Game program and game device
The game mechanism enhances human competition in shogi and go by allowing players to anticipate opponent moves, leveraging human intuition and imagination, addressing the challenge of competing against computers with superior information processing.
Patent Information
- Application Number
- JP2022093998
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-05-24
- Publication Date
- 2026-08-26
- Estimated Expiration
- 2042-05-24
AI Technical Summary
Existing board games like shogi and go are challenging for humans to compete against computers due to the vast amount of information processed by PCs, making it difficult for humans to simulate positions and win.
A game mechanism that allows players to anticipate their opponent's moves by combining input devices, pairing functions, and game machines, enabling predictive gameplay through mechanisms that reveal moves sequentially or simultaneously, and incorporating human intuition and imagination.
Players can enjoy games by utilizing their unique ability to imagine and anticipate their opponent's moves, even against computers with vast information processing capabilities.
Smart Images

Figure 0007911463000001 
Figure 0007911463000002 
Figure 0007911463000003
Abstract
Description
Technical Field
[0001] It relates to board games such as shogi and go.
Background Art
[0002] 1. Popular board games like go and shogi are games where two players are divided into the first player and the second player and compete in taking turns to make moves to determine the winner or loser. The player making a move just needs to devise their own move in response to the position set up after the opponent makes a move. One can just think about their own move by imagining the opponent's move several steps ahead while looking at the current position set up. 2. In games where a human and a computer (PC) play against each other, while the PC has a vast amount of information and can instantly repeat simulations of the position set up, it is extremely difficult for a human's memory and ability to simulate the position set up to compete, and it is almost impossible to win against the PC.
Summary of the Invention
Problems to be Solved by the Invention
[0003] There are board games such as shogi and go where a human and a computer play against each other or two humans play against each other, and a game program and a game device are provided that enable a game (a precognition game) where one can enjoy taking the initiative by reading the opponent's move with human imagination and intuition.
Means for Solving the Problems
[0004] For each move, the moves of the two players making moves are conducted until a match is established, and then the moves are disclosed sequentially or simultaneously. This is a game with a mechanism for advancing the game repeatedly to determine the winner or loser. 1. For a game where two humans play against each other, it becomes possible to enjoy a precognition game with a configuration that combines a conductor having an input device, a pairing function, and a matching function and a game machine for a board game. 2. For a game where a human and a computer play against each other, By combining a game console with an input device, pairing function, and matching function, it becomes possible to enjoy predictive gameplay. 3. If it's a game where a person and a computer compete against each other using communication functions, (1) An input device having a communication function for transmitting data to a conductor, (2) A configuration combining a conductor with a game console that has communication functions for receiving data transmitted from an input device, as well as pairing, matching, and display functions, makes it possible to enjoy predictive games. 4. If it's a game where people compete against each other using analog writing instruments and displays, (1) A writing instrument capable of writing data on the display, (2) By combining this with a display that shows the data entered using a writing instrument, it becomes possible to enjoy predictive games. [Effects of the Invention]
[0005] In games where players compete against each other, players can enjoy the game by utilizing their unique human ability to imagine and anticipate their opponent's moves. In games where humans and PCs compete against each other, players can enjoy the game by using their imagination—a weapon unique to humans—to anticipate the PC's moves, while the PC possesses a vast amount of information and can instantly simulate and construct the game. [Brief explanation of the drawing]
[0006] [Figure 1] This is a diagram showing the configuration of the game equipment. [Figure 2] This is a structural diagram of a conductor. [Figure 3] Diagram illustrating the conductor's work process. [Figure 4] This is a battle formation diagram. [Figure 5] This is a diagram of the formation after the first player's moves have been revealed. [Figure 6] This is a diagram of the formation after the second player's moves have been revealed. [Figure 7] This is a diagram showing the configuration of a game console. [Figure 8] It is a structural diagram of a PC equipped with a conductor function and a game function. [Figure 9] It is an explanatory diagram of the configuration of the control unit. [Figure 10] It is an explanatory diagram of the operation process of the hitter. [Figure 11] It is an explanatory diagram of the operation process of the conductor. [Figure 12] It is an explanatory diagram of the operation process of the game. <00000�8>It is an explanatory diagram of the game process. [Figure 14] It is a configuration diagram of a one-on-one game. [Figure 15] It is a structural diagram of the conductor. [[ID=⒉3]] [Figure 16] It is a configuration diagram of a one-on-one game. [Figure 17] It is a structural diagram of the conductor. [Figure 18] It is a configuration diagram of a one-on-one game. [Figure 19] It is a structural diagram of the conductor. [Figure 20] It is an explanatory diagram of the usage method of the display. [Figure 21] It is a reference diagram for the design of the display. [Figure 22] It is an explanatory diagram of the display using paper. [Figure 23] It is an integrated game console assembled with analog devices. [Figure 24] It is an integrated game console assembled with digital devices. [Figure 25] It is an integrated game console assembled with digital devices.
