Program, matching server, and matching system
Patent Information
- Application Number
- PCT/JP2024/024891
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-08-18
- Filing Date
- 2024-07-10
- Publication Date
- 2025-02-27
Smart Images

Figure JP2024024891_27022025_PF_FP_ABST
Abstract
Description
Program, matching server and matching system
[0001] The present invention relates to a program, a matching server, and a matching system, and more particularly to a game matching service that uses a virtual space.
[0002] There is a game system that executes a competitive game in which a user selects a user from among candidate users determined by a server as an opponent and competes for game results (Patent Document 1).
[0003] JP 2015-037462 A
[0004] However, when candidate users are determined by the server as in Patent Document 1, there is a low possibility that a user will be able to play a competitive game with a person desired by the user, such as an acquaintance or someone with whom the user has a history of competing.
[0005] An object of the present invention is to provide a program, a matching server, and a matching system that provide a matching service with improved interest.
[0006] One aspect of the present invention is a program that causes a computer to execute a display control process that displays a virtual space in which virtual characters associated with users are arranged so that they can move around; a matching process that matches multiple users who will compete in a game; a trigger process that triggers the execution of a game in which the multiple users involved in the matching participate, conditional on the establishment of a match through the matching process; and a communication control process that controls the sending and receiving of information regarding contact between users, wherein the virtual space includes a first virtual space and a second virtual space, the matching process is executed for users whose associated virtual characters are arranged in the first virtual space, and the communication control process controls communication regarding matching reservations between multiple users whose associated virtual characters are arranged in the same second virtual space, and the program further causes the computer to execute a control process that controls the matching process to establish a match for multiple users who have contacted each other regarding matching reservations in the second virtual space.
[0007] According to the present invention, it is possible to provide a matching service with improved interest.
[0008] FIG. 1 is a diagram illustrating the configuration of a matching system according to an embodiment and a modification of the present invention; FIG. 2 is a diagram illustrating the hardware configuration of a user terminal 100 according to an embodiment and a modification of the present invention; FIG. 3 is a diagram illustrating the hardware configuration of a server 200 according to an embodiment and a modification of the present invention; FIG. 4 is a diagram illustrating avatars used in a matching service according to an embodiment and a modification of the present invention; FIG. 5 is a diagram illustrating a battle room of a matching service according to an embodiment and a modification of the present invention; FIG. 6 is a diagram for explaining a matching function in a battle room according to an embodiment and a modification of the present invention; FIG. 7 is a diagram illustrating a play screen of a battle game according to an embodiment and a modification of the present invention; FIG. 8 is a diagram showing an example of the configuration of various information managed in relation to a matching service according to an embodiment and a modification of the present invention;
[0009] [Embodiment 1] Hereinafter, an embodiment will be described in detail with reference to the accompanying drawings. Note that the following embodiment does not limit the scope of the claimed invention, and not all combinations of features described in the embodiment are necessarily essential to the invention. Two or more of the multiple features described in the embodiment may be combined in any manner. Furthermore, the same reference numerals are used for the same or similar configurations, and duplicate descriptions will be omitted.
[0010] In the embodiment described below, the present invention is applied to a system as an example of a matching system in which a server that accepts connections from information processing devices (user terminals) used by users provides a service that realizes matching for two-player competitive games provided by external services via a virtual space. However, the present invention can be applied to a system realized by any device configuration that can match for games in which multiple users participate via a virtual space and trigger the execution of the game.
[0011] In this specification, the term "user" refers to a user who uses the service (matching service) provided by the server 200 in this matching system. For convenience, a user who has been matched in the virtual space and is currently playing a game may be referred to as a "player."
[0012] <Configuration of Matching System> Figure 1 is a diagram showing the configuration of a matching system according to this embodiment. As shown in the figure, the matching system is configured so that a server 200 and a plurality of user terminals 100 can be connected for communication via a network 300. In this embodiment, the server 200 provides a matching service that matches users of connected user terminals 100 as players of a competitive game realized by an external service and triggers the execution of the competitive game.
[0013] In the following description, the external service is described as a service that supports the execution of a competitive game between remote players, and does not have a free-matching function that extracts and matches the appropriate number of players when providing the service. In this embodiment, the external service is a service that enables the required number of players to access a room (connection destination) created by a host player using a user terminal 100, thereby enabling a video chat function using the camera and microphone of the user terminal 100, and realizing gameplay of a trading card game (TCG) in which players share the status of game items deployed in the player's environment (real world) while progressing. For this reason, the user terminal 100 can be a PC or smartphone equipped with a camera and microphone.
[0014] As will be described in more detail below, by logging in to the service using the user terminal 100, a user of the matching service can use the service, which involves displaying a virtual space in which an avatar (operational avatar) corresponding to the user is placed. The matching service is a web service that can be accessed via a browsing application (hereinafter simply referred to as a browser), and service login is performed by completing a user authentication procedure on a specific web page. By performing various operational inputs, the user can move the operation avatar placed in the virtual space, communicate with other users via the avatar (e.g., text chat), and be matched with opponents for competitive games provided by external services.
[0015] <Hardware Configuration of User Terminal> Next, the hardware configuration of the user terminal 100 will be described with reference to Fig. 2. Fig. 2 is a block diagram illustrating the hardware configuration of the user terminal 100.
[0016] The control unit 101 is a processor such as a CPU, and performs various controls including operational control of each piece of hardware included in the user terminal 100. Specifically, the control unit 101 performs the relevant controls by reading out a necessary program stored in, for example, the storage device 102, expanding it into the memory 103, and executing it.
[0017] The storage device 102 is a device capable of permanently storing information, such as a non-volatile memory or HDD. The storage device 102 stores the operating system for operating the user terminal 100 and programs related to various applications, as well as parameter information required to realize various controls and various data used for browser display and communication functions. The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 may be used not only as a development area for each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.
[0018] The GPU 104 is a drawing device that executes various drawing processes related to the generation of display screens for the user terminal 100. The GPU 104 also executes drawing processes for screens related to the virtual space presented on the browser during use of the matching service. The GPU 104 includes a GPU memory (not shown), expands various graphics data read from the storage device 102, and performs predetermined calculations to generate various images, including screens. The screens and images generated by the GPU 104 are presented to the user by being displayed on, for example, a display 110 provided in the user terminal 100. The display 110 is a device for displaying information, such as a liquid crystal display, that is provided in the user terminal 100 or is detachably connected to the user terminal 100. The display 110 displays the screens generated by the GPU 104.
[0019] The operation I / F 105 is a user interface provided in the user terminal 100 and receives operation input. When the operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to the control unit 101. In one aspect, the operation I / F 105 includes, for example, operation members such as buttons provided on the exterior of the user terminal 100, various sensors, etc. Furthermore, the display 110 provided in the user terminal 100 of this embodiment is configured to be able to detect touch input, and the operation I / F 105 includes a touch input detection sensor provided on the display 110.
[0020] The communication I / F 106 is a communication interface with an external device provided in the user terminal 100. Information communication between the communication I / F 106 and the external device may be performed via a wide area network (WAN) such as the Internet, or via a LAN, etc. Information communication performed by the communication I / F 106 will be described as being performed wirelessly, but this does not exclude wired communication.
[0021] The imaging unit 120 is a unit that includes an imaging device having an imaging element such as a CCD or CMOS sensor. As will be described in detail later, the imaging unit 120 intermittently captures images of game cards placed within the imaging range by the user while a competitive game related to an external service is being played, and outputs the captured images.
[0022] The microphone 130 is an audio input interface provided in the user terminal 100. In this embodiment, the description will be given assuming that the competitive game related to the external service triggered from the matching service is a TCG, and therefore the microphone 130 acquires audio related to player declarations, the reading out of effects of game cards, etc. The speaker 140 is an audio output interface provided in the user terminal 100. The speaker 140 outputs audio related to the matching service and audio related to the competitive game (such as declarations and sound effects of opposing players).
[0023] 3 is a block diagram showing the hardware configuration of the server 200 according to this embodiment. In the following description, the hardware configuration that realizes the same functions as the user terminal 100 will be prefixed with the word "server" to clearly distinguish it from the configuration of the user terminal 100.
[0024] The server control unit 201 is a processor such as a CPU, and controls the operation of each piece of hardware included in the server 200, and performs control related to the realization of various functions including user management related to the matching service and a function for matching users. Specifically, the server control unit 201 performs the relevant control by, for example, reading out necessary programs stored in the server storage device 202, expanding them in the server memory 203, and executing them.
[0025] The server storage device 202 is a device capable of permanently storing information, such as a non-volatile memory or HDD. The server storage device 202 stores an operating system for operating the server 200 and matching-related programs, as well as parameter information required for implementing various controls and various data required for providing the matching function. The server storage device 202 also has a database function for managing information on each player registered as a user of the matching system. The server memory 203 is a storage device used for temporary data storage, such as a volatile memory. The server memory 203 may be used not only as a storage area for each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.
