Matching system, program and server

The matching system optimizes multiplayer game connections by managing avatars in a virtual space to match players based on their readiness and preferences, addressing communication challenges and improving user engagement.

JP7866091B2Active Publication Date: 2026-05-26BANDAI CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
BANDAI CO LTD
Filing Date
2025-02-18
Publication Date
2026-05-26

AI Technical Summary

Technical Problem

Existing multiplayer game matching systems face challenges in connecting players who do not know each other, leading to cumbersome communication and potential mismatches, especially for beginners, which can result in disengagement and decreased user interest.

Method used

A matching system that arranges avatars in a virtual space, manages their states, and matches users based on these states, enabling optimal multiplayer matches by determining player readiness and preferences through a server-based system.

Benefits of technology

Facilitates efficient and user-friendly multiplayer matches by accurately matching players with similar skills, reducing disconnections and enhancing user engagement.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To realize suitable matching for an external service that realizes a multi-player match.SOLUTION: A matching system matches players of a competitive game for an external service that provides gameplay of a competitive game between multiple players, and includes: acceptance means for accepting a connection from an information communication terminal; management means for movably placing an avatar corresponding to a user of a connected information communication terminal in a virtual space and managing the state of the avatar; display control means for displaying the virtual space on display means of the connected information communication terminal on the basis of information on the state of the avatar managed by the management means; and registration means for matching users corresponding to a predetermined number of avatars as players of the competitive game, provided that the states of the predetermined number of avatars in the virtual space are in a first mode, and registering the users in the external service.SELECTED DRAWING: Figure 6
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Description

Technical Field

[0001] The present invention relates to a matching system, a program, an information processing terminal, and a server, and particularly to an electronic game that realizes online multiplayer battles.

Background Art

[0002] In recent years, there are game services that connect multiple terminals online and provide opportunities for battle games. Players can play battle games by using such game services with each other, for example, by making an appointment in advance with a player they know. More specifically, any one of a plurality of players who have made an appointment becomes a host and creates a connection destination (room) within the game service, and other players connect to the connection destination, thereby realizing a battle game between these players (custom matching method, private matching method).

[0003] There are also game services that adopt a method (free matching method) of searching for and matching players of other terminals that are connected at the same time even if players do not determine opponents in advance (Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, the aforementioned custom matchmaking method made it difficult for players who did not know any other players to play against each other. While it is possible to play against other players on the network by recruiting opponents through social networking sites, this method was not suitable for some players due to the cumbersome communication and coordination involved in recruiting opponents, and the need to proactively communicate with players they did not know.

[0006] Furthermore, in free matching methods such as those described in Patent Document 1, players with similar play levels (ability, skill, rating) are matched by the server device and proceed to a competitive game. However, the determination of play levels may not be accurate, especially for beginners with few game play sessions, and the resulting competitive game may not be what the player desired. In addition, unsuitable matching can lead to players abandoning matches midway or intentionally disconnecting their connections, and if such matching becomes commonplace, there is a risk that the overall interest of users of the game service will decrease.

[0007] The present invention aims to provide a matching system, program, information processing terminal, and server that enable optimal matching for external services that facilitate multiplayer matches. [Means for solving the problem]

[0008] One aspect of the present invention is a matching system for matching players of a competitive game with an external service that provides gameplay of a competitive game between multiple players, comprising: a receiving means for receiving connections from an information and communication terminal; a management means for movably arranging avatars corresponding to users of a connected information and communication terminal in a virtual space and managing their state; a display control means for displaying the virtual space on a display means of the connected information and communication terminal based on information about the state of the avatars managed by the management means; and a registration means for matching users corresponding to a predetermined number of avatars in the virtual space as players of the competitive game and registering them with the external service, provided that the state of a predetermined number of avatars in the virtual space is in a first state. [Effects of the Invention]

[0009] According to the present invention, it becomes possible to achieve optimal matchmaking for external services that enable multiplayer matches. [Brief explanation of the drawing]

[0010] [Figure 1] Figure illustrating the configuration of a matching system according to embodiments and modified examples of the present invention. [Figure 2] Block diagram illustrating the functional configuration of server 100 according to embodiments and modifications of the present invention. [Figure 3] Block diagram illustrating the functional configuration of a user terminal 200 according to embodiments and modified examples of the present invention. [Figure 4] This figure illustrates a user interface displayed in relation to room selection in a matching service according to embodiments and modifications of the present invention. [Figure 5] A diagram illustrating the display of rooms presented during use of a matching service according to embodiments and modifications of the present invention. [Figure 6] A diagram illustrating the state of the user avatar to be matched in a matching service according to embodiments and modified examples of the present invention. [Figure 7]This figure illustrates a user interface displayed in relation to confirmation of intent between competing users in a matching service according to embodiments and modifications of the present invention. [Figure 8] Another diagram illustrating the display of rooms presented during use of the matching service according to embodiments and modifications of the present invention. [Figure 9] A figure illustrating the display of results of a competitive game played on an external service in a matching service according to embodiments and modifications of the present invention. [Figure 10] A diagram illustrating the display resulting from the actions of the operator avatar in a matching service according to embodiments and modified examples of the present invention. [Figure 11] A flowchart illustrating the provisioning process executed by server 100 according to embodiments and modifications of the present invention. [Figure 12] A flowchart illustrating the matching process performed by server 100 according to embodiments and modifications of the present invention. [Figure 13] A diagram illustrating the user interface displayed on the administrator terminal in a matching service according to embodiments and modifications of the present invention. [Figure 14] This figure illustrates the data structure of various types of information used in the matching system according to embodiments and modifications of the present invention. [Modes for carrying out the invention]

[0011] [Embodiment 1] 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.

[0012] The following embodiment describes an example of applying the present invention to a system that provides a service for realizing matching for a two-player battle game provided in an external service through a virtual space, where a server that accepts connections from user terminals serves as an example of a matching system. However, the present invention is applicable to any system implemented with a device configuration capable of performing matching for a battle game provided in an external service through a virtual space.

[0013] Also, in this specification, "user" refers to a user who uses the service (matching service) provided by the server in this matching system, and "player" refers to a user who is playing a battle game using an "external service", or a user who has determined to play a battle game.

[0014] 《Configuration of the Matching System》 FIG. 1 is a diagram showing the configuration of the matching system according to this embodiment. As shown in the figure, in the matching system, the server 100 and a plurality of user terminals 200 are configured to be communicably connected via the network 300. The server 100 provides a matching service for matching the users of the connected user terminals 200 as players of a battle game realized by an external service.

[0015] In this embodiment, the external service is a service that supports the execution of a battle game between remote players, and is described as a service that does not have a matching function of a free matching method for extracting and matching a corresponding number of players in providing the service. For example, the external service enables the use of a video chat function using the camera and microphone of the user terminal 200 when players of the required number for the battle game access the room (connection destination) created by the host player using the user terminal 200, and shares the situation of game items deployed in the environment (real world) where the players are located among the players while proceeding with the game play of a trading card game (TCG).

[0016] However, the implementation of the present invention is not limited to this. The external service may be any service that provides game play of a battle game via the network 300 between user terminals 200 related to a plurality of registered players, and it goes without saying that it may also realize other types of battle games. Also, the external service is not limited to those that do not have a matching function of the free matching method, and as an aspect of the matching function, it may include a custom matching method that matches the users of the user terminals 200 connected to a specific connection destination as players.

