Game system and information processing device
Patent Information
- Application Number
- PCT/JP2023/031607
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-30
- Publication Date
- 2025-03-06
Smart Images

Figure JP2023031607_06032025_PF_FP_ABST
Abstract
Description
Game system and information processing device
[0001] The present disclosure relates to a technology for controlling game quality in accordance with the power supply and demand situation.
[0002] Since electricity cannot be stored in large quantities, the maximum amount of electricity that can be generated must be set at a level that exceeds anticipated demand in preparation for increases in demand due to sudden changes in weather, etc. The electricity reserve margin is an indicator of how much surplus power supply there is relative to electricity demand, and since electricity demand fluctuates by around 3%, a minimum reserve margin of 3% is required for stable supply. A situation in which electricity demand approaches the upper limit of supply is called a "power shortage" or "power supply-demand tightness," and when the power shortage reaches a dangerous level, the government and power companies issue warnings and advisories urging people to conserve electricity.
[0003] Recent game consoles use high-speed calculations to generate high-resolution images, and therefore consume more power than conventional game consoles. If a power shortage occurs in the area where a user lives while playing a game, it is preferable to play the game with more limited (lower) game quality than usual.
[0004] A game system according to an embodiment of the present disclosure includes a management server and an information processing device. The management server includes an information acquisition unit that acquires power supply and demand information from an external device, an identification unit that identifies information processing devices that are located in an area where the power supply and demand tightness is equal to or greater than a predetermined threshold, and an instruction provision unit that provides a power-saving instruction to the identified information processing devices. The information processing device includes an instruction acquisition unit that acquires the power-saving instruction, and an operation control unit that operates the information processing device in a power-saving mode based on the power-saving instruction.
[0005] An information processing device according to another aspect of the present disclosure includes an instruction acquisition unit that acquires a power-saving instruction from a management server, and an operation control unit that operates the information processing device in a power-saving mode based on the power-saving instruction.
[0006] Any combination of the above components, and conversion of the present disclosure into a method, device, system, recording medium, computer program, etc., are also valid aspects of the present disclosure.
[0007] FIG. 1 is a diagram showing a game system according to an embodiment; FIG. 2 is a diagram showing an example of an evaluation of a power usage status corresponding to a usage rate; FIG. 3 is a diagram showing a hardware configuration of an information processing device; FIG. 4 is a diagram showing functional blocks of an information processing device; FIG. 5 is a diagram showing an example of a game image; FIG. 6 is a diagram showing an example of a power saving setting screen; FIG. 7 is a diagram showing functional blocks of a management server; and FIG. 8 is a sequence diagram showing the operation of the game system.
[0008] 1 illustrates a game system 1 according to an embodiment of the present disclosure. The game system 1 of the embodiment includes an information processing device 10 located in a user's home, a management server 12, multiple game servers 14a and 14b (hereinafter referred to as "game servers 14" unless otherwise specified), and multiple power companies 16a and 16b (hereinafter referred to as "power companies 16" unless otherwise specified). In the embodiment, the information processing device 10 and game server 14a are located in area A to which power company 16a is responsible for supplying power, and game server 14b is located in area B to which power company 16b is responsible for supplying power.
[0009] An access point (hereinafter referred to as "AP") 8 has the functions of a wireless access point and a router, and the information processing device 10 connects to the AP 8 wirelessly or via a wired connection to be able to communicate with a management server 12 and a game server 14 on a network 3 such as the Internet. While one user and one information processing device 10 are shown in Fig. 1, in the game system 1, multiple information processing devices 10 operated by multiple users are connected to the management server 12 and game server 14 via the network 3.
[0010] The information processing device 10 is connected wirelessly or via a wire to an input device 6 operated by a user, and the input device 6 outputs information operated by the user to the information processing device 10. When the information processing device 10 receives operation information from the input device 6, it reflects the information in the processing of system software and game software, and causes the output device 4 to output the processing results. In the game system 1, the information processing device 10 is a game device (game console) that executes a game, and the input device 6 is a device such as a game controller that supplies user operation information to the information processing device 10. Note that the input device 6 may also be an input interface such as a keyboard or a mouse.