[0026] The server communication I / F 204 is a communication interface with an external device provided in the server 200. Information communication between the server communication I / F 204 and the external device may be performed via a wide area network (WAN) such as the Internet, or via a LAN or the like. Information communication performed by the server communication I / F 204 may be performed either wired or wirelessly.
[0027] <<Outline of Matching Service>> An outline of the matching service provided by the matching system of this embodiment will be described below with reference to the drawings.
[0028] As described above, the matching service can be used by each user by starting a browser on the user terminal 100 used by the user, accessing a web page (service site) related to the service, and logging in to the service.
[0029] Upon logging in to the service, each user terminal 100 displays a virtual space represented by three-dimensional computer graphics as a service screen. The service screen is an image depicting the virtual space, and its pixel count is set, for example, to match the area in which a web page is displayed in a browser. In the virtual space, each user is assigned a three-dimensional humanoid model avatar (hereinafter referred to as an "operation avatar") associated with that user, which includes a head, torso, and legs, as shown in FIG. 4 . Each user can move their assigned operation avatar within the virtual space by performing operation inputs related to movement. In this embodiment, the virtual space is constructed as, for example, a three-dimensional room-like space, and hereinafter, the virtual space may be referred to as a "room." Therefore, the operation avatar moves within the room in response to the user's operation inputs. The room is constructed as a space with a certain amount of space.
[0030] In the matching service of this embodiment, multiple types of virtual spaces are provided, and each user can move between these virtual spaces depending on their purpose and receive services. That is, the server 200 manages the user's avatar so that it is placed in only one virtual space at a time.
[0031] Two types of virtual spaces are provided for use in the matching service: an entrance room and a battle room. The two types of virtual spaces (rooms) have different purposes, and the processes that become executable as matching service functions in response to a user's request differ depending on which virtual space the operational avatar is located in. In other words, the matching service functions available to the user change depending on whether the operational avatar is located in the entrance room or the battle room. While the user is logged in to the service, the operational avatar is controlled to be located in only one room and is not located in multiple rooms at the same time. Moving (transitioning) between rooms is basically performed by transmitting a corresponding request from the user terminal 100 to the server 200 in response to an operation input related to the transition in each room, and updating the information managed by the operational avatar in the server 200.
[0032] Of the two types of rooms, the battle room is a virtual space that actually provides a function (matching function) for matching a user with an opponent for a battle game that the user wishes to play. When a match is made in the battle room, the execution of the battle game is triggered. On the other hand, the entrance room is a virtual space that does not basically provide a function for matching a user with an opponent, but rather provides the user with auxiliary functions (hereinafter referred to as auxiliary functions), such as setting an avatar and selecting a battle room to which the avatar will be transferred. In other words, in the entrance room, matching cannot be made, and the execution of a battle game is not triggered. The characteristics of each room will be described in further detail below. Note that in the following description, a state in which a corresponding avatar is placed in the three-dimensional space related to a room may be expressed as the user of that avatar "entering" that room.
[0033] <Entrance Room> As described above, the entrance room is a virtual space that provides auxiliary functions for each user to use the battle room. An entrance room is provided for each operating avatar, and is managed in association with, for example, an avatar ID that uniquely identifies the operating avatar. In other words, the entrance room is a virtual space provided uniquely for each operating avatar.
[0034] When a user logs in to a service on a service site, the user's operational avatar is first placed and displayed in an entrance room provided for the operational avatar. The user can perform operational inputs related to the use of various auxiliary functions by, for example, moving the operational avatar around the entrance room.
[0035] (Appearance Customization Function) The auxiliary functions available in the entrance room include an appearance customization function that changes the appearance of the control avatar. The control avatar can have different drawing elements that make up its appearance, such as the avatar's color and the items worn on its head, torso, etc. In the entrance room, the user can change the appearance of the control avatar by, for example, selecting an item to wear from a list of items they own.
[0036] (Transition Function) The auxiliary functions also include a transition function that selects a battle room in response to a transition request from a user and transitions the user's operational avatar.
[0037] As will be described in detail below, in the matching service of this embodiment, avatars of users who wish to be matched with opponents at the same time are placed in a battle room, and the situation is displayed as a service screen (a screen related to the matching service presented to users via a browser) on the display 110 of each user's user terminal 100. Here, in order to generate a service screen showing the situation in the battle room, information indicating the status of other avatars placed in the same battle room (such as whether they are currently being matched, what their appearance is, etc.) is required. Such information is managed in association with the battle room in the server 200, and is shared with the user terminal 100 when the user's avatar is placed in the battle room, and is used to generate the service screen.
[0038] Therefore, the greater the number of avatars placed in a battle room, the greater the amount of information that must be referenced when generating a service screen, which may increase the computational load on the user terminal 100. Therefore, in the matching system of this embodiment, an upper limit is set for the number of operational avatars that can be placed in each battle room (the upper limit for the number of users that can enter the room). Meanwhile, multiple battle rooms are provided to ensure that a certain number of people can use the matching function at the same time. The transition function involves the server control unit 201 selecting a battle room based on a user's request from among multiple battle rooms thus provided in parallel, and transitioning the operational avatar to that room.
[0039] In the matching system of this embodiment, the entrance room is provided as a space enclosed by walls and windows, for example, as shown in Fig. 9, and the user can perform operation input related to the use of the transition function to the battle room by moving the operational avatar to a predetermined position set in the space. Below, an example will be described in which a user interface related to transition to the battle room is presented to the user by moving the operational avatar near a window 901 provided in the entrance room.
[0040] By performing an operation input related to transition to a battle room, the user can transmit a transition request for the operational avatar to the battle room to the server 200. In response to the transition request, the server 200 determines to which battle room the user's operational avatar should be transitioned (placed). The server control unit 201 then performs processing to transition the operational avatar to the determined battle room.
[0041] (Visit Function) The auxiliary functions also include a visit function for visiting an entrance room provided for another user's avatar. A user can use the visit function by, for example, selecting an item related to an instruction to move to the entrance room from a menu that can be displayed when the operation avatar is placed in the entrance room. By using the visit function, the operation avatar associated with the user is moved and placed in the entrance room provided for the other user's avatar and displayed. The entrance room where the operation avatar is placed by the visit function may be determined, for example, by the server control unit 201, or may be determined based on the user's selection of the avatar to be visited.
[0042] In the matching service, a friend registration function is provided for the operating avatar. This function establishes a friend relationship between avatars associated with a user, for example, on the condition that the user and the user are acquaintances or have played against each other. This allows users with a friend relationship to check the login status or easily visit the entrance room. For example, if a user's operating avatar is located in an entrance room and a friend avatar visits the entrance room, an icon indicating the friend is displayed near the avatar, as shown in FIG. 10, so that the user can be notified of the friend's visit. Such an explicitly indicated relationship between avatars is not limited to a friend relationship, but can also include, for example, having played against each other in a competitive game in the past.
[0043] In this way, the visit function allows other users to see the entrance room associated with their own avatar, and in the matching service of this embodiment, the interior and decoration of the entrance room can be changed to express the individuality of each user. The interior decoration placed in the entrance room can be done, for example, by placing decorative objects of each user's choice.
[0044] The interior of the entrance room may include decorative elements that change depending on the state of the operating avatar associated with the entrance room. Such decorative elements may include elements that change depending on at least one of the number of plays and the number of wins for a competitive game played through matching via the operating avatar. In an aspect in which a tournament or play season is provided for a competitive game, the decorative elements may include elements related to the results of the competitive game played through matching via the operating avatar, such as trophies or medals.
[0045] <Battle Room> In contrast, a battle room is a virtual space in the matching service where all users can match up for a battle game. Unlike an entrance room, a battle room not only contains the player's avatar, but also the avatars of other users who have entered the same room. A user who has entered a battle room can move their avatar within the room by performing movement-related operations. Therefore, in a battle room, each user who has an avatar placed in the battle room can move their avatar and use functions unique to the battle room.
[0046] As shown in FIG. 5 , a plurality of table objects 501 are placed in the battle room. Each table object 501 has a chair object 502 placed near it. A user who wishes to be matched can use the matching function by selecting one of the table objects 501. When a matching request is made using the matching function, the server control unit 201 executes processing related to matching. Furthermore, when a match is established through processing related to matching, the matching service triggers the execution of a battle game related to the external service in which the matched (two) users are participating.
[0047] (Matching Function) The matching function matches a user with an opponent for a competitive game related to an external service. In the matching service of this embodiment, a matching request is accepted by a selection operation on a table object in a competition room, and therefore, the opponent matched with the user will be a user whose avatar is placed in the same competition room.
[0048] The matching of opponents realized by the matching function is not forced by the server 200 but is configured to be performed based on the agreement between users. More specifically, the matching function is configured to allow a user who wishes to be challenged by another user to challenge that user to a match, and to establish a match when the former user accepts the challenge. The status of such a matching process, which is started by the selection operation of one table object, is presented via a display using that table object.