Mode for Carrying Out the Invention
[0007] [First Embodiment] As shown in FIG. 1, the game of this embodiment is a game in which humans play against each other, composed of an input device (input devices 3 and 4), a conductor 1, and a game machine 2.
[0008] Preview Game and Conventional Game 1. Current state of the game This is a board game, like Go or Shogi, in which two players take turns placing pieces to compete for victory. The player who places a piece must devise their own move in response to the formation (arrangement of pieces) on the board where the opponent has placed their pieces. Since the formation in front of you doesn't change until you've made your move, you don't need to predict what moves your opponent will make in relation to the formation on the board. 2. Predictive Game In the Foresight game, two players, one going first and the other second, devise their own moves by anticipating the opponent's moves in relation to the current positions on the board. The player who goes first considers what move their opponent will make after their move changes the formation, and then devises their move accordingly. The player who goes second considers how the formation in front of them will change as a result of the first player's move, and then devises their move accordingly.
[0009] The configuration of equipment for predictive games As shown in Figure 1, it consists of input 3, input 4, conductor 1, and game machine 2. The device is used by connecting input devices 3 and 4, and game console 2, to conductor 1.
[0010] Device functions used in predictive games 1. Input device Input device 3 inputs the move entered by player 32 to conductor 1. Input device 4 inputs the move entered by player 33 to conductor 1. 2. Conductor 1 The moves entered from moves 32 and 33 are processed into moves that can be used in the game and then input into game machine 2. 3. Game console 2 When data is input from conductor 1, the game's gaming program is executed and the formation 30 is revealed. Game console 2 is a PC (computer game console) equipped with game software.
[0011] The mechanism of the predictive game As shown in Figures 2 and 3, players 32 and 33 input their moves, and it is confirmed that the moves are complete. Next, it is confirmed that the two input moves are different, that is, that they are different and do not match, and the moves are written and input into game machine 2. 1. Matching is successful. (1) Player 32 inputs a move from input device 3, and player 33 inputs a move from input device 4 to conductor 1. (2) Conductor 1 writes and saves the moves 32 and 33 to the data memory unit 10. Subsequently, the calculation unit 12 (3) The moves 32 and 33 are retrieved from the data memory unit 10, (4) The pairing program is called from the program memory unit 11, The calculation is performed. Once pairing is established, the next step is to... (5) The matching program is called from the program memory unit 11, Perform the calculation. (6) If the moves of player 32 and player 33 do not match, a match is made. (7) Conductor 1 outputs the moves of moves 32 and 33 to game machine 2. (8) When the game machine 2 receives information (data) about moves 32 and 33 from conductor 1, it starts the game. 2. Matching failed. (Unmatched) (1) If the moves of player 32 and player 33 do not match and a matching cannot be established, an alarm is activated to warn player 32 and player 33. (2) Upon receiving the warning, players 32 and 33 devise new moves and input them back into conductor 1. (3) When a new move is input, conductor 1 performs pairing and matching. (4) Repeat the pairing and matching process, changing the moves as many times as necessary, until a mismatch occurs. 3. If the moves of players 32 and 33 are different, it is considered a non-match; if the moves of players 32 and 33 are the same, it is considered a match.
[0012] Configuration of Conductor 1 (see Figure 2) 1. Input section 8 There is an input connector 5 for connecting input devices 3 and 4. 2. Control Unit 9 (1) The data memory unit 10 stores and saves the moves of moves 32 and 33 and the results of calculations input from the calculation unit. (2) The program memory unit 11 stores and saves pairing and matching programs. (3) Arithmetic unit 12 The data memory unit 10 retrieves the moves 32 and 33, calls the pairing and matching programs from the program memory 11 to perform calculations (calculations), writes the results to the data memory unit 10 for storage, and then outputs (transmits) them to the output unit 13. 3. Output section 13 (1) Alarm 6...Warns the player with a buzzer or light. (2) PC connection unit 7...Connects to game console 2 to output gameplay data.
