Patent Description:
In recent years, in competition games, an ability value indicating the proficiency of a player is calculated according to records of the player. For example, Patent Publication <CIT> discloses a matching server that calculates the rating indicating the level of an ability of a player based on the records in the past games of the player.

The ability value of each player calculated in this manner is used, for example, in a handicap system in which, when a plurality of players compete each other, a given score is provided to a player having a lower ability value in advance.

<CIT> discusses a matching program allowing players equally matched in ability to play, to match more appropriately, and a matching server and a game system. <CIT> discusses an online sport game providing method for providing rating and prediction information, and a system therefor.

However, a game event in which a plurality of players compete each other sequentially to determine the ranks among the plurality of players is sometimes performed. However, the presence of a player who lowers his or her rating lower than his or her actual ability by repeatedly playing with less effort deliberately, and in this state, participates in a game event in which many players participate to and obtain handicap unfairly in the game event has been a problem.

Therefore, an object of the present invention is to provide an information processing device capable of preventing a player from participating in a game event while lowering his or her rating deliberately. Another object of the present invention is to provide an information processing device capable of quickly correcting an ability value of a player who participates in a game event while lowering his or her rating deliberately to an ability value which reflects his or her valid proficiency during the game event.

In accordance with an aspect of the present invention, there is provided an information processing device as recited by claim <NUM>, and a program as recited by claim <NUM>. Preferred features are set out in the dependent claims.

According to this aspect, the ability value of the player is calculated based on the highly reliable record in a game. Therefore, it is possible to prevent a player from participating in a game event while lowering his or her rating deliberately. Moreover, the ability value of the player participating in a game event while lowering his or her rating can be quickly corrected to an ability value that reflects the valid proficiency during the game event.

According to the present invention, it is possible to provide an information processing device capable of preventing a player from participating in a game event while lowering his or her rating deliberately. Moreover, according to the present invention, it is possible to provide an information processing device capable of quickly correcting an ability value of a player who participates in a game event while lowering his or her rating deliberately to an ability value which reflects his or her valid proficiency during the game event.

Preferred embodiments of the present invention will be described with reference to the accompanying drawings (in the drawings, those denoted by the same reference numerals have the same or similar configuration).

<FIG> is a network configuration diagram illustrating an example of a game system <NUM> according to a first embodiment of the present invention. Hereinafter, a case in which the game system <NUM> is applied to a dart game will be described as an example. However, the game system <NUM> can be applied to any other games.

The game system <NUM> includes a server <NUM> and a plurality of game devices <NUM>. The game devices <NUM> are communicably connected to the server <NUM> via a communication network <NUM> such as the Internet.

<FIG> is a block diagram illustrating a functional configuration of the server <NUM>. The server <NUM> is an example of an information processing device and includes a server communication unit <NUM>, a server storage unit <NUM>, and a server processing unit <NUM>.

The server communication unit <NUM> includes a communication interface circuit for connecting the server <NUM> to the communication network <NUM> and communicates with the communication network <NUM>. The server communication unit <NUM> supplies data received from the game device <NUM> and the like to the server processing unit <NUM>. Moreover, the server communication unit <NUM> transmits the data supplied from the server processing unit <NUM> to the game device <NUM> and the like.

The server storage unit <NUM> includes at least one of a magnetic tape device, a magnetic disk device, and an optical disc device, for example. The server storage unit <NUM> stores computer programs (an operating system program, a driver program, and an application program) used for processing in the server processing unit <NUM>, a record table to be described later, and various pieces of data related to processing. For example, the server storage unit <NUM> stores a game program and the like for playing a dart game as an application program. The game program may be executed by the server <NUM> and may be executed jointly by the server <NUM> and the game device <NUM>. The computer program may be installed from a computer-readable portable recording medium such as, for example, a CD-ROM or a DVD-ROM into the server storage unit <NUM> using a known setup program or the like.

The server processing unit <NUM> includes one or a plurality of processors and the peripheral circuits thereof. The server processing unit <NUM> is a CPU, for example, and controls the overall operation of the server <NUM> in an integrated manner. The server processing unit <NUM> controls the operation of the server communication unit <NUM> and the like so that various processes of the server <NUM> are executed in an appropriate order based on the programs and the like stored in the server storage unit <NUM>. The server processing unit <NUM> executes the processing based on the programs (an operating system program, a driver program, an application program, and the like) stored in the server storage unit <NUM>.