[0049] When a user who wants to wait for a challenge from another user selects a table object, for example, a confirmation display indicating transition to a match-waiting state is displayed, followed by a match-waiting request (sometimes referred to as a wait request) to wait to be sent to the server 200. The wait request may include, for example, identification information that uniquely identifies the table object (a combination of a room ID that uniquely identifies the match-up room and a table ID that uniquely identifies the selected table object in that match-up room) and identification information that uniquely identifies the user (or their operating avatar) who made the wait request. Upon receiving the wait request, the server control unit 201 updates the state of the operating avatar of that user to a match-waiting state, and transmits that information to the user terminals 100 of users who are in the same match-up room.
[0050] When the system enters a waiting state for matching, the user's avatar is displayed seated on one of the chair objects 502 placed near the table object 501 selected by the selection operation, as shown in FIG. 6( a). Because tabletop games are generally played one-on-one, the matching system of this embodiment places two chair objects facing each other near each table object, sandwiching the table object. This seated avatar display continues until the user performs an operation input to cancel the waiting state or until the match game executed after the match is established ends. That is, the user's avatar in the waiting state for matching is displayed in a state where it does not move from the position of the chair object 502 near the table object 501 in the match room. During the waiting state for matching, the avatar is controlled not to move even if the user performs an operation input to move the avatar.
[0051] A table object 501 in which one user's avatar is seated on a chair object 502 and is in a matching standby state (hereinafter referred to as a waiting table) is in a state where other users can request a match. In other words, the table object 501 is in a state where a matching process related to the matching standby state is being executed. In order to inform other users that the table object 501 is in a state where a match request is available, the table object 501 is displayed in a different manner from before (when the process was not being executed), for example, by changing the color of the table object 501.
[0052] A user wishing to challenge a match can perform an operation input for a waiting table to challenge the user (hereinafter referred to as a "waiting user") of the avatar (hereinafter referred to as a "waiting avatar") who is currently seated at that waiting table. Specifically, when an operation input for a waiting table is performed on the user terminal 100 used by the user (hereinafter referred to as an "applicant") challenging a match, a matching request for the match request is sent to the server 200, for example, after a confirmation message indicating that the match request is being made. The matching request may include, for example, identification information that uniquely identifies the waiting table and identification information that uniquely identifies the applicant (or their operating avatar). Upon receiving the matching request, the server control unit 201 temporarily updates the status of the applicant's operating avatar (hereinafter referred to as an "applicant avatar") to a match-waiting status and shares this information with the user terminals 100 of users who are in the same match room.
[0053] When the applying avatar enters a matching standby state, as shown in FIG. 6( b), the applying avatar is similarly displayed seated on a chair object 502 near the waiting table, with the applying avatar and the waiting avatar facing each other across the table object 501. This display continues until the applicant performs an operation input to cancel the application for battle, the waiting player performs an operation input to decline the application, or the match game executed due to successful matching ends. In other words, the applying avatar in a matching standby state is displayed without moving from the position of the chair object 502 near the waiting table in the battle room. In this matching standby state, the applying avatar is controlled not to move even if the applicant performs an operation input to move the applying avatar.
[0054] In this way, when the waiting avatar and the applying avatar are seated facing each other on the table object 501, the server 200 sends an inquiry to the user terminal 100 of the waiting person as to whether or not to accept the challenge from the applicant. The waiting person can perform an operation input to accept or decline the challenge from the applicant. When the waiting person accepts the challenge to a match, the server control unit 201 executes a process to match the waiting person with the applicant, and establishes a match. The server control unit 201 then updates the status information managed for both avatars during the match. In other words, the matching-established waiting person and applicant become players of the subsequently triggered battle game.
[0055] A battle room is configured to allow matching between users who have entered the same battle room using this procedure for table objects placed in the battle room. That is, in each battle room, matching can be performed simultaneously for up to the number of table objects placed in the battle room. Therefore, the server 200 manages status information for each table object in the battle room, such as whether matching processing is being performed, whether a match has been made and the execution of a battle game has been triggered, or whether neither of these is occurring (i.e., neither matching processing is being performed nor the execution of a battle game has been triggered).
[0056] In addition, when a match is made in the table object 501 and a competitive game is triggered, the appearance of the table object 501 can be further changed until the triggered competitive game ends, thereby letting other users know that a match has already been made.
[0057] Furthermore, in the matching service of this embodiment, a series of processes related to matching is executed via the table object 501, so that avatars are controlled not to enter the area in the battle room where the table object 501 is placed. In contrast, during this series of processes, the area where the chair object 502 is placed is controlled so that waiting avatars and applying avatars can be placed. Therefore, avatars are controlled to be able to enter the area where the chair object 502 is placed. In this case, only avatars that are actually involved in the matching process and placed in the area of the chair object 502 are controlled to be in a seated state.
[0058] (Battle Function) The battle function is a function for executing a battle game in which the users involved in the match made in the battle room participate. As described above, in the matching system of this embodiment, the battle game is realized by using an external service.
[0059] When a match is established in the match room, the server 200 transmits a request to create a connection destination for the match game to a game server (not shown) associated with an external service, along with information about the two matched players (the waiting player and the applicant). The game server creates a connection destination for the new match game in response to the creation request and returns the connection destination information to the server 200. The server 200 then transmits the returned connection destination information to the user terminals 100 used by each player, along with a transfer command. In the user terminals 100 that receive the transfer command, a connection to the connection destination is triggered in the browser, and the display is switched from the matching service to the external service. In this way, each player can start a match game with an opponent player matched in the matching service, without having to directly register with the external service.
[0060] In this embodiment, the login status of the matching service is maintained during the transition to the external service (while the competitive game in the external service is being played) so that each player can easily return to the matching service after finishing the match. More specifically, for example, when each player's user terminal 100 receives information about a connection destination related to the external service, a separate browser tab (or separate window) is opened to connect to the connection destination, and the separate tab is displayed as the primary tab (selected as the display tab and the browser display is switched (a tab related to the external service is displayed instead of the tab displaying the matching service screen), or the separate window is displayed in the foreground), thereby achieving a temporary transition from the matching service to the external service. Because the matching service tab remains present during the transition, each player can simultaneously check the status of the match room related to the matching service and the play screen of the competitive game related to the external service.
[0061] As described above, the competitive game associated with an external service in which the matching system of this embodiment matches players is a TCG. In simple terms, a TCG involves each player constructing a deck using actual game cards, acquiring game cards from the shuffled deck to form their initial hand, and, during a player's turn, adding game cards from the deck to their hand, placing their hand cards on the playfield as needed, declaring actions for the cards placed on the playfield, and performing various operations related to the resolution of the declaration. Therefore, in order to progress in a competitive game, it is essential to be able to check the state of each player's playfield. For this reason, a competitive game executed using an external service progresses by utilizing a video chat function to share images of each player's hands and the audio of their declarations with each other.
[0062] The screen (play screen) displayed on the user terminal 100 used by the player during game play may display the actual image 701 captured by the user terminal 100 used by the opponent, as shown in Fig. 7(a), for example. In the example of Fig. 7(a), the image 701 captured by the user terminal 100 used by the opponent is displayed as is on the full screen, but the play screen may also be configured by arranging frame images of the image 701 together with a predetermined GUI.
[0063] When the competitive game related to the external service ends, the display on the user terminal 100 used by each player returns from the external service to the matching service. Information (termination information) regarding the end of the player's use of the external service may be transmitted from at least one of the player's user terminals 100 to the server 200, or may be transmitted directly from the game server related to the external service to the server 200. The termination information also includes information on the result (win or loss) of the competitive game. Based on the received termination information, the server 200 controls the transmission of information for displaying the result of the competitive game to the user terminal 100 used by each player along with a display request, so that each player can display the result of the competitive game. Upon receiving the information, the user terminal 100 of each player displays the result of the competitive game played using the external service.
[0064] Furthermore, when the server control unit 201 receives information on the results of a match game played between players, it updates the information on the battle record managed for the user in question and updates the state of the avatar of that user from being matched to a state where it is not involved in matching (free state). The avatar of each user whose state has been changed to free is released from its seated state on the chair object near the table object and is displayed as having left its seat, and becomes able to move around the match room again in response to operation inputs made on the user terminal 100 used by that user, just as it was before the state entered the match-waiting state.
[0065] (Watching Function) The watching function is a function that enables users other than the players to watch a competitive game whose execution is triggered via a competition room. That is, in the matching service of this embodiment, a function for watching a competitive game executed via a competition room is provided as an entertainment element that can be enjoyed by users who are not matched while in the competition room. The watching function may be realized, for example, by using a function provided by an external service related to the competitive game that makes public the play screens being transmitted and received between the user terminals 100 used by the players currently competing.
[0066] A user can request to watch a competitive game realized through a table object by, for example, performing an operation input on a table object in which a competitive game is being played on the service screen of the matching service. When a user requests to watch a table object with which a match has been made, the display on the user terminal 100 of the user is switched to display a gameplay video of the competitive game related to the table object. In this case, the user's operating avatar may be controlled to be displayed to other users in a manner that allows the user to watch the table object, for example, in the vicinity of the table object.