[0011] The auxiliary storage device 2 is a large-capacity storage device such as an HDD (hard disk drive) or an SSD (solid state drive), and may be a built-in storage device or an external storage device connected to the information processing device 10 via a USB (universal serial bus) or the like. The output device 4 may be a television having a display for outputting images and speakers for outputting sounds. The output device 4 may be connected to the information processing device 10 by a wired cable or wirelessly.
[0012] The camera 7, which is an imaging device, is provided near the output device 4 and captures an image of the space around the output device 4. While Fig. 1 shows an example in which the camera 7 is attached to the top of the output device 4, it may be disposed on the side or bottom of the output device 4, and in either case, it is disposed in a position where it can capture an image of a user positioned in front of the output device 4. The camera 7 may be a stereo camera.
[0013] The management server 12 provides network services to users of the game system 1. The management server 12 manages user accounts that identify each user, and each user signs in to the network service provided by the management server 12 using their user account. By signing in to the network service from their information processing device 10, users can register game save data and trophies, which are virtual rewards acquired during game play, on the management server 12. By registering save data and trophies on the management server 12, users can synchronize save data and trophies even if they use an information processing device other than the information processing device 10.
[0014] Multiple electric power companies 16 manage the power supply in their respective areas. Each electric power company 16 predicts the daily power usage in its area using past performance and weather forecasts, and also measures the power usage in real time. In the game system 1 shown in FIG. 1 , electric power company 16a manages the power usage in area A, and electric power company 16b manages the power usage in area B, and area A and area B may be different and do not overlap. The electric power company 16 may also subdivide its area into multiple areas and manage the power usage in each area.
[0015] The game server 14 provides a cloud gaming service. The information processing device 10 of the embodiment has a function of executing a game program, but if, for example, a power shortage occurs in area A where the information processing device 10 is located, the information processing device 10 may stop executing the game program and instead have a game server 14b located in another area B (an area where there is no power shortage) execute the game program. By using the cloud gaming service in this way, the game program can be executed by the game server 14b located in area B where there is no power shortage.
[0016] The electric power company 16 may evaluate the power usage status by dividing it into multiple stages. The electric power company 16 may use the usage rate (usage rate = power usage / supply capacity) obtained by dividing the power usage by the supply capacity as an indicator of the power usage status. The usage rate indicates the tightness of the power supply and demand.
[0017] 2 shows an example of an evaluation of power usage status corresponding to a usage rate. In this example, the power company 16 evaluates the power usage status as "stable" when the usage rate is less than 92 percent, evaluates the power usage status as "severe" when the usage rate is 92% or more but less than 97%, and evaluates the power usage status as "very severe" when the usage rate is 97% or more. The power company 16 provides the management server 12 with predicted daily usage rates and current usage rates as information on power supply and demand (hereinafter also referred to as "power supply and demand information"). The management server 12 acquires power supply and demand information from multiple power companies 16. In this embodiment, the power company 16 provides the management server 12 with usage rates indicating the tightness of power supply and demand as the power supply and demand information. However, the power company 16 may also provide the management server 12 with evaluation values corresponding to the usage rates, such as "stable," "severe," or "very severe."
[0018] 3 shows the hardware configuration of the information processing device 10. The information processing device 10 includes a main power button 20, a power ON LED 21, a standby LED 22, a system controller 24, a clock 26, a device controller 30, a media drive 32, a USB module 34, a flash memory 36, a wireless communication module 38, a wired communication module 40, a subsystem 50, and a main system 60.