The server processing unit <NUM> includes a game processing unit <NUM> and an ability value calculation processing unit <NUM>. The ability value calculation processing unit <NUM> includes a determining unit <NUM>, a first partial ability value calculation unit <NUM>, a second partial ability value calculation unit <NUM>, and an ability value calculation unit <NUM>. These respective units are functional modules realized by programs executed by a processor included in the server processing unit <NUM>. The game processing unit <NUM> executes the progress of a dart game in an integrated manner as well as executing given reliability confirmation processing related to a player. The ability value calculation processing unit <NUM> calculates an ability value corresponding to valid proficiency of the player based on the game record of the player.

<FIG> is a diagram illustrating an example of a record table for managing the records in each game of a particular player. The record table stores pieces of information including a "game ID", an "event flag", a "game date", and a "record" in correlation with each other for each game played by the player. In the example illustrated in <FIG>, pieces of information related to each game are arranged in chronological order.

The "game ID" is information for identifying a game. The "event flag" is information indicating whether the game is a game (a first game) performed in a state where given reliability confirmation processing is not executed or a game (a second game) performed in a state where the given reliability confirmation processing is executed. Specifically, as illustrated in <FIG>, an event flag related to a game (for example, a game before a given game event) performed in a state where the reliability confirmation processing is not executed is "<NUM>", and an event flag related to a game (for example, a game during a given game event) performed in a state where the reliability confirmation processing is executed is "<NUM>". The "game date" is information indicating the data when the game was played. The "record" is information indicting the record in the game of the player. A "record" calculation method may employ any method depending on the type of a game. For example, in the case of dart games, the record may be calculated depending on the results of throwing of darts into sections such as single, double, triple, and bull.

<FIG> is a block diagram illustrating a functional configuration of the game device <NUM>. The game device <NUM> is a game device for allowing a player to play a dart game. The game device <NUM> includes a game device communication unit <NUM>, a game device storage unit <NUM>, an operating unit <NUM>, a display unit <NUM>, a card slot CS, a card RW unit <NUM>, a dartboard DB, a detection unit <NUM>, a coin insert unit <NUM>, and a game device processing unit <NUM>.

The game device communication unit <NUM> includes a communication interface circuit for connecting the game device <NUM> to the communication network <NUM> and communicates with the communication network <NUM>. The game device communication unit <NUM> supplies data received from the server <NUM>, the other game devices <NUM> and the like via the communication network <NUM> to the game device processing unit <NUM>. Moreover, the game device communication unit <NUM> transmits data supplied from the game device processing unit <NUM> to the server <NUM>, the other game devices <NUM>, and the like via the communication network <NUM>.

The game device storage unit <NUM> includes at least one of a magnetic tape device, a magnetic disk device, and an optical disc device, for example. The game device storage unit <NUM> stores an operating system program, a driver program, an application program, data, and the like used for processing in the game device processing unit <NUM>. For example, the game device storage unit <NUM> stores a program and the like for playing a dart game as an application program. The computer program may be installed from a computer-readable portable recording medium such as, for example, a CD-ROM or a DVD-ROM into the game device storage unit <NUM> using a known setup program or the like. Alternatively, the computer program may be installed in the game device storage unit <NUM> by being downloaded from the server <NUM> or the other information processing device via the communication network <NUM> or the like.

The operating unit <NUM> is a unit for allowing a player to perform various operations and is realized by operation buttons and the like provided on an operation panel, for example. The operating unit <NUM> receives operations of a player and transmits signals corresponding to the operations to the game device processing unit <NUM> and the like.

The display unit <NUM> may be any device as long as it can display videos, images, and the like, and is a liquid crystal display, an organic electro-luminescence (EL) display, or the like, for example. The display unit <NUM> may be integrated with the operating unit <NUM> as a liquid-crystal touch panel display, for example. The display unit <NUM> displays images and videos corresponding to the data supplied from the game device processing unit <NUM>.

The card slot CS is an insertion slot for inserting a game card possessed by a player. Four card slots CS are provided in the game device <NUM> so that a maximum of four players can play the game. More than four card slots CS may be provided so that more than four players can play the game.

The card RW unit <NUM> can read a card ID and the like recorded in the game card possessed by a player and can write information and the like obtained as the game result in the game card.

The dartboard DB is a board serving as the target of a dart game. The dartboard DB is segmented into a plurality of target areas and a number of fine holes are formed in each of the target areas. The tip of the dart thrown by a player is received in any one of a number of holes formed in the target area.

The detection unit <NUM> includes a membrane switch provided to correspond to each of the target areas to detect the dart stuck in the target area and a vibration sensor provided to detect the thrown dart deviating the target area. The detection unit <NUM> detects where in the target area the dart is stuck or not based on the signals of the membrane switch and the vibration sensor and transmits a detection signal to the game device processing unit <NUM>.

