Program and game device

The system adjusts lottery probabilities based on player skill differences to maintain engagement and fairness in battle games, addressing issues of reduced interest and unfairness.

JP7850064B2Active Publication Date: 2026-04-22BANDAI CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
BANDAI CO LTD
Filing Date
2022-12-28
Publication Date
2026-04-22

AI Technical Summary

Technical Problem

In battle games where the difficulty level changes based on the opponent, players may face reduced lottery opportunities or guaranteed losses, leading to decreased interest due to unfairness and difficulty in achieving victory conditions.

Method used

A system that adjusts the lottery winning probability based on the difference in evaluation values between players, favoring the disadvantaged player to maintain engagement and fairness.

Benefits of technology

Enhances player motivation and interest by ensuring fair competition and providing engaging game elements through adjusted lottery outcomes.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To impart a highly amusing game element.SOLUTION: A program allows a computer capable of providing a play experience of a match game to execute an acquisition process of acquiring evaluation values of each of a player and a match opponent for the match game in which the play experience is provided, an imparting process of imparting a game element to the player according to provision of the play experience of the match game, and a control process of controlling impartation of the game element in the imparting process on the basis of a lottery result of an executed lottery process, and the control process allows a winning probability of the lottery process to differ according to a difference in an evaluation value between the player and the match opponent.SELECTED DRAWING: Figure 5
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Description

Technical Field

[0001] The present invention relates to a program and a game device, and particularly to an electronic game including the provision of game elements to a player.

Background Art

[0002] There is an electronic game that gives game elements according to the lottery result of a lottery process (Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, in a mode where the above-described lottery process is executed as a reward for achieving the victory condition of a battle game, for example, since the difficulty level of the battle game changes depending on the player who becomes the opponent, it may become difficult to achieve the victory condition. Therefore, depending on the matching situation of the opponent, the lottery opportunity given to the player may be reduced. On the other hand, if the winning probability of the lottery process is fixed in consideration of fairness, there is a possibility of losing in the lottery process even when winning against a superior opponent. As a result, there was a concern that the player's interest in the battle game would decrease from the viewpoints of matching and reward.

[0005] An object of the present invention is to provide a program and a game device that realize the provision of highly interesting game elements.

Means for Solving the Problems

[0006] A program according to one aspect of the present invention causes a computer capable of providing a competitive game play experience to execute an acquisition process for acquiring evaluation values ​​for both the player and the opponent in a competitive game for which a play experience has been provided; an assignment process for assigning game elements to the player in response to the provision of a competitive game play experience; and a control process for controlling the assignment of game elements in the assignment process based on the results of an executed lottery process, wherein the control process makes the probability of winning the lottery process different according to the difference in evaluation values ​​between the player and the opponent. [Effects of the Invention]

[0007] According to the present invention, it is possible to add highly engaging game elements. [Brief explanation of the drawing]

[0008] [Figure 1] A diagram illustrating the system configuration of a game system according to embodiments and modified examples of the present invention. [Figure 2] Block diagram illustrating the functional configuration of a game device 100 according to embodiments and modifications of the present invention. [Figure 3] Block diagram illustrating the functional configuration of server 200 according to embodiments and modifications of the present invention. [Figure 4] A diagram illustrating an example of how the probability of winning can be modified according to an embodiment of the present invention. [Figure 5] A flowchart illustrating the grant control process performed in a game device 100 according to embodiments and modifications of the present invention. [Figure 6] This figure illustrates a setting screen 600 related to the use of a function for changing the probability of winning, according to Modification 6 of the present invention. [Figure 7] This figure illustrates the data structure of various types of information used in a game system according to embodiments and modifications of the present invention. [Modes for carrying out the invention]

[0009] [Embodiment] The embodiments will be described in detail below with reference to the attached drawings. Note that the following embodiments do not limit the invention as defined in the claims, and not all combinations of features described in the embodiments are essential to the invention. Two or more of the features described in the embodiments may be combined in any way. Furthermore, identical or similar configurations will be given the same reference numeral, and redundant descriptions will be omitted.

[0010] One embodiment described below illustrates an example of applying the present invention to a game device configured to provide a competitive game experience involving players using multiple game devices connected via a network. However, the present invention is applicable to any device that provides a service including a competitive game experience and can provide game elements to players.

[0011] 《Game System Structure》 Figure 1 is a diagram showing the system configuration of the game system according to this embodiment. As shown in the figure, the game system is configured so that the server 200 and each of the one or more game devices 100 can communicate with each other via the network 300.

