Patent Description:
Development of a game program for a console game machine is performed using a development machine having target hardware or a dedicated machine (a game machine for development) called a test machine, and a personal computer (PC). Various kinds of game development environments are available. However, in general, game files created on the PC are successively stored in a host computer, and when operation confirmation is performed, all game files stored in the host computer are copied in the game machine for development, and then the operation confirmation is performed on the game machine for development. Other previously proposed arrangements are disclosed in <CIT> in which an server supplies a partial set of files for the initial start of a game, and <CIT> which uses a file system virtualization scheme to link to cloud hosted files.

However, when a data size of the game is extremely large, a long period of time may be required to transfer all game files to the game machine for development, and spending time and labor for the data transfer every time the operation confirmation is performed is inefficient. To avoid this inefficiency, it is sometimes performed that, while the game files are kept in the host computer, the game machine for development reads out the game files from the host computer and then the operation confirmation is performed. This method is, however, provisional in nature. Particularly, in a case where the game machine for development includes a high-speed storage, the development environment in which the game files are read out from the host computer is not suitable for the operation confirmation of rapid response.

Therefore, it is desirable to provide a technology for efficiently performing the operation confirmation.

An embodiment of the present disclosure relates to a game machine for development that is connected to a host computer, reads out a file requested by a game program under development from a storage device, and executes the game program. The game machine for development includes a file confirmation section that confirms whether or not a file requested by the game program is stored in a storage device, a file request section that requests the host computer to transmit the file in a case where the file is not stored, and a storage processor that acquires the file from the host computer and stores the file in the storage device.

Another embodiment of the present disclosure relates to a method for executing a game program under development in a game machine for development connected to a host computer. The method includes confirming whether or not a file requested by the game program is stored in a storage device, requesting the host computer to transmit the file in a case where the file is not stored, and acquiring the file from the host computer and storing the file in the storage device.

A configuration in which any combination of the components described above and expression in the present disclosure are converted among methods, devices, systems, recording media, computer programs, and others is also effective as the embodiment of the present disclosure.

According to the present disclosure, a technology that efficiently performs operation confirmation can be provided.

<FIG> illustrates a game development system <NUM> according to an exemplary embodiment of the present disclosure. The game development system <NUM> includes a host computer <NUM>, personal computers (PCs) <NUM>, an output device <NUM>, a game machine for development <NUM>, and a storage device <NUM>. The game machine for development <NUM> and the PCs <NUM> are connected to the host computer <NUM>. The game machine for development <NUM> includes target hardware of a console game machine. The storage device <NUM> is a built-in storage of the game machine for development <NUM>, and may be a solid-state drive (SSD), for example. Note that in a test environment, the storage device <NUM> may be an external storage.

Each game developer uses the PC <NUM>, conducts development of his/her own range in charge, and uploads a resultant game file to the host computer <NUM>. Therefore, various game files are uploaded to the host computer <NUM> at any timing.

The game machine for development <NUM> includes an execution section <NUM> and a file system <NUM>. The output device <NUM> such as a television is connected to the game machine for development <NUM>. The execution section <NUM> reads out a necessary game file from the storage device <NUM>, executes the game program under development, and outputs a game image and a game sound from the output device <NUM>.

The file system <NUM> includes a file identification (ID) acquisition section <NUM>, a file confirmation section <NUM>, a reading out section <NUM>, a file request section <NUM>, a storage processor <NUM>, and an update management section <NUM>, to implement a management function of the game files. In <FIG>, components described as functional blocks that perform various processes can be configured with circuit blocks, memories, and other large-scale integrations (LSIs) in terms of hardware, and can be configured with, for example, programs loaded in the memories in terms of software. Accordingly, persons skilled in the art easily understand that those functional blocks can be implemented with hardware alone, software alone, or a combination thereof in various forms, and are not limited to any one thereof.

In the game development system <NUM>, when the execution section <NUM> executes the game program, a process for transferring all game files stored in the host computer <NUM> to the storage device <NUM> is not performed. When the game file requested by the game program is present in the storage device <NUM>, the game machine for development <NUM> reads out this game file. In contrast, when the game file requested by the game program is not present in the storage device <NUM>, this game file is acquired from the host computer <NUM>. This procedure will be described below.