The coin insert unit <NUM> includes an insertion slot into which a coin is inserted and a sensor that detects the coin inserted through the insertion slot. In the game device <NUM>, a player can play the game by inserting a given number of coins through the coin insertion slot. The game device <NUM> may be configured such that the game can be played without inserting any coin through the coin insertion slot.

The game device processing unit <NUM> includes a plurality of processors and the peripheral circuits thereof. The game device processing unit <NUM> is a CPU, for example, and controls the overall operation of the game device <NUM> in an integrated manner. The game device processing unit <NUM> controls the operation of the game device communication unit <NUM> and the like so that various processes of the game device <NUM> are executed in an appropriate order based on the programs and the like stored in the game device storage unit <NUM>.

<FIG> is a flowchart illustrating an example of game progress processing during a game event being held. Hereinafter, a case in which a plurality of players serving as competition counterparts plays a dart game commonly using one game device <NUM> will be described as an example. However, the flowchart can be similarly applied to a case where respective players play the dart game using individual game devices <NUM>.

First, the game processing unit <NUM> of the server <NUM> transmits an entry reception instruction to a given game device <NUM>. Here, the entry reception processing includes screen data and the like for displaying an entry reception screen on the display unit <NUM> of the game device <NUM>.

Subsequently, upon receiving the entry reception processing from the server <NUM>, the game device processing unit <NUM> of the game device <NUM> performs various processes necessary for entry reception such as displaying the entry reception screen on the display unit <NUM>. The game device processing unit <NUM> may read data related to the entry reception screen from the game device storage unit <NUM> and display the entry reception screen on the display unit <NUM>.

Subsequently, the game device processing unit <NUM> of the game device <NUM> receives entry operations of a plurality of players serving as competition counterparts. Specifically, the entry operation is performed in such a way that each player inserts his or her card into the card slot CS and inputs necessary information using the operating unit <NUM>.

Subsequently, when all entry operations of a plurality of players serving as competition counterparts are received, the game device processing unit <NUM> of the game device <NUM> transmits entry information including information such as a player ID related to each player to the server <NUM> via the game device communication unit <NUM>. Here, the entry information includes information indicating the game being played during a game event.

Subsequently, upon receiving the entry information from the game device <NUM>, the game processing unit <NUM> of the server <NUM> performs authentication processing on the player based on the entry information. Specifically, the game processing unit <NUM> performs the authentication processing by determining whether the received player IDs of the players are the competition counterparts of the game scheduled in the game event, for example. In the authentication processing, the game processing unit <NUM> executes reliability confirmation processing of checking whether the reliability of a player included in the entry information is high based on the above-described information indicating that the game during a game event. Although a method of the reliability confirmation processing is not particularly limited, advance entry information received before a game event is held may be compared with the entry information received in step S103, for example.

Subsequently, when the authentication processing in step S104 is successful, the game processing unit <NUM> of the server <NUM> transmits a game start instruction to the game device <NUM>.

Upon receiving the game start instruction from the server <NUM>, the game device processing unit <NUM> of the game device <NUM> executes dart game progress processing. In the dart game progress processing, the dart game progresses when players throw darts on the dartboard DB of the game device <NUM> sequentially.

Subsequently, when the dart game progress processing ends, the game device processing unit <NUM> of the game device <NUM> transmits game result information indicating the results of the game to the server <NUM>.

Subsequently, upon receiving the game result information from the game device <NUM>, the game processing unit <NUM> of the server <NUM> stores the game results included in the game result information in the server storage unit <NUM>. In this case, the game processing unit <NUM> records an event flag depending on whether the game is during a game event and registers the game results in the "record" of the record table stored in the server storage unit <NUM>.

Subsequently, the ability value calculation processing unit <NUM> of the server <NUM> calculates an ability value corresponding to the valid proficiency of each player based on the record table stored in the server storage unit <NUM> and the game progress processing ends.

<FIG> is a flowchart illustrating an example of ability value calculation processing of step S109. (Step S200).

First, the determining unit <NUM> of the ability value calculation processing unit <NUM> of the server processing unit <NUM> determines whether the number of games played by the player during the game event is equal to or larger than a given specified number of games T by referring to the record table stored in the server storage unit <NUM>. In this case, for example, the determining unit <NUM> counts how many games having the event flag of "<NUM>" are consecutive in the latest games registered in the record table and regards the counted number of games as the number of games played during the game event. The given specified number of games T is not particularly limited.