[0067] With this spectating function, the display 110 of the user terminal 100 of the user who has made the spectating request may display, for example, an image of the hands of one player focused on that player, as shown in Figure 7(a), or an image including images of the hands of both players playing against each other, as shown in Figure 7(b).
[0068] <Reservation Function> However, the matching process in a normal battle room may not always be able to reliably match a user who desires a battle. That is, if a user's avatar is seated at a table object first, the next user who selects that table object can request a battle on a first-come, first-served basis. Depending on the timing, it may take some time for the desired user to request a battle, as other users may request a battle. Furthermore, even if a user's avatar is seated at a table object later (requests a battle), the user cannot challenge that user unless the request is accepted by the first user. As a result, it may take a long time for each user to be matched.
[0069] For this reason, the matching service of this embodiment includes a function (reservation function) that allows a user to reserve a match with another user, provided that the user has visited an entrance room associated with that user with an avatar. A reservation for a match using the reservation function is made on the condition that the avatars of the two users reserving the match are located in the same entrance room, and is realized without going through the table object of the match room. Once the reservation is confirmed and the conditions set for the reservation (play start date and time) are met, the user's avatar is automatically placed in the match room, provided that the user is logged in to the service. At this time, the avatars of the two competing users are placed directly seated on chair objects of the table object, which are controlled so that they cannot accept selection operations by other users, and the matching process can be performed exclusively.
[0070] That is, with the reservation function, two users to be matched can be specified, and then the matching process can be executed to establish a match. Therefore, when avatars are placed in a battle room using the reservation function, they are placed in a seated state on chair objects corresponding to the same table object, and once both avatars are present, the matching process is started and a match is established without receiving a matching request from each user terminal 100.
[0071] A reservation for a match between users is set by placing the avatars of multiple users in the same entrance room and communicating with these users regarding the reservation. For this reservation function, the matching service of this embodiment provides a communication function between users that can be used when an operating avatar is placed in the entrance room. By using this communication function, information can be sent and received between the user terminals 100 of the users via the matching system. As described above, the reservation function is provided for multiple users whose avatars are placed in the same entrance room, and therefore the communication function is also provided between users whose avatars are placed in the same entrance room. Therefore, by using the communication function as part of the reservation function, each user can communicate with a specific user regarding a reservation for a match.
[0072] However, if arbitrary text information entered by a user can be sent via the communication function, there is a possibility that inappropriate messages, such as abusive language or solicitations, may be sent to other users. Such messages may cause trouble between users or reduce users' interest in the game. For this reason, in the matching service of this embodiment, the text information that can be sent and received as communication regarding a match reservation is limited to text information (standard text information) that indicates standard phrases configured so that only some items are editable. In other words, the communication function does not provide a function for sending and receiving newly entered text information, such as each user entering arbitrary sentences.
[0073] The editable items included in the standard text information include information about the start time of the match game to be played through matching. The information about the start time of play may be configured to be selectable from two types: "now" or a date and start time for playing, for example.
[0074] A user requesting a match reservation can, for example, input a play start time in an editable field in the standard text information, thereby transmitting a reservation request to the server 200 to a user who wishes to play a match. The reservation request is transmitted via the server 200 to the user terminal 100 of the user who has requested the reservation and presented to that user. The user who has requested the reservation can select whether or not to agree to the match reservation related to the reservation request and respond. In other words, when a reservation request is made using the contact function, the user who has requested the reservation can use the contact function to respond to the request. Therefore, the contact function also transmits and receives information corresponding to a response to the reservation (response information). The response information is also transmitted as a response to the user terminal 100 of the user who requested the reservation.
[0075] On the condition that the matching reservation is agreed upon in the response, the server control unit 201 manages information related to the matching reservation for these users, and, for example, on the condition that a specified play start time has arrived, performs control so that the avatars of the users involved in the reservation are forcibly placed and displayed in the battle room. Note that, as described above, such placement control is performed on the condition that each of the users involved in the reservation is logged in to the service at the play start time.
[0076] In this way, the reservation function allows each user to easily play a competitive game with a desired user. That is, a user can, for example, reserve a new competitive game against a user whose avatar has visited the user's entrance room. Furthermore, after the competitive game ends, the user can reserve a rematch with the same opponent by moving the controlled avatar to the entrance room associated with the opponent.
[0077] <Play Preparation Function> The competitive game for which opponents are matched in the matching service of this embodiment is a TCG, and users participating in the competitive game can progress through the game by sharing information about game cards deployed on the playfield in the real world and spoken words used to declare turns. Therefore, each user needs to have their user terminal 100 acquire information about the real-world environment they will use in the competitive game. In this embodiment, the imaging unit 120 and microphone 130 of each user terminal 100 are used to acquire information about the real space. More specifically, the imaging unit 120 of the user terminal 100 is used to acquire information about the playfield as captured image data, and the microphone 130 is used to acquire spoken words related to game play as audio data.
[0078] However, since the user terminal 100 is not always set up for a competitive game, it is necessary to prepare for play before playing the competitive game so that each piece of information used in the competitive game can be appropriately acquired. On the other hand, if such preparation for play is performed after matching is established, for example, after switching to an external service, it takes time for the game to start even after matching is established, which may result in a longer time until the competitive game is completed. The matching service of this embodiment is configured to ensure that table objects placed in the competition room are occupied by avatars participating in the competitive game from the time of the matching request for the start of matching until the end of the game, so that other users can watch the competitive game realized through the matching. Therefore, a longer time until the end of the competitive game ultimately makes it impossible to match players for the competitive game via the table objects during that time, resulting in a lower frequency of competitive games being played across the matching service as a whole.
[0079] For this reason, the matching service of this embodiment is configured to enable the preparation of a device for acquiring real-space information related to a competitive game in the entrance room so that the user does not have to prepare for play after the match is established. In other words, provided that the operation avatar is placed in the entrance room, the user can request to use the play preparation function, and processing related to play preparation is executed in response to the request.
[0080] In the matching system of this embodiment, the play preparation function is configured to be available in response to a selection operation on a dedicated object placed on a wall in the entrance room. In response to a user's selection operation of the dedicated object, a play preparation screen (hereinafter referred to as a preparation screen) is displayed on the display 110 of the user's user terminal 100 instead of the service screen displaying the entrance room. As described above, the play preparation process includes control to activate at least one of the imaging unit 120 and microphone 130 provided on the user terminal 100 used by the user, and the preparation screen includes displays related to the activation and adjustment of the corresponding devices.
[0081] For example, the preparation screen for the imaging unit 120 includes an area for displaying a captured image obtained by causing the imaging unit 120 to perform an imaging operation. The preparation screen includes, for example, a display prompting the user to make adjustments so that the playfield used when playing a competitive game is within the angle of view of the imaging unit 120. The user adjusts, for example, the position or posture of the user terminal 100 or the stand holding the imaging unit 120 while checking the image of the playfield included in the captured image displayed on the preparation screen. In order to ensure fairness between players when playing a competitive game, the process related to play preparation for the imaging unit 120 can be controlled by analyzing the captured image and, for example, to end on the condition that the entire playfield is included in the captured image.
[0082] Even if the playfield is within the field of view, if the field of view is too small, optimal gameplay may be hindered. Therefore, the preparation screen may be controlled so that a guide indicating the position and size of the playfield image that should be captured in the captured image is superimposed on the captured image. This can prompt the user to adjust the imaging unit 120 to optimally progress in the competitive game.
[0083] For example, the preparation screen for the microphone 130 includes an area for displaying the audio level of the audio signal collected by the microphone 130. Because a TCG progresses by players declaring game cards and reading out the effects of game cards, it is preferable that audio data with an appropriate volume and sound quality that is easy for both users to hear during the playing of a competitive game. However, the audibility of the speech related to the audio data acquired by each user terminal 100 varies depending on factors such as the microphone 130 used by each user, the audio input interface used in the user terminal 100, the voice volume of each user, and environmental sounds generated in the environment where each user is present.
[0084] For this reason, the preparation screen for the microphone 130 includes an area showing at least one of the sound level of the environmental sound and the sound level of the speech included in the collected sound data (input sound data). The environmental sound and the speech can be separated, for example, by extracting their respective unique frequency bands from the input sound data. The preparation screen may also include a graphical user interface for adjusting the sound level measured in this manner to, for example, a recommended sound level determined for the TCG execution environment. The GUI for this adjustment may include a GUI that allows the user to adjust the sound level amplification / attenuation rate, or may include a GUI for automatically selecting the amplification / attenuation rate so that the peak or median value of the measured sound level satisfies a predetermined sound level condition.
[0085] Therefore, the process related to preparation for play for the microphone 130 can be controlled to end on the condition that the sound level of the measured sound (at least one of the user's environmental sound and the user's speech) satisfies a setting condition set for the execution of the competitive game. Here, the setting condition related to the sound level can include, for example, in the case of the sound level of the environmental sound, the sound level of the adjusted environmental sound being below a predetermined level set for the environmental sound, in the case of the sound level of the speech sound, the peak value of the sound level of the adjusted speech sound being within a predetermined peak level set for the speech sound, or the sound level of the normal speech sound being above a predetermined level set for the speech sound. In addition, the setting condition related to the sound level can also include, for example, the sound level ratio of the speech sound to the environmental sound being above a threshold value.