[0019] The main system 60 includes a main CPU (Central Processing Unit), a memory and memory controller serving as a main storage device, a GPU (Graphics Processing Unit), etc. The GPU is primarily used for processing game programs. The main CPU has the function of starting up system software and executing game programs installed in the auxiliary storage device 2 in the environment provided by the system software. The subsystem 50 includes a sub-CPU, a memory and memory controller serving as a main storage device, etc., but does not include a GPU.
[0020] While the main CPU has the function of executing game programs installed in the auxiliary storage device 2, the sub-CPU does not have such a function. However, the sub-CPU does have the function of accessing the auxiliary storage device 2 and the function of sending and receiving data to and from the management server 12. The sub-CPU is configured with only these limited processing functions, and therefore can operate with less power consumption than the main CPU. These functions of the sub-CPU are executed when the main CPU is in standby mode.
[0021] The main power button 20 is an input unit that receives operational input from the user, is provided on the front of the housing of the information processing device 10, and is operated to turn on or off the power supply to the main system 60 of the information processing device 10. The power ON LED 21 lights up when the main power button 20 is turned on, and the standby LED 22 lights up when the main power button 20 is turned off. The system controller 24 detects that the main power button 20 has been pressed by the user.
[0022] The clock 26 is a real-time clock that generates current date and time information and supplies it to the system controller 24 , the subsystem 50 , and the main system 60 .
[0023] The device controller 30 is configured as an LSI (Large-Scale Integrated Circuit) that, like a southbridge, transfers information between devices. As shown in the figure, devices such as the system controller 24, media drive 32, USB module 34, flash memory 36, wireless communication module 38, wired communication module 40, subsystem 50, and main system 60 are connected to the device controller 30. The device controller 30 absorbs differences in the electrical characteristics and data transfer speeds of each device and controls the timing of data transfer.
[0024] The media drive 32 is a drive device that is driven by loading a ROM medium 44 on which application software such as games and license information are recorded, and that reads programs, data, and the like from the ROM medium 44. The ROM medium 44 is a read-only recording medium such as an optical disk, a magneto-optical disk, or a Blu-ray disk.
[0025] The USB module 34 is a module that connects to external devices via a USB cable. The USB module 34 may also be connected to the auxiliary storage device 2 and the camera 7 via USB cables. The flash memory 36 is an auxiliary storage device that constitutes internal storage. The wireless communication module 38 wirelessly communicates with the input device 6 using a communication protocol such as Bluetooth (registered trademark) or IEEE802.11. The wired communication module 40 communicates with external devices via a wired connection and connects to the network 3 via the AP 8.
[0026] 4 shows functional blocks of the information processing device 10. The information processing device 10 includes a processing unit 100 and a communication unit 102, and executes game software. The processing unit 100 includes a reception unit 110, a game execution unit 112, a game image generation unit 114, a game sound generation unit 116, an output processing unit 118, an operation mode registration unit 120, an instruction acquisition unit 122, and an operation control unit 124.
[0027] The information processing device 10 includes a computer, which executes a program to realize various functions shown in FIG. 4 . The computer includes hardware such as a memory into which the program is loaded, one or more processors that execute the loaded program, an auxiliary storage device, and other LSIs. The processor is composed of multiple electronic circuits including semiconductor integrated circuits and LSIs, and the multiple electronic circuits may be mounted on a single chip or multiple chips. The functional blocks shown in FIG. 4 are realized by cooperation between hardware and software. Therefore, it will be understood by those skilled in the art that these functional blocks can be realized in various forms using hardware alone, software alone, or a combination thereof.
[0028] The communication unit 102 receives information (operation information) of the user operating the input device 6 to play the game, and provides it to the reception unit 110. The reception unit 110 receives the user's operation information and provides it to the game execution unit 112. The communication unit 102 communicates with the management server 12 and the game server 14 to send and receive various information or data. The communication unit 102 may have the functions of both the wireless communication module 38 and the wired communication module 40.