[0012] In this embodiment, the system configuration is set up to enable competitive games between players using multiple game devices 100 via the server 200 and network 300. Furthermore, the games that the game device 100 provides a play experience for are not limited to competitive games between players, but may include games configured for single-player use.

[0013] The game device 100 according to this embodiment has the appearance shown in the figure. The game device 100 is configured to detect payment when available, and when payment is detected, it provides the user (player) with a game play experience service, including the provision of at least one game element. Payment is detected, for example, when a predetermined amount of coins is inserted into the coin slot 141.

[0014] The game elements that the game device 100 can provide include game cards, which are physical objects, and game cards are provided when the conditions are met during the provision of the service. In this embodiment, it is described that at least one game card is provided for one game play experience. The game device 100 has an opening 142 on its exterior, through which the player can access a holding unit 143 located inside. The holding unit 143 holds the game card so that the player can remove it at any time when it is provided.

[0015] Furthermore, the exterior of the game device 100 is provided with a mounting section 144 on which predetermined cards, including game cards provided by the game device 100, can be placed. As will be described in detail later, while using the game device 100, players can play the game with the information attached to the game card reflected by placing the game card on the mounting section 144. In addition to game cards, player cards for identifying players can also be placed on the mounting section 144. When using the game device 100, players can play the game with their progress reflected by placing their player card on the mounting section 144. The players' progress is managed by the server 200, and when a player is identified when using the game device 100, that is, when a game play experience is provided with the player's identity confirmed, the managed information for each player is updated.

[0016] <Functional Configuration of Game Devices> FIG. 2 is a block diagram showing the functional configuration of the game device 100 according to the present embodiment.

[0017] The control unit 101 is, for example, a CPU, and controls the operations of the respective functional blocks of the game device 100. Specifically, the control unit 101 reads out the operation programs related to the respective functional blocks stored in the storage device 102, for example, and expands and executes them in the memory 103 to realize the operations of the respective functional blocks.

[0018] The storage device 102 is a device that can permanently hold data, such as a non-volatile memory or an HDD, for example. In addition to the operation programs related to the respective functional blocks of the game device 100, the storage device 102 stores information on parameters necessary for the operations of the respective functional blocks, various graphics data used in the games executed by the game device 100, and the like. The memory 103 is a storage device used for temporary data storage, such as a volatile memory, for example. The memory 103 is used not only as an expansion area for the operation programs of the respective blocks but also as a storage area for temporarily storing data output in the operations of the respective blocks.

[0019] The payment detection unit 104 detects that a cost has been paid in the game device 100. The payment of the cost may be determined by detecting, for example, that a coin or a corresponding token of a predetermined amount has been inserted into the insertion slot 141 of the game device 100, or the completion of a settlement process based on communication with a chip related to a predetermined electronic money. The game device 100 of the present embodiment will be described as starting to provide a service including providing a play experience of a battle game based on the payment of the cost related to the start of service provision.

[0020] The acquisition unit 105 is an interface provided by the game device 100 of this embodiment for acquiring information from physical card objects. Specifically, the acquisition unit 105 includes a reader configured to acquire information attached to cards placed on the placement unit 144. The physical card objects that can be used by the game device 100 (information that the acquisition unit 105 can acquire) are broadly classified into the following two types, and the placement unit 144 is configured to accommodate either type.

[0021] One type of usable card is a game card configured to be provided by the game device 100. Each of these game cards is associated with a game element (character, mount, item, effect, etc.) related to a game that provides a play experience in the game device 100. In this embodiment, in order to facilitate understanding of the invention, the game element associated with each game card will be described as a character, but the implementation of the present invention is not limited to this. Each game card is associated with a character by being marked with information for identifying the character (character ID: character identification information). A player can register the corresponding character and use it in the game (or make it appear in the game, activate the effect associated with the character in the game, etc.) by placing the game card on the placement unit 144 and having the acquisition unit 105 acquire the information.

[0022] Another type of card available is a player card, which contains information used to identify the player in relation to the use of the game device 100. The game device 100 in this embodiment is configured to save the player's game progress and allow the player to resume from the saved progress the next time they use the device. For this reason, the player card is equipped with at least identification information that uniquely identifies the player (player ID: player identification information). By placing the player card on the placement unit 144 and allowing the acquisition unit 105 to acquire the information, the player can receive services that reflect their progress from past uses. Here, progress includes information on the player's evaluation values ​​related to the game, such as experience points, level, and rank, as well as information on interest elements that are provided to the player in stages, such as function unlock status and game element provision status, which increase and expand as the player uses the game device 100 repeatedly. Progress also includes information on game elements assigned to the player. As will be described in detail later, in the game provided by the game device 100 of this embodiment, various game elements are given to the player. The given game elements include game elements (items and skills) that can be used in subsequent gameplay, and game elements (medals) that are accumulated for exchange into such game elements.