[0017] As will be described in detail later, by connecting the user terminal 200 to be used to the server 100, the user of the matching service can view the virtual space (hereinafter referred to as a room) related to the matching service in which an avatar corresponding to the user is arranged. The user can move the avatar arranged in the room by performing operations, communicate with other users via the avatar (such as text chat), and can match with an opponent for the battle game provided by the external service.

[0018] Furthermore, external services shall be equipped with a function to allow spectators to watch ongoing competitive games, and users of the matching system shall be able to see the status of avatars in the room that are currently playing a game, and then watch the competitive game being played by the user associated with that avatar.

[0019] Furthermore, the matching system of this embodiment is configured to enable matching for competitive games across multiple game titles. These competitive games may be provided by different external services, or multiple games may be provided by a single external service. As will be described in detail later, in order to improve the efficiency of matching, rooms are set up independently for each game title, and avatars corresponding to users are placed in the room of the game title for which the user wishes to play. In addition, in order to ensure matching opportunities in each room, there is an upper limit on the number of avatars that can be placed in a room, and for game titles with a large number of users, multiple types of rooms are provided for selection.

[0020] <Functional Configuration of Server 100> The functional configuration of the server 100 in this embodiment will be described with reference to the block diagram in Figure 2.

[0021] The control unit 101 is, for example, a CPU, and controls the operation of each block in the server 100. Specifically, the control unit 101 controls the operation of each block by reading the operation program of each block recorded on the recording medium 102, loading it into the memory 103, and executing it.

[0022] The recording medium 102 is a recording device capable of permanently retaining data, such as a non-volatile memory or an HDD. The recording medium 102 stores the operating programs for each block of the server 100, as well as information such as parameters necessary for the operation of each block. The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 is used not only as an area for deploying the operating programs for each block, but also as a storage area for temporarily storing data output during the operation of each block.

[0023] The User DB 104 is a database that manages information (user information) relating to users of the matching service related to the matching system of this embodiment. User information may consist of, for example, as shown in Figure 14(a), identification information 1402 that can identify the user, such as an email address, associated with a user ID 1401 that uniquely identifies the user, avatar appearance information 1403 that identifies the appearance of the avatar associated with the user, profile information 1404 that shows the profile set for the user, and battle record information 1405 that shows the battle record of the battle game played by the user on an external service. In the matching system of this embodiment, each user registers as a user (associating the user's identification information with the user ID 1401) when they first connect their user terminal 200, that is, when they use the matching service for the first time, and the user information relating to that user is added to the User DB 104. Furthermore, when connecting from the next time onward, the service is provided using the same user information by inputting the user's identification information.

[0024] The corresponding service DB 105 is a database that manages information (external service information) related to external services that are the target of matching in the matching system of this embodiment. The external service information may consist of, for example, a service ID 1411 that uniquely identifies the external service, a required player count 1412 indicating the number of players required for a competitive game in which gameplay is provided by the external service, and access information 1413 indicating the access destination of the external service used when registering information of matched players (request to create a connection destination for a competitive game), as shown in Figure 14(b). The external service information is assumed to be pre-configured for the external services that can be linked and added to the corresponding service DB 105.

[0025] The state management DB 106 manages state management information that indicates the state of the virtual space where the matching function is provided in the matching system of this embodiment. The state management information may consist of, for example, as shown in Figure 14(c), a room ID 1421 that uniquely identifies the room, a service ID 1422 that identifies the external service that provides the competitive game for which matching takes place in the room, and placement avatar information 1423 that indicates the state of each avatar placed in the room.

[0026] Here, the placement avatar information 1423 managed for a single avatar may consist of, for example as shown in Figure 14(d), the user ID 1432 of the user associated with the avatar, the placement position of the avatar in the room, a target flag 1434 indicating whether the avatar is a target for matchmaking in a competitive game (in a matchmaking waiting state), a match-in flag 1435 indicating whether the avatar (or the user associated with the avatar) is playing a competitive game in an external service corresponding to the room, and a spectator flag 1436 indicating whether other avatars in the room are watching a competitive game that is currently in progress. The target flag 1434, the match-in flag 1435, and the spectator flag 1436 may be logical information.

[0027] The avatar placement information 1423 is updated by acquiring the status of the user's avatar in response to operations performed by the user on the user terminal 200, or periodically, during the period in which the user's avatar is placed in the room. Furthermore, as will be described in detail later, the avatars whose status is managed by the avatar placement information 1423 are not limited to avatars associated with users (user avatars), but also include avatars placed by the matching service operator (operator avatars). In this embodiment, the operator avatar is described as a so-called NPC (Non-Player Character) that is not associated with a user, that is, an avatar whose actions are not controlled by operations performed on the user terminal 200. Note that the user ID 1432 in the avatar placement information 1423 related to the operator avatar may be null or an ID that is not provided to the user.

[0028] The estimation unit 107 estimates whether a user of the matching service is in a state where they wish to play a competitive game, based on the state transitions of the avatar corresponding to that user in the room. The estimation by the estimation unit 107 will be described later, but the matching system of this embodiment has a mechanism that checks the state as appropriate and supports the establishment of a competitive game so that even users who are reluctant to communicate with other users can easily play competitive games.

[0029] The behavior control unit 108 controls the behavior of the operational avatars placed in each room. As described above, the operational avatars are not avatars whose behavior is controlled by operations performed on the user terminal 200, so the behavior control unit 108 performs this control based on the state of the avatars placed in the room.

[0030] The matching unit 109 matches a predetermined number of avatars (the number of players required for a competitive game on an external service) that are in a matching waiting state in the room with a user corresponding to that avatar. The matching unit 109 also registers the user information of the matched avatar in order to set up a connection destination for a new competitive game in the external service corresponding to the room. In other words, in the matching system of this embodiment, the matching unit 109 plays the role of acting on behalf of the user when the user directly uses the external service to play a competitive game (including the procedure for determining the opponent and setting up the connection destination).

[0031] The communication unit 110 is a communication interface provided by the server 100 for communicating with other devices. The communication unit 110 connects to external devices via the network 300 using a predetermined communication method, whether wired or wireless, and transmits and receives data.

[0032] <Functional configuration of user terminal 200> Next, the functional configuration of the user terminal 200 in this embodiment will be described with reference to the block diagram in Figure 3. In this embodiment, the user terminal 200 is described as a smartphone equipped with a camera and microphone in order to realize TCG battle play between players at a distance as described above, but it will be easy to understand that the user terminal 200 is not limited to a smartphone in the implementation of the present invention. That is, the device used as the user terminal 200 only needs to have information communication functions and the essential configuration defined for the battle game realized via an external service, and is not limited to a device that has all of these as an initial configuration, such as a smartphone. Furthermore, in the description of the functional configuration of the user terminal 200, configurations that realize functions similar to those of the server 100 will be indicated with the prefix "utilization" to distinguish them from the configuration of the server 100.

[0033] The user control unit 201 is, for example, a CPU, and controls the operation of each block in the user terminal 200. Specifically, the user control unit 201 controls the operation of each block by reading the operation programs and support application programs for each block recorded on the user recording medium 202, loading them into the user memory 203, and executing them.

[0034] The recording medium 202 is a recording device capable of permanently retaining data, such as non-volatile memory or an HDD. The recording medium 202 stores not only the operation programs of each block on the user terminal 200, but also information such as parameters necessary for the operation of each block, and the browsing application program. The memory 203 is a storage device used for temporary data storage, such as volatile memory. The memory 203 is used not only as an area for deploying the operation programs of each block, but also as a storage area for temporarily storing data output during the operation of each block.