[0029] The game execution unit 112 executes game software based on user operation information. The game software includes at least a game program, image data, and sound data. While the user is playing the game, the reception unit 110 receives the user's operation information, and the game execution unit 112 performs calculation processing to move a player character in a virtual space based on the user's operation information. The game image generation unit 114 generates a game image based on the results of game execution by the game execution unit 112. Specifically, the game image generation unit 114 includes a GPU, and generates a game image from a viewpoint position (virtual camera) in the virtual space based on the results of calculation processing in the virtual space. The game sound generation unit 116 also generates game sound. The output processing unit 118 outputs the game image and game sound from the output device 4. FIG. 5 shows an example of a game image displayed on the output device 4.
[0030] Before playing a game, the user configures settings related to power saving when the power supply and demand is tight. The settings related to power saving when the power supply and demand is tight may be configured, for example, when the information processing device 10 is purchased and initial settings are performed, but may also be configured at any timing.
[0031] 6 shows an example of a power saving setting screen for when the power supply and demand are tight. The operation mode registration unit 120 generates a power saving setting screen 150 for setting the operation mode of the information processing device 10 when the power supply and demand are tight, and the output processing unit 118 displays the power saving setting screen 150 on the output device 4.
[0032] The "2160p" resolution indicates the resolution that is normally set, and the "always on" HDR (High Dynamic Range) function indicates that HDR output is normally set. The normal resolution and the on setting of the HDR function are selected in advance by the user from a separate setting screen for setting the image quality of the game screen, and when power supply and demand are not tight, that is, normally, the information processing device 10 generates a game screen at a resolution of 2160p and outputs it in HDR.
[0033] On the power saving setting screen 150, the user selects an operation mode in the power saving mode caused by a tight power supply and demand. Selection field 152 is a field for selecting the resolution in the power saving mode, and in the example shown in FIG. 6, the user has selected "1080p." Selection field 154 is a field for selecting whether HDR is on or off, and in the example shown in FIG. 6, the user has selected "off." Therefore, the user has selected to reduce the resolution to 1080p and turn off the HDR function in the power saving mode caused by a tight power supply and demand.
[0034] The power column 156 indicates the power consumption that can be reduced by operating the information processing device 10 in power saving mode. Here, it shows that reducing the resolution from 2160p to 1080p and changing the HDR function from on to off can reduce power consumption by 30 W per hour. When registering the operation mode in power saving mode, the operation mode registration unit 120 presents information about the power saving effect, thereby making the user aware of the significance of operating the information processing device 10 in power saving mode when the power supply and demand are tight. Note that in this example, the information presented as the power saving effect is the reduced power consumption, but the reduced electricity bill may also be presented. When the user selects the register button 160 using the input device 6, the operation mode registration unit 120 registers the operation mode of the information processing device 10 in power saving mode in the auxiliary storage device 2.
[0035] Selection field 158 is a field for selecting whether or not to perform cloud gaming in power-saving mode. When cloud gaming is selected, during times of tight power supply and demand, the information processing device 10 does not execute game software, and the game server 14 executes the game software instead. In cloud gaming, the information processing device 10 provides user operation information to the game server 14 and receives and plays streaming data of game images and game sounds from the game server 14. This significantly reduces the power consumption of the information processing device 10 compared to when the information processing device 10 executes game software. In the example shown in FIG. 6 , "No" is selected in selection field 158, indicating that the cloud gaming service will not be used. However, when "Yes" is selected in selection field 158, the information processing device 10 will not execute game software, and the selections in selection fields 152 and 154 will be invalid.
[0036] 7 shows functional blocks of the management server 12. The management server 12 includes a processing unit 200 and a communication unit 202, and manages the power modes of the information processing devices 10 participating in the game system 1. The processing unit 200 includes an information acquisition unit 210, an identification unit 212, an instruction provision unit 214, and a user DB 216.