[0023] In this embodiment, the player is identified by obtaining information from the player card, but the method of identifying the player is not limited to this. Information may be obtained from items other than the player card, or it may be replaced by, for example, player recognition processing via another device.

[0024] Thus, in this embodiment, the physical item from which information can be acquired by the acquisition unit 105 is described as a card, but it goes without saying that it may be a physical item other than a card.

[0025] The Character DB 106 is a database that manages information (character information) about each character that appears in the game. The character information managed for a single character includes, for example, as shown in Figure 7(a), the character ID 701 that uniquely identifies the character, and parameter information 702 that describes the character's name, attributes, parameters, and the effects that are activated when the character is used. Parameter information 702 is information referenced in the game in which the character is used and is involved in the control of the game's progress.

[0026] The provision control unit 107 controls the provision of game cards to the player when using the game device 100. The provision of game cards is realized by the provision unit 120 provided by the game device 100. The provision unit 120 is configured to accommodate multiple game cards in a storage unit (not shown), and when it receives a character card provision instruction from the provision control unit 107, it operates to send out one of the stored game cards. The sent game card is held in the holding unit 143 in a manner that allows the player to remove it.

[0027] The granting unit 108 controls the granting of game elements to the player for games in which a play experience is provided by the game device 100. As will be described in detail later, in the game device 100 of this embodiment, medals, which are one of the game elements related to the game in which the play experience is provided, are granted. The granting unit 108 executes the process related to the granting of said medals and determines whether or not to grant medals to the player and the number of medals to be granted.

[0028] The presentation control unit 109 is responsible for controlling the presentation of various types of information to the player via the presentation unit 130 in the game device 100. In this embodiment, the presentation unit 130 that realizes the presentation of information is described as a display device capable of presenting visual information, such as a liquid crystal display, which displays images (game screen, menu screen, etc.). However, it goes without saying that the means of presenting information are not limited to this and can be substituted or added. The presentation unit 130 may also include, for example, a speaker that presents auditory information.

[0029] In an embodiment where the display unit 130 is a display device, the display control unit 109 includes, for example, a drawing device such as a GPU, and performs predetermined drawing processing to generate a screen to be displayed on the display unit 130. Specifically, while the game device 100 is running (during service provision or standby), the display control unit 109 executes necessary calculation processing on necessary drawing objects (graphics data) based on the processing and commands performed by the control unit 101, and draws the screen. The generated screen is output to the display unit 130 and presented to the player by being displayed in a predetermined display area.

[0030] The operation input unit 110 is a user interface of the game device 100, such as an operating member for decision input or various sensors. When the operation input unit 110 detects that an operation input has been made to the operating member, it outputs a control signal corresponding to the operation input to the control unit 101. In this embodiment, the operation input unit 110 includes, for example, a touch input detection sensor that detects touch input made on the display screen of the presentation unit 130, i.e., contact of a part of the human body.

[0031] The communication unit 111 is a communication interface between the game device 100 and external devices. The communication unit 111 can connect to external devices via a network 300 (whether wired or wireless), which may be a communication network such as the Internet or a cable connecting devices, and enable the transmission and reception of data. For example, the communication unit 111 converts information input as a transmission target into data in a predetermined format and transmits it to an external device such as a server 200 via the network 300. Also, for example, when the communication unit 111 receives information from an external device via the network 300, it decodes the information and stores it in the memory 103. In this embodiment, the game device 100 transmits and receives information via the communication unit 110 at least when providing a service that reflects the player's progress.

[0032] <Server Configuration> Next, the functional configuration of the server 200 according to this embodiment will be explained using the block diagram in Figure 3. In the explanation of the functional configuration of the server 200, configurations that realize the same functions as those of the game device 100 will be indicated with the prefix "server" to distinguish them from the configuration of the game device 100.

[0033] The server control unit 201 is, for example, a CPU, and controls the operation of each functional block of the server 200. Specifically, the server control unit 201 controls the operation of each functional block by reading the operation program related to each functional block recorded in, for example, the server storage device 202, loading it into the server memory 203, and executing it.

[0034] The server storage device 202 is a recording device capable of permanently retaining data, such as non-volatile memory or an HDD. The server storage device 202 records not only the operation programs related to each functional block of the server 200, but also information such as parameters necessary for the operation of each functional block. The server memory 203 is a storage device used for temporary data storage, such as volatile memory. The server memory 203 is used not only as an area for deploying the operation programs related to each functional block, but also as a storage area for temporarily storing data output during the operation of each functional block.