[0035] Camera 204 is an imaging device unit having an image sensor such as a CCD or CMOS sensor, and is used to acquire information about the set of game items deployed to the player using the user terminal 200 during gameplay of a competitive game using an external service. While details are omitted, camera 204 operates to intermittently capture images at predetermined timings during the gameplay period of the competitive game, and sequentially outputs the captured images.

[0036] Microphone 205 is a unit that converts detected sound into electrical signals and is used to acquire declarations made by players using the user terminal 200 when operating game equipment during gameplay of a competitive game using an external service. Similar to camera 204, microphone 205 intermittently detects sound at predetermined timings during gameplay of the competitive game and, while sound detection is occurring, sequentially outputs the converted sound signals.

[0037] The presentation control unit 206 is responsible for controlling the presentation of various information to the user on the user terminal 200. In this embodiment, the user terminal 200 is described as having a display 210 that displays a screen (game screen, other OS menu screens, etc.) and a speaker 220 that outputs sound as means of presenting various information to the user, but it goes without saying that the means of presenting information are not limited to these and can be substituted or added. The display 210 is a display device provided by the user terminal 200, such as an LCD, and the display content is controlled by the presentation control unit 206. In this embodiment, the display 210 is described as a display device built into the user terminal 200, but it goes without saying that it may also be a display device that is detachably connected to the outside of the user terminal 200.

[0038] The operation input unit 207 is a user interface of the user terminal 200, such as a touch panel or buttons. When the operation input unit 207 detects an operation input made by the user, it outputs a control signal corresponding to the operation input to the user control unit 201.

[0039] The user communication unit 208 is a communication interface on the user terminal 200 for communicating with other devices. The user communication unit 208 connects to external devices via the network 300 using a predetermined communication method, whether wired or wireless, and transmits and receives data.

[0040] 《Matching Service Overview》 The following is an overview of the matching service provided by the matching system configured as described above.

[0041] The matching service according to this embodiment is provided to users via a browsing application (hereinafter referred to as a browser) executed on the user terminal 200. That is, by having the user terminal 200 access a site provided for the matching service (hereinafter referred to as the service site) using the browser, the user can receive the matching service through the browser screen displayed on the display 210. More specifically, the user becomes able to use external service information by registering on the service site and performing the procedure for service login. Here, user registration includes inputting a profile to be made public to other users, including a nickname used by the user in the matching service (text input or selection of the appropriate item from among the items provided in advance for person introduction). After service login is performed, the server 100 transitions to a state that maintains a communication connection with the user terminal 200, and transmits information necessary for display on the user terminal 200, and performs processing such as control and updating various information in response to operations performed on the user terminal 200.

[0042] <Room assignment> Once a user (hereinafter referred to as "the user") completes the service login procedure, the room to which the user's avatar will be placed is determined. The room determination is made by the user selecting the game title for which they wish to match (or spectate), and then selecting the room to use (enter) from among the multiple rooms available for the selected game title. The former selection is made by the user selecting one of the multiple game titles that can be played using external services registered in the corresponding service DB105, which are displayed on the browser. The latter selection is made by the user selecting one of the multiple rooms available for the selected game title, which are displayed on the browser, as shown in Figure 4, for example.

[0043] At this time, as described above, there is an upper limit on the number of avatars that can be placed in a single room (the number of users who can use the matching service through that room, i.e., the number of entrants). Therefore, the control unit 101, upon receiving the latter selection, determines whether or not entry is possible, and only if entry is possible, controls the system to place the user avatar of the user who initiated the service into the room.

[0044] Furthermore, in order to facilitate room selection for first-time users, the multiple rooms displayed during the latter selection process may be accompanied by a notification indicating whether each room has reached its maximum capacity. This notification may, for example, be a text display of "(Number of occupants) / (Maximum capacity)" or the occupancy rate (percentage), or it may be an image showing the occupancy rate, or it may be a notification made by displaying rooms that have reached their capacity in a way that makes them unselectable. Alternatively, the convenience of room selection for first-time users may be improved by controlling the information sent to the user terminal 200 so that rooms that are unavailable are not displayed in the browser.

[0045] Once a room is assigned, a user avatar corresponding to the user who initiated the use is placed in the assigned room, and a field related to the room (the space where the avatar can move) is displayed on the browser of the user terminal 200, as shown in Figure 5(a). More specifically, the control unit 101 adds the assigned avatar information 1423 for the user who initiated the use to the status management information for the assigned room, thereby enabling the user who initiated the use and other users using the room to confirm the configuration of the room where the user's avatar is placed on their user terminals 200.

[0046] Furthermore, in order to enhance the appeal of the matching service, the browser of each user terminal 200 does not display the entire room as shown in Figure 5(a), but rather displays only a portion of the room as shown in Figure 5(b). The displayed area of ​​the room may be determined according to the position of the user avatar corresponding to each user terminal 200 within the room (for example, centered on the position of the avatar), as shown in the figure. This display control may be implemented by varying the configuration of the display information transmitted from the server 100 to the user terminal 200, or by the display control unit 206 in the user terminal 200 varying the display content.

[0047] <Avatars to be placed> Next, we will describe in detail the types of avatars placed in a room, including the actions that can be performed in the room and the execution privileges assigned to those avatars. As mentioned above, in the matching system of this embodiment, each room is populated with two types of avatars: user avatars, which are the first type of avatar according to the present invention, and operator avatars, which are the second type of avatar. User avatars and operator avatars are represented in a way that makes them identifiable when the room is displayed in the browser.

[0048] (User avatar) A user avatar is an avatar associated with a user on a user terminal 200 that is connected to server 100. The user avatar is configured to be able to change its position (move) within the room in response to movement operations performed on the user terminal 200 of the corresponding user. The appearance of the user avatar may be determined, for example, when the user first logs into the service after registration and registered in the user information, and its appearance may be reproduced by referring to this information when it is placed in a room during subsequent service use.

[0049] Here, the appearance of a user's avatar is composed of a combination of elements such as face, contour, hairstyle, body shape, and clothing, and the user can form their desired appearance by selecting from multiple parts provided for each element. In other words, the types of combinations that can be selected as the appearance of a user's avatar are determined according to the number of parts provided for each element, and the user's avatar will be assigned one of several predetermined types of appearances. To simplify the settings related to the user's appearance, the control unit 101 may perform a lottery process, and appearances combining randomly selected parts for each element may be presented to the user as candidates. In this case, if the user likes one of the candidate appearances, they can perform a confirmation operation to decide that the appearance of the user's avatar to be used will be that combination of candidates. Furthermore, the lottery process for candidate appearances may be performed multiple times, and for example, multiple candidates obtained from multiple lottery processes may be kept, and the user may be allowed to select their preferred appearance from among them. In addition, the user may be provided with an editing function that allows them to change at least some of the element parts based on the candidate appearances, so that they can determine the final appearance of their user avatar.

[0050] User avatars are granted not only the right to move within the room, but also the right to send messages and perform actions related to successful matching. In other words, users can perform various operations related to successful matching on their user avatar, which is assigned to them and placed in the room, including operations related to movement within the room, inputting messages to send to specific users or all users in the room, switching their user avatar to a state where it is ready to accept matches from other users, requesting matches from other users, and accepting match requests from other users, all from the user terminal 200. In this embodiment of the matching service, the purpose is to facilitate multiplayer games played on external services, so the avatars subject to matching are limited to user avatars placed in the room.

[0051] Here, we will explain the actions related to the establishment of a match for which execution rights are granted to the user avatar, and the matching process performed on server 100 based on said actions. In the following explanation, in order to facilitate understanding of the invention, we will assume that the competitive game provided by the external service corresponding to the room is implemented by two players (1 against 1), and that the two users are matched as players through the matching process.