[0013] Conduct is the process of pairing and matching moves 32 and 33 to make them playable in the game, and the function of pairing and matching is crucial. If matching cannot be achieved, an alarm is sounded. When the alarm is sounded, the player devises and inputs a new move. The input of new moves and the pairing and matching process are repeated until matching is achieved. However, it is possible to eliminate the re-input process by establishing rules. For example, the second player's move 33 could be invalidated, ending the turn, and then the players could switch roles and start again from move 33. Alternatively, It is also possible to grant the first player (move 32) priority to change the formation (30), so that the first player's move is revealed first, the formation (30) is changed, and then the second player's move is revealed. The rules can be changed at any time as needed to ensure the smooth progress of the game.
[0014] In traditional games, a player only needs to consider their move based on the formation in front of them. In other words, they only need to consider their move while looking at a fixed formation. However, In a game of foresight, you don't know how things will change, but you have to consider your moves while knowing that the formation will change. 1. This is a new game in which players compete for victory or defeat while battling intense pressure under extremely difficult conditions, utilizing their imagination, insight, and knowledge. 2. When the second player reveals their opponent's move, they realize their planned move is disadvantageous and want to change it, but they cannot because their move has already been entered through pairing.
[0015] I will explain how to play the game. 1. Rules (1) Determine who goes first and who goes second using rock-paper-scissors or another method. (2) The player who goes first gets the right to choose the color of their pieces. Let's assume that ○ was chosen here. The second player will choose ●. (3) The game begins by first deciding on the basic formation. However, You can start without deciding on a basic formation, even if there are no pieces on the board. (4) When the moves of the first player and the second player do not match and a match is made, the first player makes their move first and reveals their formation. Next, the second player makes their move and reveals their new formation. 2. Explain the moves and formations. Figure 4 shows the formation of the board before the player enters their move. Figure 5A shows the moves entered by player 32 (who goes first) and player 33 (who goes second). Figure 5B reveals the formation after the first player executes move 33 (marked with ○). Figure 5C shows the position after the second player executes move 33, move ●2, against the position after the first player executes move ○. Figure 6A shows the moves entered by player 32 and player 33, with player 33 going first and player 32 going second. Figure 6B reveals the formation after the first player executes move 33 (marked with ○). Figure 6C shows the formation after the second player makes move 32 (●) in response to the first player's move 33.
[0016] I will explain how to play the game. 1. Game development as shown in Figure 5 The first team to bat has 32 batters, and the second team to bat has 33 batters. The first player's move is C6, and the second player's move is D2. First, the first player executes move C6 to rewrite the formation. Here, there are 7 ○ pieces and 4 ● pieces, so the first player has the advantage. The second player executes move D2 and rewrites the formation. Here, the order reverses, with 3 ○ pieces and 9 ● pieces. 2. Game development as shown in Figure 6 The first team to bat has 33 batters, and the second team to bat has 32 batters. The first player's move is D2, and the second player's move is C6. First, the first player executes move D2 to rewrite the formation. Here, there are 9 ○ pieces and 2 ● pieces, so the first player has the advantage. Next The second player executes move C6 and rewrites the formation. In this game, there are 8 ○ pieces and 4 ● pieces, so the first player wins. In this situation, the prediction of the second batter, number 32, was incorrect. 3. In a conventional game, for example, one move ends when player 32 makes a move as shown in Figure 6B. The next move begins from here, so player 33 only needs to consider a new move in response to the piece arrangement in Figure 6B. 4. In the look-ahead game, the first player's move 33, move D2, is revealed and the formation is rewritten, and then the second player's move 32, move C6, is revealed and the formation is rewritten, ending the turn. The second player's move 32, even if they realize midway through that their next move D2 is inappropriate, cannot be corrected because they have already entered their move. Even though player 33 goes first, having the first move doesn't necessarily mean they have an advantage; the key to winning the game is how well they can anticipate their opponent's moves.
[0017] [Second Example] The game in this embodiment, as shown in Figures 7 and 8, is a game in which a human and a computer compete, consisting of an input device 3 and a PC 34 that has the functions of a conductor 1 and a game machine 2.
[0018] Let me explain the game PA. 1. Player 32 is a human. The player inputs the move from input device 3 to PC 34. The move is stored in data memory unit 10. 2. Move 33 is PC34. PC34 executes the move program for each move, calculates the move and stores it in the data memory unit 10. Then, 3. Pairing and matching are performed, and once matching is successful, the game program is executed and the calculated formation 30 is displayed on the display 15.