[0086] By making the preparation function available in the entrance room in this way, the time required to prepare various devices for acquiring information about the players' real spaces can be reduced in the competitive game that is executed after matching is established in the competition room. To take advantage of the time-saving effect of this preparation function, when the processing related to play preparation is completed in the entrance room, information indicating this fact may be associated with the operating avatar, and when transitioning to an external service, execution of the competitive game may be triggered to omit the sequence related to play preparation. In this case, information indicating that play preparation is complete may also be transmitted to the external service. Furthermore, since the time-saving effect is maximized when both players in a competition are ready to play, the matching process may be controlled to distinguish and match users who are ready to play. This control can be achieved, for example, by making some table objects selectable only if they are ready to play, or by presenting information indicating whether a waiting player or applicant is ready to play before or when a match request is made.
[0087] <<Information Management>> Hereinafter, with regard to the matching service of this embodiment configured as described above, an example of the configuration of various information managed by the server 200 will be described with reference to FIG.
[0088] FIG. 8A shows an example of the configuration of user information managed for each user. As shown in the figure, the user information for one user is associated with a user ID 801 that uniquely identifies the user, and manages a login status 802 indicating whether the user has logged in to the service and a match record 803 indicating the user's match record in a competitive game played via the matching service. The login status 802 is updated to a corresponding value when a service login request associated with the user ID 801 is received via the service site or when a service logout request is received. The match record 803 is updated based on match result information (result information) received when a competitive game played after successful matching is completed. The result information may be received from a game server of the corresponding external service or may be input by each user who participated in the competitive game.
[0089] FIG. 8B shows an example of the configuration of avatar information managed for each avatar. As shown in the figure, the avatar information for one avatar includes an avatar ID 811 that uniquely identifies the avatar, a user ID 812 that uniquely identifies the user associated with the avatar, appearance information 813 that indicates the appearance set for the avatar, an associated entrance room ID 814 that uniquely identifies the entrance room associated with the avatar, and placement status information 815 that indicates the current placement status of the avatar in the virtual space. The appearance information 813 is updated when an appearance change request related to the appearance customization function is received while the avatar is placed in the entrance room. The placement status information 815 includes a placement room ID 821 that uniquely identifies the room (virtual space) in which the avatar is placed and a placement status 822 that indicates the avatar's status in the room. The avatar's status indicated by the placement status 822 includes a match-waiting state, a match-in-progress (or a match-playing) state, and a free state. The placement status 822 is mainly used to indicate information about the avatar in the battle room, and is updated to a corresponding value when various requests related to the matching function are received while the avatar is placed in the battle room.
[0090] FIG. 8C shows an example of the configuration of virtual space information managed for each room. As shown in the figure, the virtual space information for one room manages, in association with a room ID 831 that uniquely identifies the room, a room type 832 indicating whether the room is an entrance room or a battle room, entering avatar information 833 regarding avatars that have entered the room, and placed object information 834 regarding objects placed in the room. For each avatar that has entered the room, the entering avatar information 833 includes, for example, the avatar ID of the avatar, as well as information necessary for rendering the room, such as the position and posture of the avatar in the room and appearance information. If the avatar is seated in a chair object, the position and posture information of the avatar may be values uniquely determined for the chair object. If the room is an entrance room, the placed object information 834 may include information on decorations placed in the entrance room. Furthermore, if the room is a battle room, the placed object information 834 can include table information about each table object placed in the room.
[0091] The virtual space information is updated sequentially in response to changes in the state of the avatars and table objects placed in the corresponding rooms, and is shared each time with the user terminals 100 of users whose avatars are placed in the same virtual space. The user terminals 100 can use the virtual space information to render the virtual space in which the operating avatar is placed.
[0092] 8(d) shows an example of the configuration of table information managed for each table object placed in a battle room. As shown in the figure, the table information for one table object associates a table ID 841, which may be an identification number assigned to the table object within the room, with a placement room ID 842 that uniquely identifies the room. The table information also manages a table status 843 indicating the usage status of the table object, a seated avatar ID 844 that uniquely identifies an avatar seated in a chair object associated with the table object, a matching ID 845 that uniquely identifies a matching process being executed via the table object, and an execution trigger flag 846 that indicates whether execution of a battle game has been triggered via the table object. The combination of the table ID 841 and the placement room ID 842 allows all table objects managed in the matching service to be uniquely identified.
[0093] The state of the table object indicated by the table state 843 includes a state in which matching processing is in progress, a state in which the triggered competitive game is being executed, and a state other than these (a state in which the triggered competitive game has ended or a state in which matching processing has not started). The table state 843 is updated to a corresponding value when a matching request related to the matching function is received while an avatar is placed in a competition room, when execution of a competitive game is triggered, or when result information related to a competitive game is received. The seated avatar ID 844 is updated based on the identification information of the avatar when a matching request based on a selection operation of the table object is received while an avatar is placed in a competition room. The matching ID 845 is issued, for example, when matching processing for the table object is started, as information for referencing the matching processing, and is stored in the table information. It is deleted upon completion of the matching processing (success or cancellation) or the end of the competitive game that triggered its execution. The execution trigger flag 846 is, for example, logical information, and can be configured to be set to true when a match is made and a competitive game is being played on an external service, and to be set to false when a competitive game is not being played.
[0094] FIG. 8( e) shows an example of the configuration of matching information managed for a matching process currently being executed for each table object. As shown in the figure, the matching information for the matching process manages target information 852 indicating the target of matching in the matching process and matching status 853 indicating the progress of the matching process, in association with a matching ID 851 that uniquely identifies the matching process. The target information 852 may be, for example, the user ID of the user who is the target of matching, the avatar ID of the user's operating avatar, or both. The target information 852 is updated in response to the reception of a matching request for the corresponding table object. The progress status indicated by the matching status 853 includes a state in which matching is pending, a state in which a request has been made, and a state in which a match has been established. The matching status 853 is set to a state in which matching is pending when the matching process for the table object is initiated, and is further updated in response to a match request or a response to a match request subsequently received for the table object.
[0095] This information is generated, managed, and updated by the server control unit 201. Furthermore, this information can also be held and managed using an external storage server or the like instead of or in addition to the server storage device 202 or the server memory 203.
[0096] <Reservation Processing> Hereinafter, specific processing for the reservation processing executed by the server 200 of this embodiment in relation to the matching reservation function when a user's avatar is placed in one of the entrance rooms will be described using the flowchart of FIG. 11 . The processing corresponding to this flowchart can be realized by the server control unit 201, for example, reading a corresponding processing program stored in the server storage device 202, deploying it in the server memory 203, and executing it. Note that this reservation processing will be described as being initiated when the server 200 receives, for example, a request from the user terminal 100 to place the avatar in the entrance room (a service login request, a request to move to the entrance room, or a request to visit an entrance room associated with another user's avatar). In the description of this reservation processing, the user terminal 100 that sent the service login request will be referred to as the target terminal, the user using the target terminal as the target user, and the avatar corresponding to the target user as the target avatar. Furthermore, in parallel with this reservation processing, information necessary for providing the matching service, including virtual space information, will be transmitted to the target terminal and used to display a service screen on the target terminal. In addition, in this embodiment, in order to make it easier to understand the invention, it is explained that both users involved in the matching are logged in to the service from the time the matching reservation is made until the start time of play of the competitive game related to the reservation.
[0097] In S1101, the server control unit 201 determines whether multiple avatars exist in the entrance room where the target avatar is located. The determination in this step can be made by referring to the entering avatar information 833 in the virtual space information related to the entrance room. If the server control unit 201 determines that multiple avatars exist in the entrance room where the target avatar is located, it proceeds to S1102, and if it determines that no avatars exist, it repeats the processing in this step.
[0098] In S1102, the server control unit 201 determines whether a reservation request for a matchmaking reservation has been received from the target terminal. The reservation request is transmitted from the target terminal to the server 200 when, for example, an entrance room in which the target avatar is located is displayed as a service screen on the display 110 of the target terminal, another avatar in the entrance room is selected, and information (contact information) to be transmitted to the user terminal 100 of the user of the avatar based on the contact function is completed. As described above, the contact information includes standard text information and information about the start time of play. When transmitting the reservation request, the control unit 101 of the target terminal controls the transmission of information about the person requesting the matchmaking reservation (reservation partner), i.e., information uniquely identifying the avatar selected by the target user, together with the reservation request to the server 200, in addition to the contact information. If the server control unit 201 determines that the reservation request has been received, the process proceeds to S1103. If the server control unit 201 determines that the reservation request has not been received, the process proceeds to S1109.
[0099] In S1103, the server control unit 201 transmits contact information to the user terminal 100 used by the person making the reservation based on the received reservation request.