[0052] In the matching service of this embodiment, the matching process for competitive games is initiated when at least one user avatar is placed at a predetermined position on the outer perimeter of a table arranged in the room. As shown in Figure 6(a), two chairs 602 are placed on the outer perimeter of the table 601, and when a user avatar is placed at the position of one of the chairs 602 as a result of a movement operation, the state of the user avatar is managed as a matching target.

[0053] When a user avatar to be matched (hereinafter referred to as a waiting avatar) is placed on one table, other users can apply for a match with the user of the waiting avatar by placing their own user avatar (hereinafter referred to as an applicant avatar) on the other chair 602 of the same table, as shown in Figure 6(b). That is, an application for a match becomes possible when, as shown in the figure, the applicant avatar and the waiting avatar are positioned opposite each other across the table on the outer perimeter where the waiting avatar is located, in the first embodiment of the present invention. Similar to the waiting avatar, the applicant avatar is also managed as a match target when, as a result of a movement operation, it is placed on the chair 602 where the waiting avatar is not located.

[0054] When the status of a requested avatar becomes eligible for matching, a notification 701 is displayed on the user terminal 200 of the user associated with the requested avatar, as shown in Figure 7(a), which includes the profile and battle record of the user associated with the waiting avatar, and a confirmation of whether or not the user wishes to challenge the waiting avatar to a match. Subsequently, when the user associated with the requested avatar selects the option to challenge the match in notification 701, a notification 702 is displayed on the user terminal 200 of the user associated with the waiting avatar, as shown in Figure 7(b), which includes the profile and battle record of the user associated with the requested avatar, and a confirmation of whether or not the user wishes to accept the match challenge. Then, when the user associated with the waiting avatar selects the option to accept the match in notification 702, an agreement to play the game is reached between the user associated with the waiting avatar and the user associated with the requested avatar, and these users are matched as players in the competitive game (matching is established).

[0055] Once a match is made, the players are registered with the external service based on the user information of the two matched users (matched users), and the matched users begin using the external service. More specifically, the server 100 sends a request to the external service server to create a connection destination for the battle game, along with the information of the matched users. The external service then creates a connection destination for a new battle game, and the information of this connection destination is sent back to the server 100. The connection destination information is associated with information that identifies, for example, the room table 601, and stored in memory 103. The returned connection destination information is then transmitted to the user terminal 200 of the matched users along with a transfer command, and the browser of the user terminal 200 that receives this information performs a transfer operation to the connection destination related to the external service. In this way, the matched users can start a battle game with the other matched user in the matching service without having to directly perform any registration procedures with the external service themselves.

[0056] In this embodiment, the login status of the matching service is maintained even during the transition to the external service (the period during which the user is receiving gameplay of the competitive game on the external service) so that each successful user can easily return to the matching service after the end of a match. More specifically, for example, when the user terminal 200 of a successful user receives information about the connection destination related to the external service, a separate tab (or separate window) is opened in the browser to connect to the destination, and this tab is displayed primarily (selected as the display tab, or the separate window is brought to the forefront), thereby achieving a temporary transition from the matching service to the external service. At this time, since the tab related to the matching service remains available during the transition, each successful user can check the status of the room related to the matching service and the gameplay screen of the competitive game related to the external service in parallel.

[0057] In this embodiment, one aspect of transitioning to an external service is described as requiring the transmission of user information when requesting the creation of a connection destination for a competitive game. However, the implementation of the present invention is not limited to this, and may be modified as appropriate depending on the specifications of the external service. For example, information regarding established users may not be required at the time of the creation request, and user information such as the player name may be provided to the external service when connecting to the connection destination from the user terminal 200.

[0058] Once a match is made, the status of the user avatars corresponding to the two matched users is changed from the "matching target" status to the "in-progress" status and managed accordingly. Here, the "in-progress" status does not strictly require the matched users to be actively playing the game; it may be set based on the condition that the matched users have moved to an external service.

[0059] Furthermore, when a match is made and the user avatars corresponding to the two matched users are in the "playing" state, a display is made so that all users in the room can understand that a game is being played between the matched users, that is, that the matched users are transitioning to an external service. In this embodiment, when user avatars placed on two chairs 602 at a single table 601 are in the "playing" state, this display is made by adding an effect to the table 601 indicating that a game is in progress. This effect may differ depending on the external service associated with the room. For example, if the competitive game provided by the external service is a TCG, card objects may be placed on the table 601 as shown in Figure 8(a).

[0060] Furthermore, for each table 601, while a user avatar is in a matching target state or in a match state, user avatars (waiting avatars and requesting avatars) placed in the position of chair 602 will be controlled to be immovable. More specifically, if it is a waiting avatar, from the time it is placed in the position of chair 602 until a match request is made, it will not move from the position of chair 602 unless an operation to stop waiting is made; from the time a match request is made until the match is confirmed to be successful, it will not move from the position of chair 602 unless an operation to refuse the request and stop waiting is made; and from the time a match is successful until the match game on the external service ends, it will not move from the position of chair 602 even if an operation to move is made to the waiting avatar. Similarly, if it is a requesting avatar, from the time it is placed in the position of chair 602 until a match request is made, it will not move from the position of chair 602 unless an operation to not make a request is made; from the time a match request is made until the match is confirmed to be successful, it will not move from the position of chair 602 unless an operation to not make a request is made; and from the time a match is made until the match game on the external service ends, it will not move from the position of chair 602 even if an operation to move is made to the requesting avatar.

[0061] Furthermore, within the room, control is implemented to prevent other user avatars from entering the location of a user avatar that is immobile (the location of chair 602). In other words, the number of user avatars that can be matched with a single table 601 is limited to two. This avoids duplicate processing, particularly regarding confirmation of matching intent, for a single table 601, while eliminating inconsistencies in the display of rooms among users.

[0062] Furthermore, the system is configured to allow other users (users not currently playing; hereinafter referred to as spectators) to spectate matches that have been matched. Spectating is accepted via a notification that appears on the spectator's user terminal 200 when they select a table where their avatar is currently playing (a table with the effects of a match), and the notification includes a confirmation of whether or not they wish to spectate the ongoing match. Spectating the match being played on an external service at the selected table is confirmed only if the user selects the option to spectate in the notification.

[0063] Once spectating is confirmed, information about the connection destination related to the ongoing game at the target table is transmitted to the spectator's user terminal 200 along with a transfer command. Upon receiving this, the browser on the user terminal 200 performs a transfer operation to the connection destination related to the external service. Here, the connection destination information transmitted to the spectator's user terminal 200 may be the same as the information transmitted to the registered user's user terminal 200 if, for example, the external service uses the same connection destination and assigns the first two users to become players. If the external service provides different connection destinations for players and spectators, then information for the latter connection destination should be provided. In this way, even if the registered user does not have access to the connection destination information related to the ongoing game, they can easily transition to the external service as a spectator via the room and watch the ongoing game.

[0064] Just like during matches, when spectating, the login status of the matching service is maintained even during the transition to the external service (the period during which a match is being watched on the external service), so that each participating user can easily return to the matching service after their match ends, or after a spectator ends their spectating. More specifically, for example, when a spectator's user terminal 200 receives information about the connection destination of the external service, a separate browser tab is opened to connect to that destination, and this tab is primarily displayed, thereby achieving a temporary transition from the matching service to the external service. At this time, since the tab related to the matching service remains available during the transition, spectators can check the status of the room related to the matching service and the spectating screen of the match on the external service in parallel.