[0035] The Player DB204 is a database that manages various information (player information) about each user (player) for games that are provided as play experiences in the game device 100 of the game system of this embodiment. The player information is referenced when information is obtained from the player card in the game device 100 and a game play experience is provided, and can be sequentially changed according to the play experience provided.

[0036] Player information may include, for example, as shown in Figure 7(b), a player ID 711 that uniquely identifies the player, and may include setting information 712 that includes player-specific settings such as the player's display name, date of birth, and avatar configuration, progress information 713 that shows the player's game progress, the number of medals held 714 that shows the number of medals the player possesses, and an evaluation value 715 related to the player's gameplay. Player information for a single player may be registered when the player uses the game device 100 for the first time using their player card. The information included in the setting information 712 only needs to be entered into the game device 100 at the time of use.

[0037] When the matching unit 205 receives a request to play a competitive game from the game device 100, it identifies other game devices 100 that have similarly received requests to play a competitive game and facilitates a competitive game between these game devices 100. Specifically, the matching unit 205 detects players who wish to play a competitive game at the same time and determines that two of these players will participate in a single competitive game.

[0038] In the following description, the game provided to players by the game device 100 of this embodiment is assumed to be a competitive game played between players using a predetermined number of game devices 100 connected via a network 300 and a server 200. In the competitive game, one or more characters registered by acquiring information from a game card appear as characters controlled by each player, and the progress of the competitive game is controlled based on the operation inputs made by each player during the game and the parameter information of each character.

[0039] The server communication unit 206 is a communication interface between the server 200 and external devices. The server communication unit 206 can connect to external devices via a network 300 (whether wired or wireless), which may be a communication network such as the Internet or a cable connecting devices, and enable the transmission and reception of data. For example, the server communication unit 206 converts information input as the target for transmission into data in a predetermined format and transmits it to an external device such as a game device 100 via the network 300. Also, for example, when the server communication unit 206 receives information from an external device via the network 300, it decodes the information and stores it in the server memory 203.

[0040] 《Overview of Medal Awards》 The following outlines how medals are awarded to players in the game system of this embodiment.

[0041] In this embodiment of the game system, a competitive game experience is provided for two players. Furthermore, if a player defeats their opponent in the competitive game, a lottery process for awarding medals is executed, and medals are awarded based on the result of the lottery process. In this embodiment, if the lottery result is a win, the player is awarded a predetermined number of medals (1 medal). In other words, if a player wins the competitive game, they get a chance to participate in the lottery, and if they win the lottery process, they can acquire medals, but if they lose, they cannot acquire medals.

[0042] The medals are configured to be retained beyond the duration of a single game session using the game machine 100. More specifically, information on points awarded to a player is reflected in the player database 204 of the server 200, for example, at the time of the end of the game machine 100's use, in the number of medals held by that player (714). Then, when the same player retrieves their player card information and uses the game machine 100 again, the service is provided with the player information carried over, thus accumulating medals. Therefore, medals are awarded on the condition that the game machine 100 is used with the player identified.

[0043] The accumulated medals may be configured to be exchangeable for other game elements (items or skills) that, when used during gameplay, activate an effect that adjusts the game's progress in a favorable direction, for example, after a predetermined number of medals have been consumed. These other game elements may be of a different type from the characters registered based on the game cards, and may also have limitations on the number of times they can be used to ensure fairness.

[0044] By the way, as mentioned above, the matchmaking for opponents is not always ideal, as the number of players requesting matches at the same time can increase or decrease depending on factors such as the time of day, day of the week, or the region where Server 200 is located. In other words, differences in players' gameplay skills or the abilities of their characters can occur, resulting in matchmaking that favors one player. When such matchmaking occurs, the disadvantaged player's motivation to play the game may decrease, which in turn may lead to a decline in that player's interest in the game. Furthermore, if the disadvantaged player abandons the game midway through, the game's progress will be delayed, which may also lead to a decline in the opponent's (the advantageous player's) interest in the game.

[0045] Therefore, in the game system of this embodiment, if there is a difference in skill between players, the lottery process executed when the disadvantaged player wins is controlled to increase the probability of winning. In other words, by making it easier for that player to be awarded medals, the player's motivation for the competitive game increases, and it becomes easier to maintain the player's interest in the game. Furthermore, by increasing the possibility of awarding medals, opportunities to provide game elements that give such players an advantage in the game increase, and as a result, it becomes easier to achieve fairness in the competitive game that is subsequently played.