[0019] PC34 is a game console 4 that has the function of conductor 1. The configuration of PC34 is described below. (See Figures 8 and 9) 1. Input section 8... It has a connection section 5 and the input device 3 is connected to it. 2. Control Unit 9 (1) Data memory unit 10 I. Save move data 16. ...This contains the data necessary for calculating the move. B. Save game data 17. ...This contains data necessary for calculating formations such as standard strategies. (2) Program memory unit 11 i. Save the move program 18 that calculates the moves. b. Save the conduct program 19 that calculates pairing and matching. H. Save the game program 20 that calculates the formation. (3) Arithmetic unit 12 (i) As shown in Figure 10, move data 16 is retrieved from the data memory unit 10, and then the move program 18 is retrieved from the program memory unit 11 for calculation, and the calculated move is input to the data memory unit 10 and the output unit 13. (b) As shown in Figure 11, the data memory unit 10 retrieves the batting data 16, and the program memory unit 11 retrieves the conduct program 19 to perform calculations. The calculated result, i.e., the conducted data, is then input to the data memory unit 10 and the output unit 13. The system takes the move data 16 from the data memory unit 10 and the game program 20 from the program memory unit 11, performs calculations, and inputs the calculated results, i.e., the formation data 30, into the data memory unit 10 and the output unit 13. 3. Output section 13 (1) Alarm 6: When data is input from the calculation unit, a buzzer or lamp will alert the player. (2) Display 15: When data for the formation 30 is input from the calculation unit, it displays the moves and formations.
[0020] (An important feature of the game that should not be forgotten) The pre-game matches the moves of the opposing players against the formation 30 displayed on the display 15. Once the moves are ready, both players' moves are revealed, and the pieces 31 are placed on the board 24 to change the formation 30. (1) The first player, 32, should devise their own formation 30 by predicting what moves the second player, 33, will make against the formation 30 displayed on the display 15. (2) The second player 33 must devise his own formation 30 by anticipating the moves that the first player 32 will make against the formation 30 displayed on the display 15. (3) The target of the plays devised by players 32 and 33 is the formation 30 displayed on the display 15, meaning that players 32 and 33 devise plays for the same formation.
[0021] The game in this embodiment is a game in which a human's imagination challenges a computer, and its details will be explained below. Player 32 is a human, and player 33 is the PC 34. 1. Player 32 can look at the formation 30 and use standard strategies and methods to predict Player 33's move. However, Player 33, being a computer, is not programmed to calculate its move assuming that when it is the second player, Player 32's move will be revealed and the formation 30 will be changed before it makes its own move. Therefore, it cannot predict its opponent's (Player 32's) move in the same way a human would. 2. In the conventional game program 20, player 33 is programmed to predict and simulate the moves that player 32 will make against the formation 30 displayed on the display 15, and then devise their own move. Therefore, when player 33 is the second player, they will devise their own move against the formation 30 that has changed after player 32 has made their move. 3. In conventional game programs 20, once the first player's move is revealed and played, the formation 30 is rewritten, so the second player's move 33 has to devise its own move in response to the rewritten formation 30. In order for humans and computers to play by looking ahead, the game program needs to be modified so that it predicts the move that the player 32 will play in the formation 30 before the first player's move is played, and then devises its own move in response to the predicted move. 4. In order for player 33 to predict what move player 32 will make against formation 30, it is necessary to create a new program that calculates the moves against the current formation 30 and then performs further calculations on the results. Algorithms and combinatorial optimization techniques can be used for this. However, 5. By establishing rules such as the computer going first and the human going second, you can enjoy a game of foresight without changing the program. (1) In conventional games where humans and computers play against each other, both the human and the computer only need to devise a move for each position in the formation 30 displayed on the display 15 after the opponent has made their move. However, (2) In a predictive game played between a human and a computer, the computer, which goes first, devises moves for the formation 30 displayed on the display 15, and the human, which goes second, devises moves based on how the formation 30 displayed on the display 15 will change based on the moves made by the computer. (3) Since the computer cannot calculate what moves the second player will make against the formation 30 displayed on display 15, the moves made by the human player are likely to be unexpected for the computer, regardless of whether they are good or bad. (4) Advantages and disadvantages of computers If the computer is using the formation 30 displayed on the display 15, it can quickly process the stored standard opening patterns and data on past moves to calculate the next move. However, The moves that the second player makes against the formation 30 displayed on display 15, while also anticipating the computer's moves, cannot be predicted even by using memorized standard strategies or data on past moves. (5) By setting the rules that the computer goes first and the human goes second, The computer's strength lies in its ability to quickly process the 30 formations displayed on display 15, utilizing data from standard strategies and conventional moves to devise moves, By anticipating the moves the computer will make against the formation 30 displayed on display 15 and utilizing the human strength of imaginative thinking to devise moves, it is possible to construct a game that involves foresight.
[0022] As shown in Figures 9 and 10, the PC 34 calls the move data 16 necessary for calculating the move from the data memory unit 10 and the move program 18 necessary for calculating the move from the program memory unit 11 to the calculation unit 12 to calculate the move 33. The move calculation is performed for each move.