[0065] Furthermore, once spectating is confirmed, the status of the user avatar corresponding to the spectator will be managed as "spectating." Here, the "spectating" status, like the "in-play" status, does not strictly require spectating a match where gameplay has already begun, but may be set based on the spectator transitioning to an external service.

[0066] Furthermore, when the status of a user avatar corresponding to a spectator changes to "spectating," the display of the user avatar in the room is changed to the "spectating" state, which is the second state according to the present invention, and the display becomes recognizable to all users in the room. Here, the display of the user avatar in the "spectating" state should be such that it is placed (801) near the table 601 that is the subject of spectating, as shown in Figure 8(b), and a third party can determine which table the user is spectating. Also, when a spectator is connected to an external service and spectating, it is assumed that they are mainly checking tabs related to the external service, as described above, so it is preferable to make it impossible for other user avatars to contact them. Accordingly, in the example of Figure 8(b), the user avatar in the "spectating" state is changed to a monochrome or similar state, which makes it impossible to identify which user avatar it is, rather than the appearance assigned to that user avatar, and it is made impossible to perform profile confirmation operations for that user avatar or use operations for communication functions that specify that user avatar.

[0067] Furthermore, if there are many spectators watching a game being played at a single table 601, it may become difficult to place a number of spectator avatars in the vicinity of the table 601 equal to the number of spectators. Therefore, the number of spectator avatars placed in the spectator state does not necessarily have to match the number of spectators. Preferably, the number of spectator avatars placed in the spectator state is proportional to the number of spectators.

[0068] In this embodiment, it is explained that spectator registration is possible by selecting a table 601 on which a user's avatar is placed during a match, but the implementation of the present invention is not limited to this. Spectator registration may be configured to be possible, for example, in response to an operation to select a user's avatar during a match (a user's avatar corresponding to a winning user).

[0069] When a match between successful users who have migrated to an external service ends, the use of the external service ends, and the successful users return to the matching service. The termination of use of the external service may be recognized by the provision of information to that effect from the user terminal 200 of at least one successful user to the server 100, or by the provision of information to that effect directly from the external service to the server 100. In the matching system of this embodiment, when a match played on the external service ends, the results of the match are provided to the server 100 from the server related to the external service, and the termination of use of the external service is recognized upon receipt of these results.

[0070] When the results of a match between participating users are received, the user avatars corresponding to those participating users are reset to a state where they can move around within the room. Based on these results, the match record information 1405 of the user information for the participating users is updated, and a win / loss notification is sent to each participating user's user terminal 200 according to the result. The win / loss notification may have different content, for example, as shown in Figure 9(a) for the winner and Figure 9(b) for the loser.

[0071] (Operator avatar) On the other hand, the operator avatar is not an avatar assigned to any user, but rather a placement avatar by the matching system operator, which is movable to the room to realize various functions related to service provision. In other words, in the matching service provided through the matching system of this embodiment, at least some functions performed by the matching system operator, such as the exclusion (expulsion) of inappropriate users, are performed by the placement avatar placed in the room, and this is presented to each user through the room display.

[0072] Furthermore, in order to make it clear that the operator avatar is not associated with any user, its appearance will consist of parts that cannot be selected as the appearance of a user avatar, as shown by 501 in Figure 5(a), and will be displayed in a manner that allows users to identify it. In addition, at least one operator avatar will be placed in each room managed by server 100.

[0073] In conventional communication systems using virtual spaces, if there are inappropriate users who, for example, harass other users or use the service in a manner contrary to its original purpose, other users must report the user's actions. After a certain period, the system operators must make a judgment based on the user's activity logs before suspending (expelling) the user's account. In other words, even if there are inappropriate users, it takes time before their account is suspended, which can lead to a decrease in users' interest in the service as their appropriate use is hindered.

[0074] In contrast, the matching system of this embodiment is configured to detect certain inappropriate behaviors that can be mechanically judged as good or bad, as a function of the operator avatar, and to remove the user in question from the room (expel the user avatar from the room), and to notify other users in the room of this fact. In the matching system of this embodiment, the behavior of the operator avatar in the room is controlled by the behavior control unit 108, which detects a user who has performed the appropriate behavior based on predetermined detection rules for expulsion targets, and performs the process of expelling the user avatar associated with that user from the room (expulsion process).

[0075] Actions that may result in expulsion include sending messages containing specific wording (such as defamation or other content that may offend others) directed at other users or the entire room, and leaving the user logged in to the service but inactive. The former action is detected by the behavior control unit 108 determining whether the text of a message sent by the user contains pre-set NG keywords. The latter action is detected by the behavior control unit 108 determining whether a predetermined period of time has elapsed in which the user's avatar is placed in the room but is not using external services and is not moving within the room or is only repeating monotonous movements. In addition, the behavior control unit 108 may also determine whether to expel a user based on the number of reports from other users aggregated for each user.

[0076] The behavior control unit 108 then detects a user who has performed an action that warrants expulsion and executes the expulsion process, removing the user's avatar from the room. That is, it deletes the corresponding state management information so that it is not placed in the room, and also stops the display of the room in the browser. At this time, the server 100 provides the necessary information to the user terminal 200 of the user who is to be expelled, so that a notification indicating that the user has been removed and the reason for the removal is displayed, for example, as shown in Figure 10(a). The expulsion process also includes a process to display a notification that the user has been expelled to the user terminals 200 of other users in the room, for example, using the notification display provided at the bottom of the display in Figure 5(b). This helps to deter inappropriate use while letting users know that the room management by the operator is functioning.

[0077] Furthermore, the behavior control unit 108 controls the operation avatar to move around the room while the matching service is being provided. This control is intended to prevent the operation avatar from being recognized as merely an NPC placed in the room (but rather as being controlled by an administrator on the operation side), and may be performed to move it irregularly, with the entire room as the movable range. Alternatively, in an embodiment where the conditions for executing the expulsion process described above are based on the detection of the action that will result in expulsion multiple times, the operation avatar may be moved to a position around the user avatar in question (and a warning may also be issued) when the number of times that the expulsion process has not been executed is detected. Moving the operation avatar around in the room in this way can further deter inappropriate use.

[0078] Furthermore, the operator avatar is solely a matching system function designed to provide optimal service in each room. Therefore, it is not granted the authority to perform actions related to matching with other users to play competitive games, and is controlled to prevent it from becoming a target for matching. In other words, no user of the room is allowed to request a match from the operator avatar.

[0079] In addition, the operator avatar will be granted the authority to perform actions that guide users into playing competitive games.

[0080] In a matching service like the one in this embodiment, where matching is performed on the condition that the user voluntarily puts their user avatar into a specific state, some users, especially those who have just started playing the game and are unfamiliar with gameplay, may hesitate to put their avatar into a state that meets the matching conditions. For this reason, the estimation unit 107 identifies user avatars of users who are not currently playing a match and are presumed to be hesitant to play a competitive game as targets for guidance. The action control unit 108 then sends a notification to the user's terminal 200 inviting them to play a competitive game, as shown in Figure 10(b), as guidance from the operator avatar. Here, target user avatars may be defined as, for example, user avatars that have moved within a predetermined period in the room but have not sent a message responding to a message sent directly from another user avatar (a message sent only to some users, not to the entire room), or user avatars whose number of play counts in competitive games is below a threshold, and whose number of views of other user avatars' profiles within a predetermined period is above a threshold.

[0081] The behavior control unit 108 then moves the user avatar to be guided to the position of chair 602 where no other user avatars are placed, and transitions it to the matching target state. At this time, in order to facilitate the execution of a battle game, the behavior control unit 108 may determine other users to be matched with the user of the guided user avatar by referring to information such as battle history and battle rating, and move them to the position of chair 602 related to the opponent.