[0046] The control of medal distribution is achieved by deriving an evaluation value for each player based on their game skills and the performance of the character they use (the character for which they possess the corresponding game card), and then, when a competitive game takes place, differentiating the winning probability of the lottery process based on the difference in evaluation values ​​among the players participating in the game. To simplify the invention, below, the game play skills and character performance of a player will be simply referred to as the player's "ability," and each player's evaluation value will be derived by quantifying that ability in a predetermined manner. The player's evaluation value may be, for example, a rate determined according to the outcome of a competitive game, a cumulative score that increases or decreases according to the number of wins in competitive games, or a value determined based on the cumulative number of medals awarded. In other words, the player's evaluation value is a numerical representation of the degree to which the player can gain an advantage in a competitive game. Furthermore, the evaluation value of each player derived in this way is included as an evaluation value 715 in the player information related to that player and managed accordingly.

[0047] In this embodiment, the mechanism for changing the winning probability is configured such that the larger the difference in evaluation values ​​between the player and the opponent, the greater the increase in the winning probability, as shown in Figure 4, for example. That is, if a player with a lower evaluation value than their opponent wins the game, the winning probability in the lottery process executed after the game is changed to be higher by the amount of the difference in evaluation values ​​than if the player won against an opponent with an equivalent evaluation value.

[0048] Furthermore, information regarding the mechanism that increases the probability of winning the lottery process when a player with a higher evaluation score (a higher-ranked player) wins a game against another player may be made known, for example, by being displayed via the display unit 130 while the game device 100 is in standby mode, during the execution of a game, or during the execution of the lottery process, or by being included on a game explanation panel attached to the exterior of the game device 100. In order to ensure the smooth progress of the game, the evaluation scores of each player participating in the game shall not be displayed, at least while the game experience is being provided. However, in order to appropriately stimulate the player's desire to win medals, information suggesting differences in evaluation scores between players may be displayed, for example, that the opponent is a higher-ranked player, or that the game is one in which the probability of winning the lottery process increases upon victory.

[0049] 《Granting Control Processing》 In the game device 100 of this embodiment, which has the above configuration, the medal awarding control process performed in relation to awarding medals will be explained using the flowchart in Figure 5. The process corresponding to the flowchart can be realized by the control unit 101 reading the corresponding processing program stored in the storage device 102, for example, loading it into the memory 103 and executing it.

[0050] This grant control process is described as starting, for example, when the provision of the play experience related to the executed competitive game is completed and the match result is determined. Prior to the execution of this grant control process, information related to the player using the game device 100 (hereinafter referred to as the target player) is obtained from the player card, and the game device 100 receives the player information managed for that player from the server 200 and stores it, for example, in memory 103. Furthermore, for the executed competitive game, information on the evaluation value of at least the opposing player is also received and stored in memory 103.

[0051] In S501, the control unit 101 determines whether the result of the executed battle game was a victory or not. If the control unit 101 determines that the result was a victory, it moves the process to S502. If the control unit 101 determines that the result was not a victory, i.e., a defeat, it completes this medal awarding control process by deciding not to award any medals.

[0052] In S502, the control unit 101 determines whether the opponent's evaluation value is higher than the target player's evaluation value. If the control unit 101 determines that the opponent's evaluation value is higher than the target player's evaluation value, it moves the process to S504; otherwise, it moves the process to S503.

[0053] In S503, the control unit 101 determines the probability of winning in the lottery process related to medal distribution. The probability of winning determined in this step is a fixed probability predetermined for the lottery process.

[0054] On the other hand, if in S502 the control unit 101 determines that the opponent's evaluation value is higher than the target player's evaluation value, in S504 the control unit 101 determines the probability of winning the medal award lottery based on the evaluation values ​​of the target player and the opponent. The probability of winning determined in this step is higher than the fixed probability (a higher probability of winning). Specifically, the control unit 101 determines the probability of winning the lottery by increasing the fixed probability by a rate proportional to the difference between the target player's evaluation value and the opponent's evaluation value. In other words, the probability of winning determined in this step is determined to be higher the greater the difference between the evaluation values ​​of the target player and the opponent.

[0055] In S505, the control unit 101 executes the lottery process using the determined winning probability. That is, the lottery process performed in this step is performed with a winning probability that is higher than the fixed probability by the difference in evaluation values ​​if the opponent's evaluation value is higher than the target player's evaluation value, and with a fixed probability if the opponent's evaluation value is not higher than the target player's evaluation value.