[0037] The management server 12 includes a computer, which executes programs to realize the various functions shown in FIG. 7 . The computer includes hardware such as a memory into which the programs are loaded, one or more processors that execute the loaded programs, an auxiliary storage device, and other LSIs. The processor is composed of multiple electronic circuits, including semiconductor integrated circuits and LSIs, and the multiple electronic circuits may be mounted on a single chip or multiple chips. The functional blocks shown in FIG. 7 are realized by cooperation between hardware and software. Therefore, it will be understood by those skilled in the art that these functional blocks can be realized in various ways, using only hardware, only software, or a combination thereof.
[0038] The user DB 216 stores information indicating the area where the user's information processing device 10 is located, linked to the user account. The information indicating the area corresponds to the area to which the power company 16 is responsible for supplying power, and may be information that can identify the power company 16 that supplies power to the user's home.
[0039] 8 is a sequence diagram showing the operation of the game system 1 when the power supply and demand is tight. The power company 16 transmits power supply and demand information to the management server 12 (S10). The power company 16 may periodically transmit information indicating the current power usage rate as the power supply and demand information to the management server 12, or may transmit information indicating the current power usage rate to the management server 12 when the tightness of the power supply and demand reaches or exceeds a predetermined threshold. For example, when the power usage rate reaches or exceeds 97%, the power company 16 may transmit information indicating the power usage rate to the management server 12.
[0040] 1, in the game system 1, multiple power companies 16 manage the power supply in their respective areas, and the communication unit 202 in the management server 12 receives power supply and demand information from the multiple power companies 16, and the information acquisition unit 210 acquires the power supply and demand information for the multiple areas (S12). Note that the communication unit 202 may also receive the power supply and demand information from a government agency. The power usage rate indicates the tightness of the power supply and demand.
[0041] If the power supply and demand information indicates that the tightness of power supply and demand is equal to or greater than a predetermined threshold, the identification unit 212 refers to the user DB 216 to identify information processing devices that are located in areas where the tightness of power supply and demand is equal to or greater than the predetermined threshold (S14). For example, if the tightness of power supply and demand in area A is equal to or greater than a predetermined threshold (e.g., a power usage rate of 97%), the identification unit 212 identifies one or more information processing devices 10 that are located in area A. The instruction providing unit 214 provides a power-saving instruction to the identified information processing devices 10 via the communication unit 202 (S16).
[0042] In the information processing device 10, when the instruction acquisition unit 122 acquires a power-saving instruction (S18), the operation control unit 124 operates the information processing device 10 in a power-saving mode based on the power-saving instruction (S20). The auxiliary storage device 2 has registered therein an operation mode for the power-saving mode, and the operation control unit 124 operates the information processing device 10 in accordance with the registered operation mode.
[0043] 6 is registered as an operation mode, the operation control unit 124 reduces the resolution of the game image generated by the game image generation unit 114 from 2160p to 1080p and changes the HDR function of the output processing unit 118 from on to off, thereby reducing the power consumed by the information processing device 10. Note that if cloud gaming is registered as an operation mode, the operation control unit 124 may stop the game execution by the game execution unit 112 and receive cloud gaming services from a game server 14b located in area B where the tightness of power supply and demand is below a predetermined threshold. In this case, the instruction providing unit 214 provides the information processing device 10 with a power-saving instruction and a method for accessing the game server 14b located in area B where the tightness of power supply and demand is not tight.
[0044] The electric power company 16 transmits power supply and demand information to the management server 12 (S22). The electric power company 16 may transmit information indicating the current power usage rate to the management server 12 when the tightness of the power supply and demand becomes equal to or exceeds a predetermined threshold and then falls below the threshold. For example, the electric power company 16a that manages the power supply in area A may transmit information indicating the power usage rate to the management server 12 when the power usage rate once becomes equal to or exceeds 97% and then falls below 97%. The information acquisition unit 210 acquires the information indicating the power usage rate (S24).