[0082] 《Provision Processing》 In this embodiment of the server 100 having such a configuration, the process of providing a matching service to a user of one connected user terminal 200 will be explained using the flowchart in Figure 11. The process corresponding to the flowchart can be realized by the control unit 101 reading the corresponding processing program stored in the recording medium 102, for example, loading it into the memory 103 and executing it.

[0083] In the following explanation of the service provision process, for the sake of ease of understanding, the user who is the target of the service provision process will be referred to as the "target user," the user terminal 200 used by the target user as the "target terminal," the user avatar corresponding to the target user as the "target avatar," and the room in which the target user uses the service as the "target room."

[0084] This provision process is described as starting, for example, when the target terminal connects to the server 100, the service login process for the target user is executed, and one room (target room) is selected. At this time, the placement avatar information 1423 related to the target avatar is configured and added to the status management information of the corresponding room. This provision process is executed repeatedly until predetermined termination conditions are met, and each time, display information based on the status management information of the target room is configured and sent to the target terminal, and the area determined based on the target avatar within the target room is presented to the target user via the browser displayed on the target terminal.

[0085] In S1101, the control unit 101 updates the status management information for the target room based on operations performed on other user avatars in the target room (changes in placement, changes in the status of various flags).

[0086] In S1102, the control unit 101 determines whether the target avatar is in a matching target state. This determination can be made according to the target flag 1434 included in the target avatar's placement avatar information 1423. If the control unit 101 determines that the target avatar is in a matching target state, it moves the process to S1114; if it determines that the target avatar is not in a matching target state, it moves the process to S1103.

[0087] In S1103, if an operation related to changing the placement position of the target avatar has been performed, the control unit 101 updates the state management information for the target room based on the content of the operation. More specifically, the control unit 101 updates the placement position 1433 included in the placement avatar information 1423 of the target avatar based on the content of the movement operation performed.

[0088] In S1104, the control unit 101 determines whether the placement location of the target avatar is the same as the location of chair 602 in the target room. If the control unit 101 determines that the placement location of the target avatar is the same as chair 602, it changes the target flag 1434 included in the target avatar placement information 1423 to True, sets it to the state of being a matching target, and returns the process to S1101. If the control unit 101 determines that the placement location of the target avatar is not the same as chair 602, it moves the process to S1105.

[0089] In S1105, the control unit 101 determines whether an operation related to a request to watch a match has been made for the table 601 where the matched user avatars are located. More specifically, the control unit 101 determines whether an operation related to a request to watch a match has been made by the target user for the table 601 in the target room where two user avatars are located at the position of chair 602 and the match-in-progress flag 1435 of both user avatars is True. If the control unit 101 determines that an operation related to a request to watch a match has been made, it moves the process to S1106; otherwise, it moves the process to S1108.

[0090] In S1106, the control unit 101 performs various processes to transfer the target user to an external service related to the target room as a spectator. More specifically, the control unit 101 changes the spectator flag 1436 included in the target avatar placement information 1423 to True, and controls operations related to changing the placement position of the target avatar to be disabled. The control unit 101 also sends the connection destination information stored in the table 601 where the spectator request was made, along with a transfer command, to the target terminal.

[0091] In this embodiment, to facilitate understanding of the invention, the description of the provision process will assume that, during the transition to the external service, the display of the browser (tab) related to the matching service on the target terminal will be maintained in the state immediately before the transition, and that no display control will be performed on other user avatars or table 601 during the transition. That is, in this step, the display of the tab on the target terminal will be maintained as a display showing the state of the target room when the target avatar is placed in the spectating state. However, the implementation of the present invention is not limited to this, and even during the transition to the external service, the display may be controlled in accordance with changes in the state management information that occur in the target room.

[0092] In S1107, the control unit 101 determines whether the target user has returned from the external service. This determination may be based on whether or not information regarding the results of the competitive game that was being played in relation to the table 601 has been received. If the control unit 101 determines that the target user has returned from the external service, it changes the spectating flag 1436 included in the target avatar's placement avatar information 1423 to False to set it to a movable state and returns the process to S1101. If the control unit 101 determines that the target user has not returned from the external service, it repeats the process in this step.

[0093] On the other hand, if it is determined in S1105 that no operation related to a request to watch a competitive game has been performed, the action control unit 108, under the control of the control unit 101, makes various determinations regarding the target user based on the action history of the target avatar. The determinations made in this step are the determination of whether the target user is subject to expulsion, as described above, and the determination based on the estimation unit 107's estimation of whether the target user is hesitant to play the competitive game.

[0094] In S1109, the control unit 101 determines, based on the result of the determination in S1108, whether or not the target user is subject to expulsion. If the control unit 101 determines that the target user is subject to expulsion, it moves the process to S1110; otherwise, it moves the process to S1111.

[0095] In S1110, the behavior control unit 108 executes the expulsion process for the target user under the control of the control unit 101. The expulsion process includes, as described above, deleting the placement avatar information 1423 related to the target avatar from the status management information, sending display information to the target terminal notifying it that it has been removed from the target room, and notifying the entire target room that the expulsion has been carried out. As described above, the notification related to the expulsion process is performed as an action of the operating avatar. Once the expulsion process by the behavior control unit 108 is completed, the control unit 101 completes this provision process and can forcibly terminate the target user's use of the service related to the target room.

[0096] On the other hand, if in S1109 the control unit 101 determines that the target user does not fall under the category of a user who should be banned, then in S1111 the control unit 101 determines, based on the result of the determination in S1108, whether or not the target user is presumed to be hesitant to play the competitive game. If the control unit 101 determines that the target user is presumed to be hesitant to play the competitive game, it moves the process to S1112; otherwise, it moves the process to S1113.

[0097] In S1112, the action control unit 108, under the control of the control unit 101, executes a process to guide the target user to play the competitive game. This guidance process includes sending display information related to an invitation to play the competitive game to the competitive terminal, changing the placement position 1433 of the placement avatar information 1423 related to the target avatar to the position of any chair 602 in the target room, and changing the target flag 1434 to True to set the target avatar to a matching target state. When the guidance process is completed, the control unit 101 returns the process to S1101.

[0098] In S1113, the control unit 101 determines whether or not to terminate the provision of services related to the target room to the target user. This determination is made based on whether or not the process related to exiting the target room has been performed at the target terminal, that is, whether or not an exit request has been received from the target terminal. If the control unit 101 determines that it will terminate the provision of services related to the target room, it completes this provision process; otherwise, it returns the process to S1101.

[0099] On the other hand, if the control unit 101 determines in S1102 that the target avatar is in a state where it is eligible for matching, it executes the matching process in S1114.

[0100] <Matching process> Here, the matching process performed in this step will be explained in detail with reference to Figure 12.

[0101] In S1201, the control unit 101 determines whether another user avatar (standby avatar) has already been placed in the position of the other chair 602 on the table 601 corresponding to the placement position of the target avatar. That is, the control unit 101 determines whether the target avatar is the applied avatar. If the control unit 101 determines that a standby avatar has already been placed, it moves the process to S1202; if it determines that no standby avatar has been placed, it moves the process to S1205.

