieces by more than a predetermined number of pieces), more pieces can be rearranged. Note that even in this modified example, it is effective to utilize an artificial intelligence system as described above. By utilizing an artificial intelligence system, the difficulty level can be gradually adjusted in accordance with the player's growth, making it possible to continue challenging the game.
[0034] (Limit of available empty spaces that can be rearranged) The system according to this embodiment is configured to allow existing pieces to be rearranged onto all available empty squares. However, this is not limited to this. That is, it may be possible to rearrange only some of the available empty squares (for example, the available squares and the number of squares may be determined depending on the player's skill and the progress of the game). For example, when the player is in an unfavorable game state (for example, when the player is behind the opponent by more than a predetermined number of pieces), pieces may be rearranged onto more empty squares. Note that this modification example also effectively utilizes an artificial intelligence system as described above. By utilizing an artificial intelligence system, the difficulty level can be gradually adjusted in accordance with the player's growth, making it easier to continue challenging the game.
[0035] (forced replacement) The system according to this embodiment is configured to pass to the opponent when there are no empty squares. However, this is not limited to this. For example, the following modifications (and any combination thereof) can be mentioned. This modification can also be effectively implemented by utilizing the artificial intelligence system as described above. By utilizing the artificial intelligence system, the difficulty level can be gradually adjusted in accordance with the player's growth, making it possible to continue challenging the game. - Pass to the opponent at the player's discretion - Forced pass to the other party after a certain time has elapsed
[0036] (Replacing opponent's piece) The system according to this embodiment is configured so that an opponent's piece can be acquired only when the opponent's piece is sandwiched between the player's own pieces. However, this is not limited to this. For example, in the following cases (and any combination thereof), an opponent's piece already placed may be changed to a player's own piece (e.g., replacing an opponent's piece already placed on the edge of the board with a player's own piece). In this modification example, it is also effective to utilize the artificial intelligence system as described above. By utilizing the artificial intelligence system, the difficulty level can be gradually adjusted in accordance with the player's growth, making it possible to continue challenging the game. When a predetermined condition is met (for example, when a lottery held at the start of a game or each time a player takes a turn is won, when the situation becomes unfavorable (for example, when the difference in chips is greater than a predetermined value), or when the user has low skill (for example, when skill is parameterized based on past playing history and the parameter is below a predetermined value)) - A set number of times per game (e.g., once) - Multiple games, a set number of times (e.g., twice every 5 games)
[0037] (piece rearrangement) In the rearrangement mode, the system according to this embodiment is configured to (1) designate a player's own piece to be rearranged, and (2) designate an empty space to which the player's own piece will be rearranged, and then rearrange the player's own piece to the empty space through the following process. However, this is not limited to this. For example, the player may designate a player's own piece to be rearranged with a designation icon (e.g., a finger icon), and then drag the player's own piece to move it to the empty space to which it is desired to be rearranged.
[0038] (Mode switching display) In the above embodiment, the "placement mode" and the "movement mode (re-placement mode)" can be switched by operating one button. However, this is not limiting. For example, as shown in FIG. 19, two buttons (placement mode button and movement mode button) may be provided, and the modes may be switched by operating each of them.
[0039] (piece switching display) In the above embodiment, when an opponent's piece (or your own piece) is sandwiched between your own pieces (or your opponent's pieces), the display process is configured so that the color of the opponent's piece (or your own piece) is replaced with the color of your own piece (or the color of your own piece) (for example, changing the color from black to white) at the moment the pieces are sandwiched. However, this is not limited to this. For example, the following modifications (and any combinations thereof) can be given. -Video of double-sided pieces flipping when changing your own piece to an opponent's piece - The opponent's piece (or your own piece) to be replaced is first colored a different color (for example, a conspicuous color like red), and then the piece changes color to the color of your own piece (or the opponent's piece). If there are multiple opponent pieces (or your own pieces) to be replaced, replace all of them at the same time. If there are multiple opponent pieces (or your own pieces) to be replaced, they will be replaced in order.
[0040] (Face-to-face display) As shown in FIG. 4, in addition to displaying the board and pieces, the system according to this embodiment also displays: (1) whether it is the player's or the opponent's turn {e.g., when it is Black's turn, "Black's turn" is displayed (FIG. 4), and when it is White's turn, "White's turn" is displayed (not shown)}; (2) whether the current mode is placement mode or rearrangement mode {e.g., when in placement mode, "Mode: Place piece" is displayed (FIG. 4), and when in rearrangement mode, "Mode: Move piece" is displayed (not shown)}; and (3) a mode switching button and a game reset button (FIG. 4). However, this is not limited to this. For example, as shown in FIG. 19, the player and the opponent may be displayed face-to-face to enhance the feel of a competitive game. Specifically, the mode switching button and the game reset button, which are displayed only for the current player in the above embodiment (e.g., FIG. 4), are constantly displayed on the player's side (bottom of FIG. 19) and the opponent's side (top of FIG. 19). In addition, the game status (turn and mode) is displayed next to the board (left side of Figure 19).