[0023] As shown in Figures 9 and 11, the PC34 calls the Calculation Unit 12 the tactical data 16 necessary for pairing and matching calculations from the data memory unit 10 and the conduct program 19 necessary for pairing and matching calculations from the program memory unit 11, and performs the pairing and matching calculations.
[0024] The mechanism of this embodiment will be explained based on Figures 10 to 13. 1. Player 32 inputs a move from input device 3. 2. PC34 writes and saves the move entered from input device 3 to data memory unit 10. 3. The PC34 retrieves the move data 16 necessary for calculating the move from the data memory unit 10 to the calculation unit 12, and further retrieves the move program 18 necessary for calculating the move from the program memory unit 11 to calculate the move, and writes and saves the result to the data memory unit 10. 4. When the move 32 is input, the calculation unit 12 calls and starts the conduct program 19 from the program memory unit 11, and searches the data memory unit 10 for the existence of moves 32 and 33. 5. Once moves 32 and 33 are found, the calculation unit 12 retrieves the moves from the data memory unit 10, then calls and starts the conduct program 19 from the program memory unit 11, performs pairing, and then performs matching. 6. Once a match is found for the moves, the moves are written to and saved in the data memory unit 10. 7. The calculation unit 12 retrieves data related to successful matches and the game from the data memory unit 10, and retrieves the game program 20 that calculates the formation from the program memory unit 11 and performs the calculation. 8. Display 15 displays the results, such as the formation 30. Display 15 can display necessary information such as matching information.
[0025] [Third Embodiment] As shown in Figure 14, the game in this embodiment is a game in which players compete against each other using an analog board game machine, such as an Othello board, a shogi board, or a go board, by using a smartphone or tablet with communication capabilities and a conductor with communication capabilities to conduct moves.
[0026] Let me explain the game PA. 1. The first player 32 and the second player 33 input their respective moves into the conductor using the input device 22 which has a communication function. 2. The conductor 23, which has a communication function, confirms that player 32 has input a move from the input device 21 and player 33 has input a move from the input device 22, and then performs pairing and matching to establish moves that can be entered into the game. Next, 3. Once a move is made, conductor 23 instructs players 32 and 33 to reveal their moves. 4. Upon receiving the instruction from conductor 23 to reveal the move, first, the first player's move 32 is revealed, piece 31 is placed on board 24, and the formation 30 is changed. Next, the second player's move 33 is revealed, piece 31 is placed on board 24, and the formation 30 is changed, ending the turn here.
[0027] Configuration of conductor 21 (see Figures 14 and 15) 1. Input section 8 Communication unit 25... receives move data transmitted from input devices 21 and 22 and inputs it into the data memory unit 10. 2. Control Unit 9 (1) Data memory unit 10 ... Stores and saves moves. (2) Program memory unit 11 ... Stores and saves programs related to pairing and matching. (3) Arithmetic unit 12 The data memory unit 10 retrieves move data, the program memory unit 11 calls a program related to pairing and matching to perform calculations, and the result is output to the output unit 13. 3. Output section 13 The calculation results for pairing and matching input from the calculation unit 12 are notified to the player via NG alarm 26 and OK alarm 27.
[0028] [Fourth embodiment] As shown in Figure 16, the game of this embodiment is a game in which two people play against each other using an analog board game machine, such as an Othello board, a shogi board, or a go board, by using a smartphone or tablet with communication capabilities, a conductor 28 having a display 29 on the display unit that can notify the player of their moves by displaying text or images, and a display unit that has a display function 29 that can notify the player of their moves, and a display unit that has communication capabilities.
[0029] Let me explain the game PA. 1. The first player 32 and the second player 33 use the input device 22, which has a communication function, to input their respective moves into the conductor 28. 2. The conductor 28 confirms that player 32 has entered a move from the input device 21 and player 33 has entered a move from the input device 22, and then performs pairing and matching to establish moves that can be put into the game. 3. Once a move is made, the conductor 28 displays a message on the display 29 instructing players 32 and 33 to reveal their move. 4. Upon receiving the instruction from conductor 28 to reveal the move, first the first player's move 32 is revealed, and piece 31 is placed on board 24, changing the formation 30. Next, the second player's move 33 is revealed, and piece 31 is placed on board 24, changing the formation 30, and the turn ends here.