<FIG> illustrates an example of file trees in the host computer <NUM> and the storage device <NUM>. In this example, the host computer <NUM> and the storage device <NUM> store plural files each of which is common between the host computer <NUM> and the storage device <NUM>. While the execution section <NUM> executes the game program, when the file ID acquisition section <NUM> acquires identification information (file ID) for identifying the game file requested by the game program, the file confirmation section <NUM> confirms whether or not the file requested by the game program is stored in the storage device <NUM>. <FIG> illustrates an example in which a file A is requested by the game program to be read out.

<FIG> illustrates a state in which the requested file is present in the storage device <NUM>. When the file confirmation section <NUM> confirms that the file A is stored in the storage device <NUM>, the reading out section <NUM> reads out the file A from the storage device <NUM> and loads the file A on a main memory. As described above, in a case where the game file requested by the game program is stored in the storage device <NUM>, the reading section <NUM> can immediately read out the game file, thereby efficiently achieving the operation confirmation of the game program.

<FIG> illustrates an example of the file trees in the host computer <NUM> and the storage <NUM>. In this example, the storage device <NUM> does not store a part of files stored in the host computer <NUM>. In the game development system <NUM> of the exemplary embodiment, even in a case where synchronization is not established between the file tree in the host computer <NUM> and the file tree in the storage device <NUM>, the operation confirmation of the game program can efficiently be performed, which is one of features.

When the file ID acquisition section <NUM> acquires the file ID of the game file requested by the game program, the file confirmation section <NUM> confirms whether or not the file requested by the game program is stored in the storage device <NUM>. <FIG> illustrates an example in which a file B is requested by the game program to be read out.

<FIG> illustrates a state in which the requested file is not present in the storage device <NUM>. When the file confirmation section <NUM> confirms that the file B is not stored in the storage device <NUM>, the file request section <NUM> requests the host computer <NUM> to transmit the file B. <FIG> illustrates a state in which the file request section <NUM> transmits a transmission request of the file B to the host computer <NUM>.

When receiving the transmission request of the file B, the host computer <NUM> transmits the file B to the game machine for development <NUM>. <FIG> illustrates a state in which the host computer <NUM> transmits the file B.

The storage processor <NUM> in the game machine for development <NUM> acquires the file B from the host computer <NUM> and stores the file B in the storage device <NUM>. <FIG> illustrates a state in which the storage processor <NUM> stores the file B in the storage device <NUM>.

<FIG> illustrates a state in which the reading out section <NUM> reads out the file B from the storage device <NUM> and loads the file B on the main memory. As described above, even in a case where the game file requested by the game program is not stored in the storage device <NUM>, the file system <NUM> promptly acquires the necessary game file from the host computer <NUM>, thereby efficiently achieving the operation confirmation of the game program.

While the game files in the host computer <NUM> are successively updated by the game developers, transferring the game file to the game machine for development <NUM> every time the game file is updated to establish synchronization is not efficient. In addition, this procedure is unfavorable because the number of writing times into the SSD is uselessly increased. Accordingly, the game machine for development <NUM> acquires the updated game file in the following procedures.

<FIG> illustrates an example of the file trees in the host computer <NUM> and the storage device <NUM>. In this example, the host computer <NUM> stores six files C, D, E, F, G, and H, and the storage device <NUM> stores three files C, D, and G.

<FIG> illustrates a state in which the file in the host computer <NUM> is updated. Here, the file D is updated. The host computer <NUM> includes a program for monitoring states of the game files, and the monitoring program manages updating states of the game files. Note that the game files to be monitored are the game files that have been transferred to the storage device <NUM>. Accordingly, the monitoring program manages updating states of the files C, D, and G in the host computer <NUM>.

When detecting that the file D is updated, the monitoring program transmits update information indicating that the file D is updated to the game machine for development <NUM>. The update management section <NUM> in the game machine for development <NUM> acquires and retains the update information indicating that the file D stored in the storage device <NUM> is updated in the host computer <NUM>. With this procedure, the update management section <NUM> recognizes that the file D is updated and that the file D stored in the storage device <NUM> is of an old version.

While the game program is executed, the file ID acquisition section <NUM> acquires the file ID for identifying the game file requested by the game program. When confirming that the file requested by the game program is the file D and that the file D is stored in the storage device <NUM>, the file confirmation section <NUM> inquires of the update management section <NUM> whether the update information of the file D is retained.