[0056] In S506, the control unit 101 determines whether the result of the lottery process executed in S505 was a win or a loss. If the result was a win, the control unit 101 moves the process to S507; if it was a loss, it completes the medal awarding control process by not awarding any medals.

[0057] In S507, the awarding unit 108, under the control of the control unit 101, awards medals to the target player and completes the awarding control process. The awarding of medals is performed by increasing the number of medals held, 714, in the player information of the target player, which is obtained from the server 200 in relation to the use of the game device 100 and held in the memory 103, by 1. The changed player information is then sent to the server 200 along with an update request for the player information and is used to update the corresponding player information in the player DB 204 (the player information of the target player held in the player DB 204 is updated to reflect the change in the number of medals held, 714), and as a result, the state in which medals have been awarded to the player is realized.

[0058] As explained above, with the game device of this embodiment, even if the matchmaking for a competitive game is not in a favorable manner, the benefits enjoyed by the disadvantaged player (the one with the lower evaluation score) when they win can be increased, and the addition of highly engaging game elements can be achieved.

[0059] [Example 1] In the embodiments described above, the number of medals awarded in the lottery process was assumed to be a fixed number (1 medal), but the implementation of the present invention is not limited to this. For example, in order to increase the benefits enjoyed by a disadvantaged player when they win, the number of medals awarded upon winning may be configured to increase according to the difference in evaluation values ​​between the player and their opponent.

[0060] [Differentiation 2] In the embodiments and modifications described above, a modification was described in which the probability of winning in the lottery process when the disadvantaged player wins is increased according to the difference in evaluation value with the opponent, but the implementation of the present invention is not limited thereto. For example, the difference in evaluation value that increases the probability of winning may be determined in stages by a plurality of thresholds, and the system may be configured so that the winning probability set for a stage in which the difference in evaluation value is classified is adopted. In this embodiment, the winning probability adopted when the difference in evaluation value is classified into a stage greater than a predetermined threshold will be higher than the winning probability adopted when the difference in evaluation value is classified into a stage less than a predetermined threshold.

[0061] In this embodiment as well, similar to Modification 1, the number of medals awarded upon winning may be configured to increase as the difference in evaluation values ​​is classified into a larger stage. That is, the number of medals awarded when the difference in evaluation values ​​is classified into a stage greater than a predetermined threshold may be greater than the number of medals awarded when the difference in evaluation values ​​is classified into a stage smaller than a predetermined threshold.

[0062] [Difference 3] In the embodiments and modifications described above, when the opponent's evaluation value is higher than the target player's evaluation value, the probability of winning the lottery process is set to a value higher than the fixed probability; that is, when the target player's evaluation value is the same as or smaller than the opponent's evaluation value, a fixed probability is adopted. However, the implementation of the present invention is not limited to this. Depending on the method for deriving the evaluation value, it may be difficult to assign the same evaluation value to players with equivalent skill levels, and in a specification where the probability of winning changes with only a small difference in evaluation values, it is conceivable that fairness between players may not be guaranteed. Therefore, the system may be configured to adopt a fixed probability when the target player and the opponent have equivalent skill levels. For example, if the difference between the target player's evaluation value and the opponent's evaluation value falls within a predetermined range for determining similar skill levels, the system may be configured to adopt a fixed probability without changing the probability of winning according to the difference in evaluation values.

[0063] [Differentiation Example 4] In the above-described embodiment of the medal awarding control process, a mechanism was described in which a lottery process is executed with a fixed probability when the opponent's evaluation value is higher than the target player's evaluation value, and medals are awarded if the winner is selected. However, the implementation of the present invention is not limited to this. Awarding medals increases the possibility that a player will acquire game elements that give them an advantage in the game. Therefore, awarding medals to the player with the advantage when an unfavorable match is made may widen the skill gap between players. For this reason, the lottery process may be configured not to be executed if the opponent's evaluation value is lower than or equal to the target player's evaluation value.

[0064] [Difference 5] In the embodiments and modifications described above, the lottery process is performed on the condition that the target player has won the competitive game, but the implementation of the present invention is not limited thereto. The lottery process may be performed, for example, in response to the provision of the competitive game play experience, regardless of the match result. In this case, the number of medals awarded for winning the lottery process when the match result is a loss may be set to be less (of lower value) than the number of medals awarded for winning the lottery process when the competitive game is won, for example, 1 / 5 of a medal (5 of the same can be exchanged for 1 medal).

[0065] [Modification 6] Incidentally, the game elements awarded through the lottery process after a match do not necessarily have to correspond to virtual items usable within the game, such as the medals shown in the embodiments and modifications described above. For example, actual items such as game cards or cards for other purposes may be awarded as game elements upon winning.