[0030] Configuration of conductor 28 (see Figures 16 and 17) 1. Input section 8 Communication unit 25... receives move data transmitted from input devices 21 and 22 and inputs it into the data memory unit 10. 2. Control Unit 9 (1) Data memory unit 10: Stores and saves the moves received by the input unit 8. (2) Program memory unit 11... Stores and saves programs related to pairing and matching. (3) Arithmetic unit 12 The data memory unit 10 retrieves move data, the program memory unit 11 calls a program related to pairing and matching to perform calculations, and the result is output to the output unit 13. 3. Output section 13 The calculation results for pairing and matching input from the calculation unit 12 are notified to the player. (1) Alarm 6: Notifies the player of the calculation result using a buzzer 6 or similar device. (2) Display 29: Notifies the player of the calculation result using images, numbers, etc.
[0031] [Fifth Example] As shown in Figure 18, the game of this embodiment is a simple game in which people can enjoy a predictive game using an analog input device 34, such as a writing instrument, a display device 35, and an analog board 24 (such as an Othello board, a shogi board, or a go board).
[0032] Let me explain the game PA. 1. As shown in Figure 20A, the second player 33 uses the input device 34 to write the move on the display unit 36 of the indicator 35, and then, as shown in Figure 20B, flips the display unit 36 over so that it is not visible to the opponent. 2. The first player, 32, confirms that the second player, 33, has entered their move into the display unit 35, then executes their own move, placing piece 31 on board 24 and changing the formation 30. When the formation 30 changes, player 33, who is going second, can see the advantage or disadvantage of their move entered into the display 35. Even if it is a disadvantageous move, they cannot change it. The advantage or disadvantage of player 33, who is going second, depends on how well they can anticipate their opponent's moves. 3. Once the second player 33 has seen the first player 32's move, the display 35 is flipped over again so that the first player 32 can see the second player's move. The second player 33's move is then revealed to the first player 32. 4. The second player, move 33, places piece 31 on board 24, executes their move, and changes the formation 30. This marks the end of one move. By the way, 5. If the second player's move 33 and the first player's move 32 are the same and a match cannot be made, the second player's move 33 should be invalidated, ending that move, and the first and second players should switch roles on the next move, starting again from move 33. In other words, it will be reset. However, this is a rule, so you are free to change it if there is a better method.
[0033] As shown in Figures 18 and 19, this embodiment consists of a combination of a human and analog tools. 1. Input device 34 It is possible to write the move on the display section 36 of the display unit 35 using writing instruments such as pencils or markers. 2. Conductor 46 (1) Input unit 8... This is the display unit 36 of the display unit 35. (2) Control unit 37... is the hitter 32 and hitter 33. Humans will use their memory, judgment, and calculation skills to control things instead of electronic devices like PCs. The data memory unit 10 represents the memory capacity of humans (players 32 and 33). The program memory unit 11 is the memory capacity of humans (players 32 and 33), The functions of the calculation unit 12 are performed by the calculation abilities, imagination, comparative judgment, hearing, eyesight, and observational skills of the human players (players 32 and 33). 3. Output unit 13... This is the display unit 36 of the display unit 35.
[0034] The conductor 46 has the functions of a data memory unit 10 that stores and saves moves entered into the display unit 36 of the display unit 35, a program memory unit 11 that stores and saves programs related to pairing and matching, and a calculation unit 12 that retrieves move data from the data memory unit 10, and further retrieves programs related to pairing and matching from the program memory unit 11 to perform calculations and outputs the results to the output unit 13. In this embodiment, the conductor 46 is a human (move 32 and move 33) as shown in Figure 19. The functions of the data memory unit 10 and the program memory unit 11 can be replaced by the memory and calculation abilities of a human, and pairing and matching can be performed. 1. Pairing The second player, 33, writes their move on the display unit 36 of the indicator 35, and the first player, 32, visually confirms this and places their piece 31 on the board 24, at which point the pairing is established. Next, 2. Matching The player visually compares the move 32 of the first player on board 24 with the move 33 of the second player disclosed on the display unit 36 of the indicator 35 to determine whether a match is established or not. (1) Matching is successful The first player, 32, places piece 31 on board 24 and changes the formation 30 according to the move. (2) Failure to match Mismatches can be resolved by establishing rules. For example, The second player's move 33 is invalidated, ending the turn. The players switch turns on the next move, and the game begins again with move 33. This rule is just one example, and you are free to change it if you have a better method.