[0041] <Utilization of artificial intelligence> As mentioned above, by utilizing AI, it becomes possible to analyze play information such as the player's strategy and skill level, and to play with the optimal difficulty and strategy. Examples of functions that can be performed using AI are listed below. - AI opponents with multiple difficulty levels -AI engine that learns and adapts to player strategies - Educational function that visualizes the AI's thought process -Analysis function that analyzes a player's past match data and identifies weaknesses -Multiple AI character choices with different strategy styles
[0042] It may also have the following features: Implements both traditional AI using game tree search and evaluation functions, and deep learning AI using neural networks. - Analyze players' past match patterns, identify weaknesses and tendencies, and develop strategies to counter them - Choose the best strategy for both piece placement and piece movement depending on the situation Automatic difficulty adjustment function based on the player's skill level (e.g., basic difficulty settings for beginner, intermediate, and advanced players) -Continuous self-learning function based on match history - Visualize the AI's thought process in real time while you play (AI Thought Display Mode) - Based on the player's match history data, weak situations and weaknesses are pointed out (Analysis mode) - Choice of AI characters with different strategy styles (offensive, defensive, balanced, etc.) - Post-match replay and analysis features to suggest areas for improvement
[0043] In addition, the following functions may be implemented (educational AI battle function). - Beginner-friendly tutorial mode with AI that provides hints on optimal moves depending on the situation - "Master Mode" with gradually increasing difficulty helps players improve their skills - "Strategy Guide" function that explains the types and effectiveness of strategies - Training mode analyzes players' weaknesses and generates personalized practice assignments
[0044] Additionally, it may have the following functions (self-learning AI engine): ·Continuous strategy optimization using reinforcement learning algorithms -Accumulates match data with players and learns their match styles ·Collective intelligence learning system using cloud server (optional) - Regular AI updates to introduce new strategies [Industrial Applicability]
[0045] The present invention is widely applicable to the board game industry, electronic game industry, mobile application industry, education industry, and artificial intelligence research field.
Claims
1. a board and a plurality of double-sided pieces can be displayed on the computer of the information processing device, the board having a plurality of squares, and the double-sided pieces having a first side and a second side; When a player places a piece on an empty space, they can either: (a) Place a new piece on an empty square. (b) Remove your own piece already placed on the board and relocate it to an empty space. and when a piece of an opponent player is sandwiched between two pieces by said placement or said rearrangement, the face of the sandwiched piece is displayed in inverse video. A competitive game program that, when a command for placement or rearrangement is input by one player, proceeds to processing for the other player without canceling the command.
2. 2. The competitive game program according to claim 1, wherein, as a support function when a player places and / or rearranges a piece on an empty square, candidate empty squares that can sandwich an opponent player's piece by said placement and / or said rearrangement are visually displayed.
3. 2. The competitive game program according to claim 1, wherein, as a support function when a player rearranges a piece on an empty square, candidate pieces that can be moved are visually displayed among the pieces already placed on the board.
4. 2. The fighting game program according to claim 1, wherein the fighting game program is configured to be switchable between a placement mode in which the placement of (a) is possible and a rearrangement mode in which the rearrangement of (b) is possible.
5. 5. The competitive game program according to claim 4, further comprising a display indicating whether the current mode is the arrangement mode or the rearrangement mode.
6. 2. The competitive game program according to claim 1, wherein when a player rearranges pieces to empty spaces, only a part of the player's pieces already placed on the board can be rearranged to empty spaces.
7. 2. The competitive game program according to claim 1, wherein when a player rearranges pieces to empty spaces, only some of the empty spaces can be rearranged.
8. A competitive game processing system including a processor, capable of displaying and controlling a board and a plurality of double-sided pieces, the board having a plurality of squares, and the double-sided pieces having a first side and a second side; When a player places a piece on an empty space, they can either: (a) Place a new piece on an empty square. (b) Remove your own piece already placed on the board and relocate it to an empty space. and when a piece of an opponent player is sandwiched between two pieces by said placement or said rearrangement, the face of the sandwiched piece is displayed in reverse. A competitive game processing system that, when a command for placement or rearrangement is input by one player, moves on to processing for the other player without canceling the command.
9. 9. The competitive game processing system according to claim 8, wherein, as a support function when a player places and / or rearranges a piece on an empty square, candidate empty squares that can sandwich an opponent player's piece by said placement and / or said rearrangement are visually displayed and controlled.
10. 9. The competitive game processing system according to claim 8, wherein, as a support function when a player rearranges a piece on an empty square, candidate pieces that can be moved among the pieces already placed on the board are visually displayed and controlled.
11. 9. The fighting game processing system according to claim 8, wherein the system is configured to be switchable between a placement mode in which the placement of (a) is possible and a rearrangement mode in which the rearrangement of (b) is possible.
12. 12. The fighting game processing system according to claim 11, further comprising a display control for indicating whether the current mode is the arrangement mode or the rearrangement mode.
13. 9. The competitive game processing system according to claim 8, wherein when a player rearranges his / her pieces to empty spaces, only a part of his / her own pieces already placed on the board can be rearranged to empty spaces.
14. 9. The competitive game processing system according to claim 8, wherein when a player rearranges pieces to empty spaces, only some of the empty spaces can be rearranged.
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