[0102] In S1202, the control unit 101 decides whether or not to send a challenge request to the user of the waiting avatar. Specifically, the control unit 101 sends display information configured based on the profile information 1404 and battle record information 1405 related to the user of the waiting avatar to the target terminal, thereby displaying a notification on the target terminal asking the user of the waiting avatar whether or not to send a challenge request. The control unit 101 then makes the decision in this step based on the information of the action taken in response to the notification. If the control unit 101 decides to send a challenge request to the user of the waiting avatar, it moves the process to S1203; if it decides not to send a challenge request, it moves the process to S1208.

[0103] In S1203, the control unit 101 determines whether the user of the waiting avatar has accepted the match request. Specifically, the control unit 101 transmits display information configured based on the profile information 1404 and battle record information 1405 related to the target user to the user terminal 200 related to the waiting avatar, thereby displaying a notification on the user terminal 200 confirming whether or not the target user will accept the match request. The control unit 101 then makes the decision in this step based on the information of the action taken in response to the notification. If the control unit 101 determines that the user of the waiting avatar has accepted the match request, it considers the match to be successful and moves the process to S1204; if it determines that the request has not been accepted, it moves the process to S1208.

[0104] In S1204, the matching unit 109, under the control of the control unit 101, matches two active users (one of whom is the target user) and performs a process to transfer them to an external service, thereby completing the matching process. Specifically, the matching unit 109 changes the target flag 1434 to False and the in-match flag 1435 to True for the placement avatar information 1423 of the user avatars corresponding to the two active users (one of whom is the target avatar). The matching unit 109 also constructs information related to player registration based on the user information of the active users and sends it to the external service along with a request to create a connection destination, and receives information about the connection destination for the new battle game from the external service. The matching unit 109 then sends the received connection destination information along with a transfer command to the user terminal 200 (one of whom is the target terminal) of the active users, and transfers them to the external service. At this time, the matching unit 109 stores the received connection destination information in memory 103, associating it with information that identifies the table 601, which is the target of the matching process.

[0105] On the other hand, if in S1201 it is determined that no standby avatars have already been placed, that is, if a user avatar becomes a standby avatar, the control unit 101 determines in S1205 whether or not a challenge request has been made to the target user. In other words, in this step, the control unit 101 determines whether or not a challenge request has been made to the target user by the user of the challenge avatar, when any user avatar (challenging avatar) has been placed in a chair 602 on the outer perimeter of the table 601 where the target avatar is placed, and the user of the challenging avatar has made a challenge request to the target user. If the control unit 101 determines that a challenge request has been made to the target user, it moves the process to S1206; if it determines that it has not been made, it moves the process to S1207.

[0106] In S1206, the control unit 101 determines whether the target user has accepted the match request. Specifically, the control unit 101 sends display information configured based on the profile information 1404 and match record information 1405 related to the user of the requesting avatar to the target terminal, thereby displaying a notification on the target terminal asking whether or not the user of the requesting avatar will accept the match request. The control unit 101 then makes the decision in this step based on the information of the action taken in response to the notification. If the control unit 101 determines that the target user has accepted the match request, it moves the process to S1204; if it determines that the request has not been accepted, it moves the process to S1207.

[0107] In S1207, the control unit 101 determines whether or not to cancel the matching target status of the target avatar. This determination is made depending on whether or not an operation to cancel the matching waiting has been performed on the target terminal. If the control unit 101 determines that the matching target status of the target avatar should be canceled, it moves the process to S1208; otherwise, it returns the process to S1205.

[0108] In S1208, the control unit 101 completes the matching process by releasing the target avatar from the matching target state. Specifically, the control unit 101 changes the target flag 1434 included in the target avatar placement information 1423 to False and changes the target room to a state where it can be moved. At this time, the control unit 101 changes the placement position of the target avatar to a different position from the position of the chair 602 where it was previously placed, and controls it so that other user avatars can move to the position of the chair 602.

[0109] Once the matching process is complete, the control unit 101 determines in step S1115 of the provision process whether the target user has migrated to an external service. Specifically, the control unit 101 makes this determination based on the in-match flag 1435 related to the target avatar. If the control unit 101 determines that the target user has migrated to an external service, it moves the process to S1116; otherwise, it returns the process to S1101.

[0110] In S1116, the control unit 101 determines whether the target user has returned to the matching service from the external service. This determination may be based, for example, on whether or not information regarding the results of a competitive game played on the external service has been received. If the control unit 101 determines that the target user has returned to the matching service, it moves the process to S1117; if it determines that the user has not returned (is in the process of transitioning), it repeats the process in this step.

[0111] In S1117, the control unit 101 performs processing related to displaying the results of the battle game. Specifically, the control unit 101 updates the battle record information 1405 for the target user based on the received battle game result information. Then, the control unit 101 transmits display information related to the result display based on the received battle game result information to the target terminal, causing the target terminal to display the results. The control unit 101 also changes the target flag 1434 related to the battle avatar to False and controls the target room to allow movement. When the control unit 101 finishes processing related to the result display, it returns to processing in S1101.

[0112] In this way, the matching system of this embodiment can achieve suitable matching for external services that enable multiplayer matches.

[0113] [Embodiment 2] In the above-described embodiment 1, an embodiment in which the behavior control unit 108 of the server 100 controls the behavior of the operator avatar was explained, but the implementation of the present invention is not limited to this. For example, in an embodiment in which each room of the matching service is managed by a person, a user interface related to the behavior control of the operator avatar may be provided to the administrator. That is, the behavior of the operator avatar may be controlled based on operations performed on the administrator's information communication terminal (hereinafter referred to as the administrator terminal) connected to the server 100, similar to the user avatar.

[0114] Here, the administrator terminal may have the same functional configuration as the user terminal 200, or a functional configuration that excludes, for example, the camera 204 and microphone 205. Upon logging in to the service as an administrator via a browser, the administrator is granted the right to operate the operator avatar and execute some of the operator-side functions. More specifically, the server 100 sends display information to the administrator terminal based on the room status management information, and the battle room is displayed via the browser displayed on the administrator terminal. The display on the administrator terminal may differ from that of the user terminal 200 in that it shows the entire area of ​​the entire room regardless of the placement of the operator avatar, in order to facilitate the administrator's understanding of the situation.

[0115] The user interface provided to the administrator may include, in addition to controlling the movement of the administrator's avatar within the room, a function to guide selected user avatars into gameplay of a competitive game and to accept instructions for expulsion, as shown in Figure 13. The functions related to the user interface shown in Figure 13 may also include a function to suggest relevant user avatars based on the estimation results from the estimation unit 107 and the inappropriate usage determination results from the behavior control unit 108, in order to assist the administrator in understanding the situation.

[0116] By configuring the matching system in this way, administrators can be provided with a user interface that enables flexible and smooth operation of matching services, for example, in online competitive events held on specific dates.

[0117] [Differentiation] In the embodiments described above, a matching target state was established on the condition that a user's avatar was placed in a specific location in the room (the location of chair 602), and matching was performed after an agreement was reached between the users regarding gameplay. However, the implementation of the present invention is not limited to this. For example, it may be possible to enable match requests from user avatars placed in any location in the room, and when a matching agreement is reached, the user avatars of the matched users may be placed in the location of chair 602 on the same table 601, and the system may be transferred to an external service.