[0100] In S1104, the server control unit 201 determines whether the reservation partner has agreed to the matching reservation. This determination can be made based on the response information received from the user terminal 100 used by the reservation partner in response to the transmission of the contact information in S1103. If the server control unit 201 determines that the reservation partner has agreed to the matching reservation, it proceeds to S1105, and if it determines that the reservation partner has not agreed, it proceeds to S1108.
[0101] In S1105, the server control unit 201 determines whether the play start time specified in the agreed-upon matching reservation has arrived. If the server control unit 201 determines that the play start time has arrived, it proceeds to S1106, and if it determines that the play start time has not arrived, it repeats the processing of this step.
[0102] In S1106, the server control unit 201 forcibly moves the target avatar and the reserved partner avatar to the battle room, and further places these avatars in a seated state on chair objects associated with one table object, and starts matching processing for that table object. That is, the server control unit 201 executes matching processing without the intervention of others, so as to forcibly establish a match between the target user who made the reservation for matching and the reserved partner.
[0103] In S1107, the server control unit 201 triggers the execution of a competitive game on an external service that provides the service for the target game title for the table object for which matching has been established. That is, the server control unit 201 sends a request to create a connection destination for the competitive game to the game server of the external service, and transmits the connection destination information obtained in response to this along with a transfer command to the target terminal and the reserved party's user terminal 100, thereby controlling these terminals to connect to the game server and execute the competitive game. Through the processing of this step, a competitive game is executed in which the target user and the reserved party participate. After that, when the server control unit 201 receives result information related to the end of the competitive game, it returns the processing to S1101.
[0104] On the other hand, if it is determined in S1104 that the reservation partner has not agreed to the matching reservation, the server control unit 201 sends information to the target terminal in S1108 that the matching reservation has not been made, and returns the processing to S1101.
[0105] If it is determined in S1102 that a reservation request has not been received from the target terminal, the server control unit 201 determines in S1109 whether a reservation request for matching specifying the target avatar has been received. That is, the server control unit 201 determines whether a reservation request for the target avatar has been received from another user whose avatar is located in the same entrance room as the target avatar. If the server control unit 201 determines that a reservation request has been received, it proceeds to S1110, and if it determines that a reservation request has not been received, it returns to S1101.
[0106] In S1110, the server control unit 201 transmits the contact information received together with the reservation request for the target avatar to the target terminal.
[0107] In S1111, the server control unit 201 determines whether the target user has agreed to the matching reservation. The determination in this step can be made based on the response information received from the target terminal in response to the transmission of the contact information in S1110. If the server control unit 201 determines that the target user has agreed to the matching reservation, it proceeds to S1105, and if it determines that the target user has not agreed, it returns to S1101.
[0108] <<Display Control Processing>> Next, the display control processing executed by the user terminal 100 of this embodiment for displaying a virtual space when using a matching service will be described in detail using the flowchart of FIG. 12 . The processing corresponding to this flowchart can be realized by the control unit 101 reading a corresponding processing program stored in, for example, the storage device 102, expanding it into the memory 103, and executing it. Note that this display control processing will be described as being initiated, for example, when the user terminal 100 accesses a service site and receives an operation input related to a service login request or transition to an entrance room. In other words, this display control processing is initiated when, in response to a user request, an avatar corresponding to the user is placed in a virtual space and then a movement operation for the avatar is made available. Furthermore, in the description of this display control processing, unless otherwise specified, the GPU 104 repeatedly executes a process of generating a service screen by rendering at least a three-dimensional space in which the user's avatar is placed, based on virtual space information received from the server 200. Therefore, the following flowcharts may omit a detailed description of the rendering process.
[0109] In S1201, the control unit 101 determines whether the user's avatar is located in the entrance room or the battle room. This determination can be made by, for example, referring to the room type 832 in the virtual space information received from the server 200. If the control unit 101 determines that the user's avatar is located in the entrance room, it proceeds to S1202, and if it determines that the user's avatar is located in the battle room, it proceeds to S1210.
[0110] In S1202, the control unit 101 determines whether an operation input related to a transition to another virtual space has been made. That is, the control unit 101 determines whether an operation input related to a transition to a battle room or an operation input related to a transition to an entrance room associated with another user's avatar has been made. If the control unit 101 determines that an operation input related to a transition to another virtual space has been made, the control unit 101 proceeds to S1203; if it determines that an operation input related to a transition to another virtual space has not been made, the control unit 101 proceeds to S1204.
[0111] In S1203, the control unit 101 transmits a virtual space transition request to the server 200 based on information such as the post-transition room type specified by the operation input for transition to another virtual space. In response to the transition request, the server control unit 201 updates the placement status information 815 of the avatar information related to the operating avatar, the entering avatar information 833 of the virtual space information related to the entrance room in which the operating avatar is currently placed, and the entering avatar information 833 of the virtual space information related to the virtual space to be placed after the transition. This realizes the placement of the operating avatar in the other virtual space. When the processing of this step is completed, the control unit 101 returns the processing to S1201.
[0112] In S1204, the control unit 101 determines whether an operation input related to the use of the play preparation function has been made. That is, the control unit 101 determines whether a selection operation has been made on a dedicated object placed on a wall in the entrance room. If the control unit 101 determines that an operation input related to the use of the play preparation function has been made, the control unit 101 proceeds to S1205, and if it determines that an operation input related to the use of the play preparation function has not been made, the control unit 101 proceeds to S1206.
[0113] In S1205, the control unit 101 controls the GPU 104 to display a preparation screen related to play preparation instead of the service screen, and executes various processes related to preparation of the device that acquires information about the real world. The various processes related to preparation may be performed by receiving a control signal related to a play preparation operation from the server 200 and operating the device in the user terminal 100, and allowing adjustments to be made thereto, or may be performed by connecting to a game server related to an external service and receiving a control signal related to a play preparation operation.
[0114] In S1206, the control unit 101 determines whether or not an operation input related to a change in the appearance of the operational avatar has been made. If the control unit 101 determines that an operation input related to a change in the appearance of the operational avatar has been made, the process proceeds to S1207, and if it determines that an operation input related to a change in the appearance of the operational avatar has not been made, the process proceeds to S1208.
[0115] In S1207, the control unit 101 transmits a request to change the appearance of the operational avatar to the server 200 based on the operation input related to the appearance change. In response to the change request, the server control unit 201 updates the appearance information 813 of the avatar information associated with the operational avatar, and also updates the entering avatar information 833 of the virtual space information related to the entrance room where the operational avatar is currently located based on the avatar information. By receiving the updated virtual space information in this way, it becomes possible to display the operational avatar with the changed appearance on the user terminal 100 used by the user.
[0116] In S1208, the control unit 101 determines whether or not an operation input related to the movement of the operational avatar has been made. If the control unit 101 determines that an operation input related to the movement of the operational avatar has been made, the process proceeds to S1209, and if the control unit 101 determines that an operation input related to the movement of the operational avatar has not been made, the process returns to S1201.
[0117] In S1209, the control unit 101 transmits a request to move the operational avatar to the server 200 based on the amount of operation input related to the movement of the avatar. In response to the movement request, the server control unit 201 executes processing to change the position and posture of the operational avatar. At this time, the server control unit 201 updates information about the operational avatar included in the entry avatar information 833 of the virtual space information related to the entrance room where the operational avatar is currently located, based on the information about the amount of operation input included in the movement request. By receiving the updated virtual space information in this way, it becomes possible to display a service screen on the user terminal 100 used by the user, in which the operational avatar is located at a position corresponding to the movement operation. When the processing of this step is completed, the control unit 101 returns the processing to S1201.
[0118] On the other hand, if it is determined in S1201 that the operational avatar is located in the battle room, the control unit 101 determines in S1210 whether or not an operation input related to a transition to another virtual space has been made. If the control unit 101 determines that an operation input related to a transition to another virtual space has been made, the control unit 101 proceeds to S1211, and if it determines that an operation input related to a transition to another virtual space has not been made, the control unit 101 proceeds to S1212.
[0119] In S1211, the control unit 101 transmits a virtual space transition request to the server 200 based on information such as the post-transition room type specified by the operation input for transitioning to another virtual space. In response to the transition request, the server control unit 201 updates the placement status information 815 of the avatar information related to the operating avatar, the entering avatar information 833 of the virtual space information related to the battle room in which the operating avatar is currently placed, and the entering avatar information 833 of the virtual space information related to the virtual space to be placed after the transition. This realizes the placement of the operating avatar in the other virtual space. When the processing of this step is completed, the control unit 101 returns the processing to S1201.
[0120] In S1212, the control unit 101 determines whether an operation input related to the use of the matching function has been made. That is, the control unit 101 determines whether a selection operation has been made on a table object placed in the battle room. If the control unit 101 determines that an operation input related to the use of the matching function has been made, the control unit 101 proceeds to S1213, and if it determines that an operation input related to the use of the matching function has not been made, the control unit 101 proceeds to S1214.