[0066] On the other hand, if the game elements awarded upon winning are physical items, the number of winners may exceed the expected rate of awarding, potentially leading to a situation where the inventory of those items runs out, resulting in a situation where players win but are unable to receive the game elements. Therefore, the function that changes the probability of winning in the lottery process according to the difference in evaluation values ​​between players participating in the competitive game may be configured to allow the user to arbitrarily switch its use on or off.

[0067] Therefore, the game device 100 of this modified version is configured to operate by switching between two operating modes: a "business mode" that can provide a competitive game play experience as the first mode according to the present invention and allows use by players, and a "maintenance mode" that cannot provide a competitive game play experience as the second mode and does not allow use by players. The setting of whether or not to use the function related to changing the winning probability is a setting related to the operation of the store or other place where the game device 100 is installed, so it is not desirable to make it changeable by players. Accordingly, the setting of whether or not to use the function related to changing the winning probability can only be performed when the game device 100 is operating in maintenance mode.

[0068] Switching to maintenance mode is triggered, for example, by an operation input to a special switch (not shown) when the game device 100 is restarted. After the game device 100 is switched to maintenance mode and operated, an employee of the store where the game is installed can set whether or not to use the function related to changing the winning probability on a setting screen 600, such as the one shown in Figure 6. In the example shown in the figure, the setting screen 600 includes a setting item 601 that indicates whether or not to use the function related to changing the winning probability, and a setting item 602 that indicates whether or not to use the same function. The figure shows the state where setting item 601 is selected, that is, the state in which the use of the function related to changing the winning probability is set.

[0069] The settings screen 600 also includes a display of winning probabilities 603 based on the difference in evaluation values ​​between players. In the example in Figure 6, the winning probabilities 603 are displayed for three levels of difference in evaluation values. The winning probabilities for each level can be changed using the increase / decrease buttons 604, allowing employees to adjust the winning probabilities for each difference in evaluation values.

[0070] The settings information made on the settings screen 600 is stored, for example, in the storage device 102, and when the control unit 101 performs the granting control process, it processes the information with the settings reflected, thereby allowing the granting of game elements upon winning to be changed in accordance with the operating policy and other factors, and the service to be provided accordingly.

[0071] [Difference 7] The embodiments and modifications described above describe a manner in which a lottery process is performed in response to the provision of a competitive game play experience, and game elements (medals) are awarded. However, the implementation of the present invention is not limited thereto. The award control process that realizes the awarding of such game elements may be limited to certain types of competitive games among the multiple types of competitive games that the game device 100 can provide a play experience for. For example, differences in the length of time (experience time) spent using the game device 100 can lead to significant differences in player skill, making it difficult for the disadvantaged player to compensate for this difference and win. For this reason, the types of competitive games for which the award control process is performed can be limited, for example, to competitive games with regulations that restrict the types of game cards that players can use (only game cards that were available from the game device 100 during a specific period can be used). This allows for a balance between fairness among players and the entertainment value related to the awarding of game elements. Accordingly, the system may be configured to control whether or not the award control process is performed, that is, whether or not the lottery process is performed and game elements are awarded based on the lottery results, depending on the type of competitive game selected by the player to play.

[0072] [Differentiation 8] In the embodiments and modifications described above, the opponent in the competitive game was described as another player using another game device 100, but the implementation of the present invention is not limited to this. The opponent in the competitive game may be a virtual player (NPC: Non-Player Character) realized by the execution of a predetermined thinking program, and it goes without saying that the above-described assignment control processing may be performed using evaluation values ​​corresponding to the abilities (skills) defined for the virtual player, such as the depth of their thinking and the probability of adopting highly effective actions.

[0073] [Other embodiments] The invention is not limited to the embodiments described above, and various modifications and changes are possible within the scope of the gist of the invention. [Explanation of Symbols]

[0074] 100: Game device, 101: Control unit, 102: Storage device, 103: Memory, 104: Payment detection unit, 105: Acquisition unit, 106: Character DB, 107: Provision control unit, 108: Assignment unit, 109: Presentation control unit, 110: Operation input unit, 111: Communication unit, 120: Provision unit, 130: Presentation unit, 200: Server, 201: Server control unit, 202: Server storage device, 203: Server memory, 204: Player DB, 205: Matching unit, 206: Server communication unit, 300: Network

Claims

1. A computer capable of providing a competitive gameplay experience, Regarding the aforementioned competitive game for which a play experience was provided, the process involves obtaining evaluation values ​​for both the player and the opponent, In response to providing the aforementioned competitive game play experience, a granting process is performed to grant game elements to the player, A control process that controls the granting of game elements in the granting process based on the lottery result of the executed lottery process, A program that executes, During the gameplay experience of the aforementioned competitive game, the opponent's rating is not displayed. The aforementioned control process is: The lottery process is executed on the condition that the player wins against the opponent in the aforementioned game. A program that increases the probability of winning the lottery process according to the difference in evaluation values ​​between the player and the opponent, when the opponent's evaluation value is higher than the player's evaluation value.