[0118] [Other embodiments] The present invention is not limited to the embodiments described above, and various modifications and changes are possible within the scope of the invention without departing from the spirit and scope of the invention. Furthermore, the matching system according to the present invention can also be realized by a program that causes one or more computers to function as devices of the matching system. The program can be provided / distributed by being recorded on a computer-readable recording medium or by telecommunication lines. [Explanation of Symbols]

[0119] 100: Server, 101: Control Unit, 102: Recording Medium, 103: Memory, 104: User DB, 105: Corresponding Service DB, 106: Status Management DB, 107: Estimation Unit, 108: Behavior Control Unit, 109: Matching Unit, 110: Communication Unit, 200: User Terminal, 201: Usage Control Unit, 202: Usage Recording Medium, 203: Usage Memory, 204: Camera, 205: Microphone, 206: Presentation Control Unit, 210: Display, 220: Speaker, 207: Operation Input Unit, 208: Usage Communication Unit, 300: Network

Claims

1. A matching system that provides a matching service for matching players, The aforementioned matching service is provided with the display of a virtual space in which avatars corresponding to the user are movably placed. The matching system is, A matching means for matching a predetermined number of users to a predetermined number of avatars in the virtual space, according to the state of those predetermined avatars. A registration means for registering users matched by the aforementioned matching means as players in a game service that provides gameplay of competitive games, A transition means that, conditional on registration to the game service by the registration means, transitions users matched by the matching means to gameplay of the competitive game in the game service, Receiving means for receiving the results of the competitive game in the aforementioned game service, Equipped with, In the virtual space, the avatar corresponding to the user who has transitioned to gameplay of the competitive game by the transition means is displayed in a state of transitioning to the game service. A matching system in the virtual space in which, for a user who has transitioned to gameplay of the competitive game via the transition means, the receiving means receives the results of the competitive game, and the state of transitioning to the game service for the avatar corresponding to that user is released and displayed.

2. The matching system according to claim 1, wherein the game service is a service that does not provide a function for matching players of the competitive game.

3. The state during the transition to the aforementioned game service is a state in which the avatar is immobile in the virtual space. When the transition state to the aforementioned game service is terminated, the avatar becomes movable in the virtual space. The matching system according to claim 1 or 2.

4. The system further includes a notification means for notifying users corresponding to a predetermined number of avatars of a notification that includes an option to agree or disagree to play the aforementioned competitive game, The matching means, upon notification, selects to agree to play the competitive game, and then matches the users corresponding to the predetermined number of avatars. The matching system according to any one of claims 1 to 3.

5. The matching system according to claim 4, wherein the notification includes the profile of at least one of the users corresponding to the predetermined number of avatars.

6. The matching system according to any one of claims 1 to 5, wherein the matching means matches users corresponding to the predetermined number of avatars, provided that the predetermined number of avatars are positioned on the outer perimeter of a table arranged in the virtual space, facing each other across the table.

7. The matching system according to claim 6, wherein the number of avatars that can be placed on one table at opposing positions in the virtual space is limited to two.

8. The aforementioned game service provides a function for watching the aforementioned competitive game, The matching system further includes a means for receiving requests from users to watch the match game relating to the table, The transition means, on the condition that the viewing means has received a viewing request for the table, transitions the user who made the viewing request to viewing the match game corresponding to that table in the game service as a spectator. The matching system according to claim 6 or 7.

9. The matching system according to claim 8, wherein in the virtual space, the avatar that has transitioned to watching the competitive game corresponding to the table is displayed in a state associated with the table.

10. A matching system that provides a matching service for matching players, The aforementioned matching service is provided with the display of a virtual space in which avatars corresponding to the user are movably placed. The aforementioned matching system is capable of matching players for multiple types of competitive games. The matching system is, A means for receiving the type of competitive game that a user wishes to be matched for, A matching means for matching a predetermined number of users to a predetermined number of avatars in the virtual space, according to the state of those predetermined avatars. A registration means for registering users matched by the matching means as players in a game service that provides gameplay of the type of competitive game accepted by the reception means, Equipped with, A matching system in which, on the condition that the type of competitive game for which the user wishes to be matched has been accepted, the avatar corresponding to the user is placed and displayed in the virtual space provided for that type of competitive game.

11. The matching service provides multiple virtual spaces for one type of the competitive game, The matching system further includes a selection means for accepting the user's selection of the virtual space in which they wish to be placed. Subject to the acceptance of the selection of the virtual space in which the aforementioned placement is desired, the avatar corresponding to the user will be placed and displayed in the selected virtual space. The matching system according to claim 10.

12. A limit is set on the number of avatars that can be placed in one of the aforementioned virtual spaces. The selection means accepts a selection from among the multiple virtual spaces provided for the type of competitive game selected by the user, for which the number of avatars already placed has not reached the upper limit. The matching system according to claim 11.

13. A program to be executed by a computer that provides a matching service for matching players, The aforementioned matching service is provided with the display of a virtual space in which avatars corresponding to the user are movably placed. The aforementioned program, A matching process that matches a predetermined number of users with the state of a predetermined number of avatars in the virtual space, A registration process is performed to register the users matched through the aforementioned matching process as players in a game service that provides gameplay for competitive games. A transition process that, conditional on registration to the game service through the registration process, transitions users matched through the matching process to gameplay of the competitive game in the game service, A receiving process for receiving the results of the competitive game in the aforementioned game service, Includes, In the virtual space, the avatar corresponding to the user who has transitioned to gameplay of the competitive game through the transition process is displayed in a state of transitioning to the game service. A program that, in the virtual space, for a user who has transitioned to gameplay of the competitive game through the transition process, the program that, on the condition that the results of the competitive game have been received in the reception process, cancels the transition state of the avatar corresponding to that user and displays it as the game service.

14. A program to be executed by a computer that provides a matching service for matching players, The aforementioned matching service is provided with the display of a virtual space in which avatars corresponding to the user are movably placed. The aforementioned computer is capable of matching players for multiple types of competitive games. The aforementioned program, A reception process that accepts the type of competitive game that the user wishes to be matched for, A matching process that matches a predetermined number of users with the state of a predetermined number of avatars in the virtual space, A registration process that registers the users matched by the matching process as players in a game service that provides gameplay of the type of competitive game accepted by the acceptance process, Includes, A program in which, on the condition that the type of competitive game for which the user wishes to be matched has been accepted, the avatar corresponding to the user is placed and displayed in the virtual space provided for that type of competitive game.

15. A server that provides a matching service for matching players, The aforementioned matching service is provided with the display of a virtual space in which avatars corresponding to the user are movably placed. The aforementioned server, A matching means for matching a predetermined number of users to a predetermined number of avatars in the virtual space, according to the state of those predetermined avatars. A registration means for registering users matched by the aforementioned matching means as players in a game service that provides gameplay of competitive games, A transition means that, conditional on registration to the game service by the registration means, transitions users matched by the matching means to gameplay of the competitive game in the game service, Receiving means for receiving the results of the competitive game in the aforementioned game service, Equipped with, In the virtual space, the avatar corresponding to the user who has transitioned to gameplay of the competitive game by the transition means is displayed in a state of transitioning to the game service. A server in the virtual space where, for a user who has transitioned to gameplay of the competitive game via the transition means, the receiving means receives the results of the competitive game, and the avatar corresponding to that user is displayed with the transition status to the game service cancelled.

16. A server that provides a matching service for matching players, The aforementioned matching service is provided with the display of a virtual space in which avatars corresponding to the user are movably placed. The aforementioned server is capable of matching players for multiple types of competitive games. The aforementioned server, A means for receiving the type of competitive game that a user wishes to be matched for, A matching means for matching a predetermined number of users to a predetermined number of avatars in the virtual space, according to the state of those predetermined avatars. A registration means for registering users matched by the matching means as players in a game service that provides gameplay of the type of competitive game accepted by the reception means, Equipped with, A server on which, provided that the type of competitive game for which the user wishes to be matched has been accepted, the avatar corresponding to the user is placed and displayed in the virtual space provided for that type of competitive game.