[0035] Detailed explanation of the items used in the game. 1. Input device 34 The input device 34 only needs to be able to write characters on the display unit 36 of the display device 35, and there are writing instruments 46 such as pencils and markers. 2.Display unit 35 The display unit 35 has a display section 36 on which the player can enter their move using the input unit 34. The display unit 35 can conceal the moves written on the display unit 36 from the opponent, and then display and reveal them. Figure 21 shows an example of this. (1) Figure 21A shows a notepad 38 with a cover that can be used to conceal the contents. (2) Figure 21B is a binder 39 that can be used to hold memo paper. After writing down the moves, turn it over to hide them. When you want to reveal them, just turn it over again. (3) Figure 21C shows a memo stand. It can be made of a material that can be written on with a writing instrument 46, such as resin. Alternatively, it can be made from materials such as wood or paper, by attaching a writable component such as a resin plate, sheet, or film to the display section 41, or by processing it to allow writing with a writing instrument 46. (4) Figure 21D shows the pen holder 43. It can be made of a material that can be written on with a writing instrument 46, such as resin. Alternatively, it can be made from a material such as wood, by attaching a writable component such as an acrylic plate or a whiteboard to the display section 41, or by processing it so that it can be written on with a writing instrument 46. The display unit 35 of the pen holder 43 has a pen holder section 44 that acts as a wall, so the opponent cannot see the move. To show it to the opponent, the display unit 35 can be rotated. (5) The display unit 35 can be manufactured in various shapes and designs using known technologies. 3. Board 24… Boards for board games such as Othello boards, Shogi boards, Go boards, and Chess boards.
[0036] [Sixth Example] As shown in Figure 22, the display unit 35 is made of paper 45. The player writes their move on the display section 36 of the paper 45, folds the paper, and uses it as the display unit 35. The paper 45 used for the display unit 35 can be any type that can be folded or bent. Disposable paper like memo paper is acceptable, but paper 45 with a surface treatment, such as a thin plastic sticker, that can be used multiple times is also acceptable. Furthermore, The method of folding paper 45 is just one example; any other publicly known method of folding that is usable with the display unit 35 is also acceptable. Although not shown in the diagram, the display unit 35, made from folded paper 45, may be placed in a wooden box or plastic box so that the written moves are not visible.
[0037] This section explains how to use paper 45 with the display 35 for pairing and matching. 1. An example where both the first player (32) and the second player (33) write their moves on a piece of paper. The pairing is established when both player 32 (the first player) and player 33 (the second player) can confirm that they have written their moves on paper and folded it. Next, The first player, player 32, opens the paper on which they have written their move, reveals their move, and places a piece on the board to change the formation. Next, The player who goes second, player 33, opens the paper on which they have written their move and reveals it. The first player (32) and the second player (33) check whether their moves match by comparing them with the formation (30) and the moves written on the revealed paper. (1) If a match is made Place the pieces on the board and change the formation 30 according to the 33 moves for the second player written on the paper. (2) If matching is not possible The mismatch can be resolved by establishing rules. For example, the second player's move 33 can be invalidated, ending the turn, and then the first and second players can switch roles, starting again from move 33. 2. Example where only the second player's move 33 is written on the paper. Once it is confirmed that the second player, move 33, has written their move on the paper and folded it, and the first player, move 32, has placed their piece on the board and changed their formation, the pairing is complete. Next, The player who goes second, player 33, opens the paper on which they have written their move and reveals it. The first player (32) and the second player (33) check whether their moves match by comparing them with the formation (30) and the moves written on the revealed paper.
[0038] Let me explain the game PA. 1. Batter 32 will bat first, and batter 33 will bat second. When the second player, move 33, writes their move on paper 45 with a writing instrument 46 and folds it, the first player, move 32, places piece 31 on board 24 (disclosure of moves) and the pairing is established. 2. When the second player, 33, places piece 31 on board 24, the first player, 32, reveals their move written on paper 45. If a match is made at this point, 3. The first player, 32, moves piece 31 to board 24 according to the move and changes the formation 30. Next, the second player, 33, places piece 31 on board 24 according to the move and changes the formation 30. 4. When the first player's move 32 is executed, and the second player's move 33 is revealed on paper 45, even if the first player's move 32 and the second player's move 33 are the same, neither player can change their move. A situation may arise where the match cannot be completed. In such cases, a rule should be established to address this. For example, The move of the second player, move 33, is invalidated, and the turn ends when the first player, move 32, changes the formation 30 according to the move. From the next move onward, the roles of first and second player are reversed, and move 33 becomes the first player, devising and executing a new move.