2. A computer capable of providing a competitive game experience, Regarding the aforementioned competitive game for which a play experience was provided, the process involves obtaining evaluation values ​​for both the player and the opponent, In response to providing the aforementioned competitive game play experience, a granting process is performed to grant game elements to the player, A control process that controls the granting of game elements in the granting process based on the lottery result of the executed lottery process, A program that executes, The aforementioned control process is: The lottery process is executed on the condition that the player wins against the opponent in the aforementioned game. If the opponent's evaluation value is higher than the player's evaluation value, the probability of winning the lottery process is increased according to the difference in evaluation values ​​between the player and the opponent. The aforementioned competitive games include a first type of competitive game and a second type of competitive game that is different from the first type. The aforementioned control process is: When providing the first type of competitive game play experience, the addition of game elements based on the lottery results of the lottery process is not performed in the addition process, A program that, when providing the second type of competitive game play experience, assigns game elements based on the results of the lottery process during the assignment process.

3. The program according to claim 1 or 2, wherein the control process increases the probability of winning the lottery process when the difference in evaluation values ​​between the player and the opponent is greater than the threshold, compared to when the difference in evaluation values ​​between the player and the opponent is less than the threshold.

4. The program according to claim 3, wherein the control process controls the number of game elements assigned in the assignment process when the lottery result is a win, such that the number of game elements assigned in the assignment process is greater when the difference in evaluation values ​​between the player and the opponent is greater than the difference in evaluation values ​​between the player and the opponent is greater than the difference in evaluation values ​​between the player and the opponent is less than the threshold.

5. The control process is a program according to claim 1 or 2, wherein the greater the difference in evaluation values ​​between the player and the opponent, the higher the probability of winning the lottery process.

6. The program according to claim 5, wherein the control process, when the lottery result is a win, increases the number of game elements assigned in the assignment process as the difference in evaluation values ​​between the player and the opponent increases.

7. The program according to any one of claims 1 to 6, wherein the control process does not execute the lottery process if the opponent's evaluation value is less than or equal to the player's evaluation value.

8. The program according to any one of claims 1 to 6, wherein the control process does not execute the lottery process if the opponent's evaluation value is lower than the player's evaluation value.

9. The program according to any one of claims 1 to 8, wherein the evaluation value of the player is determined based on the number of wins in the competitive game.

10. The program according to any one of claims 1 to 9, wherein the progress of the battle game is controlled based on character information obtained from actual items.

11. A game device capable of providing a competitive gameplay experience, Regarding the aforementioned competitive game for which a play experience was provided, the means for obtaining evaluation values ​​for both the player and the opponent, In response to providing the player experience of the aforementioned competitive game, the means for providing game elements to the player, A control means that controls the granting of game elements by the granting means based on the lottery result of the executed lottery process, Equipped with, During the gameplay experience of the aforementioned competitive game, the opponent's rating is not displayed. The control means is The lottery process is executed on the condition that the player wins against the opponent in the aforementioned game. A game device that, when the opponent's evaluation value is higher than the player's evaluation value, increases the probability of winning the lottery process according to the difference in evaluation values ​​between the player and the opponent.

12. A game device capable of providing a competitive game play experience, Regarding the aforementioned competitive game for which a play experience was provided, the means for obtaining evaluation values ​​for both the player and the opponent, In response to providing the player experience of the aforementioned competitive game, the means for providing game elements to the player, A control means that controls the granting of game elements by the granting means based on the lottery result of the executed lottery process, Equipped with, The control means is The lottery process is executed on the condition that the player wins against the opponent in the aforementioned game. If the opponent's evaluation value is higher than the player's evaluation value, the probability of winning the lottery process is increased according to the difference in evaluation values ​​between the player and the opponent. The aforementioned competitive games include a first type of competitive game and a second type of competitive game that is different from the first type. The control means is When providing the first type of competitive game play experience, the granting means is not allowed to grant game elements based on the lottery results of the lottery process, A game device that, when providing the experience of playing the second type of competitive game, causes the assigning means to assign game elements based on the results of the lottery process.

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