[0045] When the power supply and demand information in area A indicates that the tightness of power supply and demand has fallen below a predetermined threshold, the identification unit 212 refers to the user DB 216 to identify an information processing device present in area A (S26). The instruction providing unit 214 provides a power saving cancellation instruction to the identified information processing device 10 via the communication unit 202 (S28). When the instruction acquisition unit 122 in the information processing device 10 acquires the power saving cancellation instruction (S30), the operation control unit 124 ends the power saving mode based on the power saving cancellation instruction and causes the information processing device 10 to operate in normal mode (S32).
[0046] The present disclosure has been described above based on the embodiments. These embodiments are merely examples, and it will be understood by those skilled in the art that various modifications are possible in the combination of each component and each processing process, and that such modifications are also within the scope of the present disclosure. As an operating mode in the power saving mode, the user may be able to register lowering the speaker volume.
[0047] The management server 12 manages the number of active users (playing the game) in each area. Therefore, when a tight supply and demand of electricity occurs in area A, the management server 12 may present the amount of electricity that can be saved in area A to the power company 16a of area A and receive compensation for the contribution to power saving from the power company 16a. The management server 12 preferably returns the received compensation to users who played the game in power saving mode. In this case, the management server 12 preferably provides compensation according to the user's contribution to power saving (e.g., reduced power).
[0048] If a storage battery for the information processing device 10 is present, a period in which the information processing device 10 operates on the storage battery and a period in which the storage battery is charged may be alternately repeated. For example, this period may be controlled by the management server 12, or may be controlled autonomously according to the amount of charge in the storage battery.
[0049] The present disclosure can be used in a technique for controlling game quality when power supply and demand are tight.
[0050] 1...game system, 3...network, 10...information processing device, 12...management server, 14a, 14b...game server, 16a, 16b...electric power company, 100...processing unit, 102...communication unit, 110...reception unit, 112...game execution unit, 114...game image generation unit, 116...game sound generation unit, 118...output processing unit, 120...operation mode registration unit, 122...instruction acquisition unit, 124...operation control unit, 200...processing unit, 202...communication unit, 210...information acquisition unit, 212...identification unit, 214...instruction provision unit, 216...user DB.
Claims
1. A game system comprising a management server and an information processing device, wherein the management server comprises: an information acquisition unit that acquires electricity supply and demand information from an external source; an identification unit that identifies the information processing device that is located in an area where the tightness of electricity supply and demand is equal to or greater than a predetermined threshold; and an instruction provision unit that provides power saving instructions to the identified information processing device, and the information processing device comprises: an instruction acquisition unit that acquires power saving instructions; and an operation control unit that operates the information processing device in a power saving mode based on the power saving instructions.
2. The game system according to claim 1, characterized in that the information acquisition unit acquires, as the electricity supply and demand information, information indicating the tightness of electricity supply and demand in a plurality of areas.
3. The game system according to claim 1, characterized in that the information processing device further comprises an operation mode registration unit that registers the operation mode of the information processing device in power saving mode, and the operation control unit operates the information processing device in accordance with the registered operation mode.
4. The game system according to claim 3, characterized in that the operation mode registration unit presents information regarding the effect of power saving when the user registers the operation mode in the power saving mode.
5. The game system according to claim 1, characterized in that the information processing device further comprises: a game execution unit that executes a game based on user operation information; and a game image generation unit that receives a result of the game execution and generates a game image.
6. The game system according to claim 5, characterized in that the operation control unit reduces the resolution of the game image generated by the game image generation unit.
7. The game system according to claim 5, characterized in that the operation control unit stops the execution of the game by the game execution unit.
8. The game system according to claim 7, characterized in that the operation control unit causes a game server located in an area where the tightness of power supply and demand is less than a predetermined threshold to execute a game.
9. An information processing device comprising: an instruction acquisition unit that acquires a power saving instruction from a management server; and an operation control unit that operates the information processing device in a power saving mode based on the power saving instruction.
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