[0039] [Seventh Example] The game in this embodiment is a game in which two people compete against each other and can enjoy a simple game of predictive play. As shown in Figure 23, the game machine 48 is assembled as a single unit from an analog input device (card 50), a display 35, and an analog board 24 (such as an Othello board, shogi board, or go board). 1. Structure (1) Input device These are cards (50) that indicate the positions of the moves. Alternatively, a notepad (38) or a piece of paper (45) can be used. (3) Board These are analog boards made of plastic or wood. For example, There are boards for board games such as Othello boards, Shogi boards, Go boards, and Chess boards. (4) Display 35 This is where card 50, selected by players 32 and 33, will be placed. It can be attached externally to board 24 or integrated with board 24. (4) Card stand 51 This is where players 32 and 33 place their cards. It can be attached externally to board 24 or integrated with board 24. 2. Conductor (1) The pairing and matching process is performed by human visual confirmation and execution. (2) After players 32 and 33 place their cards face down on the display unit 35, the pairing is complete. Next, the cards are turned over so that the front faces up, revealing the moves. Once the matching is confirmed by looking at card 50, the formation 30 is rewritten and the game proceeds. 3. Details of the game are described in the fifth embodiment, and will not be explained here.
[0040] There are two types of predictive games: one where you predict the outcome from start to finish, and another where you set specific conditions during the game to limit the number of times you can predict the outcome and then proceed with the game. 1. When performing a pre-emptive move during a game, one method is to signal and perform the pre-emptive move at the point where you want to request a pause. 2. As a method of signaling, if an analog board 24 (such as an Othello board, Shogi board, or Go board) is used as shown in Figure 23, one can signal by placing one's card 50 on the display unit 35.
[0041] [Eighth Example] [Eighth Example] The game in this embodiment is a game in which people compete against each other and can enjoy a simple game of predicting moves. 1. As shown in Figure 24, the game machine 49 is an integrated unit that combines the functions of the digital input device 3, the conductor 1, and the game machine 2 of Example 1. 2. The player can input the row and column number corresponding to the position of the piece being played by writing it with their finger on the digital input device 3.
[0042] [Ninth Example] The game in this embodiment is a game in which people compete against each other and can enjoy a simple game of predicting moves. 1. As shown in Figure 24, the game machine 49 is an integrated unit that combines the functions of the digital input device 3, the conductor 1, and the game machine 2 of Example 1. 2. You can input a move by pressing the row and column number corresponding to the position of the piece you want to play. [Explanation of Symbols]
[0043] 1 conductor 2 game consoles 3 Input devices 4 Input devices 5. Input device connection section 6 Alarms 7. PC connection section 8 Input section 9. Control Unit 10 Data memory section 11 Program memory section 12 Arithmetic section 13 Output section 14. Data Output Section 15 displays 16 Batting Data 17 Game Data 18 Batting Program 19 Conduct Program 20 Game Programs 21 Input device 1 (communication device) 22 Input device 2 (communication device) 23 Conductors (with receiving function) 24 boards 25 Communications Department 26 NG Alarm 27 OK Alarm 28 Conductor (Display) 29 displays 30 formation 31 pieces 32 batters 33 batter 34 PC 35 Display 36 Display section 37 Control Unit (Personnel) 38 Notepad 39 Binders 40 Memo pads 41 Display unit (plastic plate or sheet) 42 Cover 43 Pen holder 44. Penmanship Section 45 Paper 46 Writing instruments 47 Conductor 48 game consoles 49 game consoles 50 cards 51 card slots
Claims
1. A game program executed on a computer device having an input unit that independently accepts move inputs from two players, an output unit having a display that presents information to the two players, and a control unit that includes a calculation unit, The control unit, (1) A matching function that accepts input of moves from both players, confirms that the moves of both players are incompatible, and then confirms the move, (2) When the matching function determines that there is no match, the function outputs the moves of both players as execution data in the order of first player and second player, (3) A function to perform control that invalidates the move when a match is determined by the matching function, A game program characterized by causing a computer to execute it.
2. The game program according to claim 1, characterized in that the input unit, the output unit, and the control unit are integrally configured in a single computer device.
3. The game program according to claim 1 or 2, characterized in that the control unit prevents the display of the moves of the first and second players on the output unit until the second player's move is input and a mismatch is confirmed.
4. The game program according to claim 3, characterized in that the input unit detects input from an input device and sends the entered move to the control unit.
5. A game device characterized by being equipped with the game program described in Claim 1 and having a board for displaying the match status.
6. A game device characterized by being equipped with the game program described in Claim 3 and having a board for displaying the match status.
Citation Information
Patent Citations
Card for janken battle, materializing system and method for janken battle game, recording medium
JP2002239228A
System for realizing real time battle in game using discrete coordinates system such as japanese chess, chess, go, or gobang, and correcting method for contradiction caused in the case of battle game through communication environment
JP2003236238A
System for controlling simulation role-playing game
JP2008114003A
Board game equipment and method utilizing the rules of Go
JP2010508059A
Program, information storage medium, electronic equipment, server, and system
JP2013059569A