[0121] In S1213, the control unit 101 transmits a matching request based on the table object for which the selection operation has been performed to the server 200. In response to the matching request, the server control unit 201 executes matching processing. In executing the matching processing, the server control unit 201 generates or updates matching information. The server control unit 201 also updates the arrangement state 822 included in the arrangement status information 815 of the avatar information related to the target avatar, and the table information related to the table object related to the matching request.
[0122] Although detailed description of the display control process of this embodiment will be omitted, the matching process executed by the server 200 based on a matching request may end on conditions such as a user performing an operation input to cancel the matching, a waiting player declining the challenge to a match, or a match being established. Therefore, when the control unit 101 receives information from the server 200 indicating that the matching process for the operation avatar has ended due to a failure to establish a match, or that the match game executed due to a successful match has ended, the control unit 101 ends the process of this step and returns to S1201.
[0123] In S1214, the control unit 101 determines whether or not an operation input related to the movement of the operational avatar has been made. If the control unit 101 determines that an operation input related to the movement of the operational avatar has been made, the process proceeds to S1215, and if the control unit 101 determines that an operation input related to the movement of the operational avatar has not been made, the process returns to S1201.
[0124] In S1215, the control unit 101 transmits a request to move the operational avatar to the server 200 based on the amount of operation input related to the movement of the avatar. In response to the movement request, the server control unit 201 executes processing to change the position and posture of the operational avatar. At this time, the server control unit 201 updates information about the operational avatar included in the entering avatar information 833 of the virtual space information related to the battle room in which the operational avatar is currently located, based on the information about the amount of operation input included in the movement request. By receiving the updated virtual space information in this way, it becomes possible to display a service screen on the user terminal 100 used by the user, in which the operational avatar is located at a position corresponding to the movement operation. When the processing of this step is completed, the control unit 101 returns the processing to S1201.
[0125] As described above, the matching system of this embodiment can provide a matching service with improved interest.
[0126] [Embodiment 2] In the above-described embodiment, the matching service is described as matching for a competitive game related to one game title, but the implementation of the present invention is not limited to this. There may be multiple types of game titles that can be matched using the matching system.
[0127] In this embodiment, a battle room is provided for each game title so that users can easily match with opponents for the game title they wish to play. That is, one battle room is associated with one game title, and the matching process performed through that battle room matches users who wish to play games of that game title. The game title associated with a battle room can be determined by, for example, including information about the game title associated with the battle room in the room type 832 of the virtual space information related to the battle room.
[0128] Therefore, in order to transfer the operational avatar from the entrance room to a battle room, the user selects the game title to play (with which they wish to be matched). That is, which game content's battle room to request a transition to is determined, for example, based on a selection operation performed by the user while the operational avatar is located in the entrance room. Information on the selected game title is transmitted to the server 200 along with the transition request, and the server control unit 201 controls the placement of the operational avatar in the battle room associated with the game title based on the information.
[0129] Furthermore, when a matching service is configured to enable opponent matching for multiple game titles, the reservation function for reserving a match is configured to allow the user to select the game title to reserve. That is, when the operating avatar is located in the entrance room, the communication function, which the user can use by selecting another avatar located in the same entrance room, is configured to allow the user to notify the other party of the game title with which the user wishes to reserve a match. That is, the standard text information that can be sent and received using the communication function includes, as an editable item, information indicating the game title to be played, in addition to information regarding the start time of play.
[0130] In competitive games such as TCGs, the actual items used vary depending on the game title. For example, a playfield is provided for each game title, and its shape varies depending on the game rules, etc. Therefore, in a matching service that allows matching between multiple game titles, the state of the imaging unit 120 to be adjusted during play preparation may also change. For this reason, in the matching service of this embodiment, the play preparation function available when the operating avatar is located in the entrance room accepts the user's selection of a game title with which the user subsequently moves to the competition room and wishes to be matched. Upon selection of the game title, a guide corresponding to the game title is superimposed on the captured image on the preparation screen for the imaging unit 120 displayed when using the play preparation function. In other words, the play preparation function of this embodiment varies the guide indicating the position and size of the playfield image to be captured in the captured image depending on the game title with which the user wishes to be matched, enabling appropriate play preparation.
[0131] [Variation 1] In the above-described embodiment, each battle room has been described as primarily providing a matching function between users and a spectator function, but the implementation of the present invention is not limited to this. Each battle room may also provide, for example, a function for selling / purchasing products related to the game content for which matching is provided. For example, if the battle game for which the matching function is provided is a TCG, a function for selling / purchasing actual items (game cards) that can be used in the TCG may be provided. The selling / purchasing function may be a payment procedure performed in the matching service, or may be provided indirectly, for example, by a function for redirecting the user terminal 100 to a sales page for the corresponding product on an e-commerce site.
[0132] Furthermore, the related products do not have to be physical goods, but may include, for example, in-game items or downloadable content.
[0133] The selling / purchasing function may be provided, for example, in a battle room, i.e., configured to be available in a region (second region) different from the region (first region) where the table object is located. In this embodiment, for example, the matching function may be available to a user on the condition that the operational avatar is located in the first region, and the selling / purchasing function may be available to a user on the condition that the operational avatar is located in the second region. That is, the server control unit 201 accepts a matching request from a user terminal 100 on the condition that the operational avatar of the user of the user terminal 100 is located in the first region and performs matching processing, while accepting a request to purchase a related product from the user terminal 100 on the condition that the operational avatar of the user of the user terminal 100 is located in the first region and performs sales processing.
[0134] [Variation 2] In the above-described embodiment, when the play preparation function is used, the preparation screen is displayed in place of the service screen on the user terminal 100. However, the present invention is not limited to this. The preparation screen may be displayed in parallel with the service screen, for example, superimposed on the service screen.
[0135] [Variation 3] In the above-described embodiment, the reservation function for matching reservations is available only when avatars are located in the same entrance room, but the implementation of the present invention is not limited to this. For example, if multiple avatars are located in the entrance room, it may be difficult for users to know which avatar's user has contacted them about a matching reservation. Therefore, the reservation function may be configured so that it is available between users corresponding to the avatars only when the avatars are close to each other in the entrance room (when the distance between the avatars is below a predetermined threshold).
[0136] [Variation 4] In the above-described embodiment, it has been described that operation input related to the use of the matching function can be received via a table object provided in the battle room, but the implementation of the present invention is not limited to this. For example, operation input related to the use of the matching function may be configured to be executable when an operational avatar is placed at a specific position provided in the battle room, without going via any object.
[0137] [Variation 5] In the above-described embodiment, the external service competitive game for which matching is provided in the matching service is described as a TCG, but the implementation of the present invention is not limited to this. The competitive game for which matching is provided may be a competitive game of another genre. Furthermore, the game for which matching is provided is not limited to competitive games, such as cooperative play games, as long as it is configured to allow multiple users to participate.
[0138] Furthermore, the game for which matching is provided does not necessarily have to be executed using an external service, but may be a game provided as one of the functions of the matching service. That is, the matching service may include a function for executing an online game in which users matched through a matching process participate. In this embodiment, the trigger for execution of a competitive game upon successful matching is control by the server control unit 201 to further execute processing corresponding to the game function provided by the matching service. Therefore, when the game provided by the game function is a TCG, the server control unit 201 controls information transmitted to each user terminal 100 so that an image captured by the imaging unit 120 of the user terminal 100 of the other user (opponent) participating in the TCG is displayed on the display 110 of the user terminal 100 of one user participating in the TCG instead of the service screen.
[0139] [Variation 6] In the above-described embodiment, the matching service has been described as being provided by the server 200 to the user terminal 100 that has logged in to the service via a browser, but the matching service may also be provided via a dedicated application installed on the user terminal 100. In this case, the dedicated application may connect to an external device including the server 200 to provide the matching service, send processing requests for some functions to the external device, obtain the processing results, and control the display, etc., related to the dedicated application.
[0140] [Variation 7] In the above-described embodiment and variations, the virtual space provided in the matching service has been described as a three-dimensional space represented by the placement of three-dimensional models, but the present invention is not limited to this. For example, it goes without saying that the present invention can also be applied to a two-dimensional space formed by the placement of two-dimensional models.
[0141] [Summary of the embodiment] The above embodiment discloses at least the following program, matching server, and matching system.
[0142] (1) A program that causes a computer to execute: a display control process that displays a virtual space in which virtual characters associated with users are movably arranged; a matching process that matches multiple users who will compete in a game; a trigger process that triggers the execution of the game in which the multiple users involved in the matching participate, on the condition that matching is established by the matching process; and a communication control process that controls the sending and receiving of information regarding contact between users, wherein the virtual space includes a first virtual space and a second virtual space; the matching process is executed for users whose associated virtual characters are located in the first virtual space; and the communication control process controls multiple users whose associated virtual characters are located in the same second virtual space to be able to contact each other regarding a matching reservation; and the program further causes the computer to execute a control process that controls the matching process to establish a match between multiple users who have contacted each other regarding the matching reservation in the second virtual space.