Here, the update management section <NUM> retains the update information of the file D requested by the game program. The update management section <NUM> informs the file request section <NUM> of the file ID of the file D, and the file request section <NUM> requests the host computer <NUM> to transmit the file D. <FIG> illustrates a state in which the file request section <NUM> transmits a transmission request of the file D to the host computer <NUM>.

When receiving the transmission request of the file D, the host computer <NUM> transmits the updated file D to the game machine for development <NUM>. <FIG> illustrates a state in which the host computer <NUM> transmits the updated file D.

Note that in the exemplary embodiment, the file request section <NUM> transmits the transmission request of the file D when the game program requests the file D, but the file request section <NUM> may transmit the transmission request of the updated file to the host computer <NUM> when another predetermined condition is satisfied. For example, the file request section <NUM> may request transmission of the file identified by the update information retained by the update management section <NUM> on condition that a predetermined time arrives. The predetermined time may be a time at which the game machine for development <NUM> is predicted not to be used or to seldom be used (e.g., two o'clock a. The file request section <NUM> may request the host computer <NUM> to transmit a file that is already stored in the storage device <NUM> and is updated in the host computer <NUM>.

In a case where the update management section <NUM> retains update information regarding a plurality of files, the file request section <NUM> may request transmission of the plurality of files in a collective manner. Note that during a period when the host computer <NUM> successively transmits the plurality of files, when the file request section <NUM> transmits the transmission request of the file requested by the game program to the host computer <NUM>, the host computer <NUM> may preferentially transmit this file to the game machine for development <NUM>.

While the game program is executed, the storage processor <NUM> stores the updated file D in the storage device <NUM> according to any one of plural writing rules. The writing rule is set in advance, and the storage processor <NUM> performs a writing process of the updated file according to the set writing rule.

In a first rule, when acquiring the updated file D, the storage processor <NUM> overwrites the updated file D to save it. Therefore, the original file D is deleted from the storage device <NUM>, and the storage device <NUM> stores only one file D.

In a second rule, the storage processor <NUM> stores the updated file D in the storage device <NUM> together with the original file D.

<FIG> illustrates a state in which the storage device <NUM> stores two files D, which are the pre-update file D and the updated file D. The storage processor <NUM> stores the updated file D in the storage device <NUM> together with the pre-update file D. The second rule assumes that the game program includes a specification for selecting the file to be used. Here, when the game program selects the updated file D, the storage processor <NUM> may delete the pre-update file D from the storage device <NUM>. Note that the storage device <NUM> may maintain a state in which two files D are stored, as long as the game program selects the pre-update file D.

In a third rule, similarly to the second rule, the storage processor <NUM> stores the updated file D in the storage device <NUM> together with the original file D. The game program which is executed may use the pre-update file D, but may not use the updated file D. When the game program is terminated, the storage processor <NUM> deletes the pre-update file D from the storage device <NUM>. With this procedure, with respect to the file D, only the updated file D is left in the storage device <NUM>. When the game program is activated next, the game program uses the updated file D.

As described above, the present disclosure has been described based on the exemplary embodiment. Persons skilled in the art understand that the exemplary embodiment is merely illustrative, various modifications are possible in combinations of the components or the processing processes, and such modifications also fall within a range of the present disclosure.

Claim 1:
A game machine for development (<NUM>) that is connected to a host computer (<NUM>), the game machine being configured to read out a file requested by a game program under development from a storage device (<NUM>) of the game machine, and to execute the game program, the file requested by the game program being one of a plurality of game files for the game program, the game machine for development comprising:
a file confirmation section (<NUM>) configured to confirm whether or not the file requested by the game program is stored in the storage device;
a file request section (<NUM>) configured to request the host computer to transmit the file in a case where the file is not stored;
a storage processor (<NUM>) configured to acquire the file from the host computer and store the file in the storage device; and
an update management section (<NUM>) configured to acquire update information indicating that the file stored in the storage device is updated in the host computer; wherein
in a case where the update management section has acquired and retained the update information of the file requested by the game program:
the file request section is configured to request the host computer to transmit an updated file; and
the storage processor is configured to acquire the updated file from the host computer and store the updated file in the storage device.