When the determining unit <NUM> determines that the number of games played by the player during the game event is not equal to or larger than the given specified number of games T (is smaller than the given specified number of games T) (step S200: No), a first partial ability value calculation unit <NUM> of the ability value calculation processing unit <NUM> calculates a first partial ability value. Here, the first partial ability value is calculated based on the records of a plurality of games (first games) having the event flag of <NUM> before the game event was performed as the game played in a state where given reliability confirmation processing is not executed. The number of the plurality of games is not particularly limited. Moreover, the plurality of games may be a plurality of latest games. Furthermore, the first partial ability value may be a weighted average of the records of a plurality of games. In this case, although setting of the weighting coefficients of the records is not particularly limited, all weighting coefficients may be <NUM> (in the case of simple average), and the weighting coefficient of the record related to a new game may be increased, for example.

Subsequently, a second partial ability value calculation unit <NUM> of the ability value calculation processing unit <NUM> calculates a second partial ability value. Here, the second partial ability value is calculated based on the records of a plurality of games (second games) during a game event as the games performed in a state where given reliability confirmation processing is executed. The plurality of games is not particularly limited, and may be all games having the event flag of <NUM> during the game event and may be a plurality of latest games. Moreover, the second partial ability value may be a weighted average of the records of a plurality of games. In this case, although setting of the weighting coefficients of the records is not particularly limited, all weighting coefficients may be <NUM> (in the case of simple average), and the weighting coefficient of the record related to a new game may be increased, for example.

Subsequently, the ability value calculation unit <NUM> of the ability value calculation processing unit <NUM> calculates the ability value of the player based on the first partial ability value calculated in step S201 and the second partial ability value calculated in step S202. The ability value may be a weighted average of the first and second partial ability values. For example, when n is the number of games played by the player during the given game event, T is the number of a given specified games, P1 is the first partial ability value, and P2 is the second partial ability value, the ability value P may be calculated as P = {(T - n)P1 + nP2}/T (provided that T ≥ n). According to the method of calculating the ability value P according to this equation, the ability value can be calculated before a game during a game event is performed, and the ability value is calculated with highly reliable data as the game event progresses. Therefore, even when a player lowers his or her rating deliberately before a game event starts, since the ability value approaches the valid proficiency of the player as the game event progresses, it is possible to prevent the player from lowering his or her rating deliberately before a game event starts. Moreover, the ability value of the player participating in a game event while lowering his or her rating can be quickly corrected to an ability value that reflects the valid proficiency during a game event.

In step S200, when the determining unit <NUM> determines that the number of games played by the player during the game event is equal to or larger than the given specified number of games T (step S200: Yes), the ability value calculation unit <NUM> calculates the ability value based on the game during the game event. For example, the ability value calculation unit <NUM> may calculate the second partial ability value according to the method similar to that of step S203 and regards the second partial ability value as the ability value. Alternatively, the ability value calculation unit <NUM> may calculate the ability value based on a game during the game event according to another method. In this way, the ability value calculation processing ends.

As described above, the information processing device according to the first embodiment of the present invention calculates the first partial ability value based on the record in at least one first game performed in a state where given reliability confirmation processing is not executed, calculates the second partial ability value based on the record in at least one second game performed in a state where the given reliability confirmation processing is executed, and calculates the ability value of the player based on the first and second ability values. Therefore, the ability value of the player is calculated based on the highly reliable record in the game. Therefore, it is possible to prevent a player from participating in a game event while lowering his or her rating deliberately. Moreover, the ability value of the player participating in a game event while lowering his or her rating can be quickly corrected to an ability value that reflects the valid proficiency during a game event.

The ability value P can be calculated by any calculation equation as long as it is based on the first and second partial ability values. For example, the ability value P may be calculated as P = min[P1, {(T - n)P1 + nP2}/T]. Here, "min" represents taking the smallest value among a plurality of values in the parentheses. That is, P = min[P1, {(T - n)P1 + nP2}/T] represents taking the smallest value among P1 and {(T-n)P1+nP2}/T. According to this equation, since the ability value P never falls below the first partial ability value P1, it is possible to prevent the rating from being lowered deliberately even during a game event as well as before the game event. Specifically, it is possible to prevent an unfair behavior such as playing with less effort deliberately in an early stage of a game event and playing with the actual ability in a final stage of the game event.

Claim 1:
An information processing device (<NUM>) for calculating an ability value of a player during a game event corresponding to a valid proficiency of the player, the information processing device comprising:
a storage unit that stores records of the player in individual games;
a reliability authentication processing unit that executes, during the game event, a given reliability confirmation processing for comparing advance entry information of the player received before the game event is held with entry information of the player received during the game event;
a first partial ability value calculation unit (<NUM>) that calculates a first partial ability value based on the records stored in the storage unit in at least one first game performed before the game event;
a second partial ability value calculation unit (<NUM>) that calculates a second partial ability value based on the records in at least one second game performed during the game event; and
a player ability value calculation unit (<NUM>) that calculates the ability value of the player based on the first partial ability value and the second partial ability value.