[0143] (2) The program according to (1), wherein the communication control process controls the sending and receiving of text information based on a template, some of which is configured to be editable, as a communication regarding the matching reservation.
[0144] (3) The program according to (2), wherein the communication control process controls so as not to send or receive newly entered text information as a contact regarding the matching reservation.
[0145] (4) The program according to (2) or (3), wherein the communication control process controls the sending and receiving of information corresponding to a reply to the requested matching reservation as a communication regarding the matching reservation, and the program further causes the computer to execute a selection process to accept, as the reply, a choice as to whether or not to agree to the requested matching reservation.
[0146] (5) The program according to (4), wherein the display control process, when “agreement” is selected as the response, places and displays virtual characters associated with multiple users who have contacted the matching reservation in the first virtual space.
[0147] (6) The program described in (5), wherein the some of the items include a play start time, and the display control process, when agreement is selected as the response, places and displays virtual characters associated with the multiple users who made the contact in the first virtual space, on condition that the play start time specified in the contact regarding the matching reservation has arrived.
[0148] (7) The program according to any one of (1) to (6), wherein the matching reservation includes a new match reservation and a rematch reservation for the game between users.
[0149] (8) The program described in any one of (1) to (7), wherein the communication control process controls communication regarding the matching reservation to be possible between users associated with multiple virtual characters, on the condition that the multiple virtual characters are in close proximity to each other in the second virtual space.
[0150] (9) The program described in any one of (1) to (8), wherein the communication control process controls communication regarding the matching reservation to be possible between users associated with the plurality of virtual characters, on the condition that the distance between the plurality of virtual characters in the second virtual space falls below a threshold.
[0151] (10) The program according to any one of (1) to (9), wherein the second virtual space is associated with each virtual character, and the program further causes the computer to execute a process of receiving an instruction to move to the second virtual space associated with another virtual character.
[0152] (11) The program described in (10), wherein the display control process displays predetermined identification information of other virtual characters that have a predetermined relationship with the virtual character associated with the user, among the virtual characters placed in the second virtual space, near the other virtual characters.
[0153] (12) The program according to (10) or (11), wherein the display control process changes and displays the interior of the second virtual space in accordance with the state of a virtual character associated with the second virtual space.
[0154] (13) The program according to (12), wherein the display control process changes and displays the interior of the second virtual space in accordance with at least one of the number of plays and the number of wins of the game executed through matching via a virtual character associated with the second virtual space.
[0155] (14) The program according to (12) or (13), wherein the interior of the second virtual space includes decorations related to the results of playing the game executed through matching via a virtual character associated with the second virtual space.
[0156] (15) A matching server comprising: a display control means for displaying a virtual space in which virtual characters associated with users are arranged movably; a matching means for matching multiple users to compete in a game; a trigger means for triggering the execution of the game in which the multiple users involved in the matching have participated, on the condition that matching is established by the matching means; and a communication control means for controlling the sending and receiving of information regarding contact between users, wherein the virtual space includes a first virtual space and a second virtual space; the matching means executes matching for users whose associated virtual characters are located in the first virtual space; the communication control means controls multiple users whose associated virtual characters are located in the same second virtual space to be able to contact each other regarding a matching reservation; and a control means for controlling the matching means to establish a match between multiple users who have contacted each other regarding the matching reservation in the second virtual space.
[0157] (16) A matching system comprising: a display control means for displaying on a display means of an information processing device a virtual space in which virtual characters associated with users are arranged movably; a matching means for matching multiple users to compete in a game; a trigger means for triggering the execution of the game in which the multiple users involved in the matching have participated, on the condition that matching is established by the matching means; and a communication control means for controlling the sending and receiving of information regarding contact between users, wherein the virtual space includes a first virtual space and a second virtual space; the matching means executes matching for users whose associated virtual characters are located in the first virtual space; the communication control means controls multiple users whose associated virtual characters are located in the same second virtual space to be able to contact each other regarding a matching reservation; and a control means for controlling the matching means to establish a match between multiple users who have contacted each other regarding the matching reservation in the second virtual space.
[0158] Other Embodiments The invention is not limited to the above-described embodiments, and various modifications and variations are possible within the scope of the gist of the invention.
[0159] 100: User terminal, 101: Control unit, 102: Storage device, 103: Memory, 104: GPU, 110: Display, 105: Operation I / F, 106: Communication I / F, 120: Imaging unit, 130: Microphone, 140: Speaker, 200: Server, 201: Server control unit, 202: Server storage device, 203: Server memory, 204: Server communication I / F, 300: Network
Claims
1. A program causing a computer to execute the following processes: a display control process for displaying a virtual space in which virtual characters associated with users are movably arranged; a matching process for matching multiple users to compete in a game; a trigger process for triggering the execution of the game in which the multiple users involved in the matching participate, on the condition that matching is established by the matching process; and a communication control process for controlling the sending and receiving of information regarding contact between users, wherein the virtual space includes a first virtual space and a second virtual space, the matching process is executed for users whose associated virtual characters are located in the first virtual space, and the communication control process controls communication regarding matching reservations between multiple users whose associated virtual characters are located in the same second virtual space to be possible, and the program further causes the computer to execute a control process for controlling the matching process to establish matching for multiple users who have contacted each other regarding the matching reservations in the second virtual space.
2. The program according to claim 1, wherein the communication control process controls the sending and receiving of text information based on standard phrases, some of which are editable, as communication regarding the matching reservation.
3. The program according to claim 2, wherein the communication control process controls so that newly entered text information is not sent or received as a communication regarding the matching reservation.
4. The program of claim 2, wherein the communication control process controls the sending and receiving of information corresponding to a reply to the proposed matching reservation as a communication regarding the matching reservation, and the program further causes the computer to execute a selection process for accepting, as the reply, a choice of whether or not to agree to the proposed matching reservation.
5. The program according to claim 4, wherein the display control process, when "agreement" is selected as the response, places and displays virtual characters associated with multiple users who have contacted the user regarding the matching reservation in the first virtual space.
6. The program according to claim 5, wherein the some of the items include a play start time, and the display control process, when "agreement" is selected as the response, places and displays virtual characters corresponding to the multiple users who made the contact in the first virtual space, on condition that the play start time specified in the contact regarding the matching reservation has arrived.
7. The program according to claim 1, wherein the matching reservation includes a new match reservation and a rematch reservation for the game between users.
8. The program according to claim 1, wherein the communication control process controls communication regarding the matching reservation to be possible between users associated with a plurality of virtual characters, on the condition that the plurality of virtual characters are in close proximity to each other in the second virtual space.
9. The program according to claim 1, wherein the communication control process controls communication regarding the matching reservation to be possible between users associated with a plurality of virtual characters, on condition that the distance between the plurality of virtual characters in the second virtual space falls below a threshold.
10. A program according to any one of claims 1 to 9, wherein the second virtual space is associated with each virtual character, and the program further causes the computer to execute a process of accepting an instruction to move to the second virtual space associated with another virtual character.
11. The program according to claim 10, wherein the display control process displays, among virtual characters to be placed in the second virtual space, predetermined identification information for other virtual characters having a predetermined relationship with the virtual character associated with the user in the vicinity of the other virtual characters.
12. The program according to claim 10, wherein the display control process changes and displays the interior of the second virtual space in accordance with the state of a virtual character associated with the second virtual space.
13. The program described in claim 12, wherein the display control process changes and displays the interior of the second virtual space in accordance with at least one of the number of times the game has been played and the number of times it has been won, executed through matching via a virtual character associated with the second virtual space.
14. The program according to claim 12, wherein the interior of the second virtual space includes decoration related to the results of playing the game executed through matching via a virtual character associated with the second virtual space.
15. A matching server comprising: a display control means for displaying a virtual space in which virtual characters associated with users are movably arranged; a matching means for matching multiple users to compete in a game; a trigger means for triggering execution of the game in which multiple users involved in the matching participate, on the condition that matching is established by the matching means; and a communication control means for controlling the sending and receiving of information regarding contact between users, wherein the virtual space includes a first virtual space and a second virtual space, the matching means executes matching for users whose associated virtual characters are located in the first virtual space, the communication control means controls multiple users whose associated virtual characters are located in the same second virtual space to be able to contact each other regarding matching reservations, and further comprising a control means for controlling the matching means to establish matching for multiple users who have contacted each other regarding matching reservations in the second virtual space.
16. A matching system comprising: display control means for displaying on a display means of an information processing device a virtual space in which virtual characters associated with users are movably arranged; matching means for matching multiple users to compete in a game; trigger means for triggering execution of the game in which multiple users involved in the matching participate, on the condition that matching is established by the matching means; and communication control means for controlling transmission and reception of information regarding contact between users, wherein the virtual space includes a first virtual space and a second virtual space, the matching means executes matching for users whose associated virtual characters are located in the first virtual space, the communication control means controls multiple users whose associated virtual characters are located in the same second virtual space to be able to contact each other regarding matching reservations, and further comprising control means for controlling the matching means to establish matching for multiple users who have contacted each other regarding matching reservations in the second virtual space.
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