The present disclosure provides a new game system capable of promoting distribution of a non-fungible token (NFT) content. An example game system comprises: a terminal device for executing a video game including one or more contents used in the video game; a server device connected to the terminal device via a communication network; and at least one processor that: progresses the game; associates a first user as an owner of the first content; generates second content related to the first content based on at least a part of information of the first content; provides the second content to the second user; and issues a non-alternative token related to a second content by a predetermined period after the second content is given to the second user.
The present invention provides a game program using a new user interface capable of confirming the progress of a game.
The present invention provides a game program using a new user interface capable of confirming the progress of a game.
In a game in which content such as a person correlation diagram or a world emotion diagram updated with the progress of the game is displayed, the in-game time is changed by specifying the position of a slider indicating the in-game time, and the content after the change is displayed.
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
3.
VIRTUAL SPACE CONTROL SYSTEM AND VIRTUAL SPACE CONTROL PROGRAM
[Problem] To provide a virtual space control system or the like that relates to content (NFT) used in a virtual space, and provides content desired by a user. [Solution] A first element P (NFT) of a pattern and a second element S (NFT) of a status are combined and an NFT of a virtual card C (content) is issued. Specifically, a user can acquire the NFT of a desired virtual card C by combining the elements P and S owned by the user. The combination of the elements P and S of the virtual card C may be changeable.
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
4.
VIDEO GAME PROCESSING PROGRAM, SERVER DEVICE, GAME SYSTEM, AND VIDEO GAME CONTROL METHOD
[Problem] The objective of the present invention is to provide a new game system that uses non-fungible tokens. [Solution] This game system has a first exchange and a second exchange, each of which can sell NFTs. On the basis of a sell instruction from a user, the first exchange accepts a sell request for an NFT related to content. A withdrawal request for the first sell request is accepted on the basis of a sell request withdrawal instruction, allowing the sell instruction to be withdrawn. If a sell request for the NFT is accepted at the second exchange on the basis of a second sell instruction from the user, and the NFT is sold, an object that can be used in a video game is granted.
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
G06Q 40/04 - Trading Exchange, e.g. stocks, commodities, derivatives or currency exchange
5.
NON-TRANSITORY COMPUTER READABLE MEDIUM, COMPUTER DEVICE, AND METHOD
Some embodiments of the disclosure provide a non-transitory computer-readable medium having recorded thereon a program to be executed in a computer device having a vibration mechanism for generating vibration or in a computer device connected to a vibration device having the vibration mechanism in a wireless or wired manner is provided. The program causes the computer device to perform: calculating a movement vector indicating a movement direction of a moving object or a user's operation point when the moving object or the user's operation point moves on at least one surface of a virtual object; and generating vibration information for controlling an operation of the vibration mechanism, based on a normal vector of the at least one surface located on a movement path of the moving object or the user's operation point and the movement vector, when the moving object or the user's operation point moves along the movement path.
A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
6.
GAME SYSTEM AND NON-TRANSITORY COMPUTER-READABLE MEDIUM INCLUDING VIDEO GAME PROCESSING PROGRAM
One or more embodiments of the disclosure provide a game system including: a terminal device configured to execute a video game including content used in the video game; and a server device connected to the terminal device via a communication network and configured to control progress of the video game. The game system further includes a processor configured to: issue a non-fungible token (NFT) corresponding to the content in a blockchain network with a user as an owner within a range of an upper limit number; acquire information for specifying a remaining number of NFTs corresponding to the same type of content in the blockchain network; and change at least a part of a status associated with the content according to the remaining number.
A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
Game system including terminal device operated by user, web server device, and management server device, wherein the management server device and/or the terminal device may be connected to a distributed ledger network, the web server device includes a display mode changing unit configured to change a display mode of web content included in a service to be provided by an operation of a user, the management server apparatus includes an appending unit configured to append a non-substitution token (hereinafter, referred to as NFT) to a user when a predetermined appending condition including a condition related to the display mode is satisfied.
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
8.
OBJECT DISPLAY PROGRAM, OBJECT DISPLAY SYSTEM, AND OBJECT DISPLAY METHOD
[Problem] To suppress flickering originating from an occlusion function, using a simple method. [Solution] This object display program causes a computer to achieve: an offsetting function for offsetting a virtual object in a predetermined axial direction from an object in a real space, in accordance with coordinates of a viewpoint relative to the virtual object in the axial direction; and a display function for displaying the offset virtual object in an overlapping manner in the real space.
One or more embodiments of the disclosure provide a non-transitory computer readable medium comprising a program that, when executed, causes a server to perform: displaying automatically generated content; converting at least a portion of the automatically generated content into information (hereinafter, this is referred to as “determination information”) used to determine whether the content has been modified; generating a determination image from the determination information; and displaying the determination image together with the content.
One or more embodiments of the disclosure provide a non-transitory computer-readable medium storing a video game processing program that, when, executed, causes a server to perform: controlling progress of a video game; displaying a game screen based on a progress status of the video game; extracting a description of a term corresponding to the progress status of the video game from a predetermined storage area based on information different from text displayed on the game screen; and providing the extracted description of the term to a player.
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
One or more embodiments of the disclosure provide a non-transitory computer-readable medium storing an information processing program that, when executed, causes a server to perform: generating a display image by rendering a three-dimensional virtual space in which at least one or more three-dimensional models are arranged at a viewpoint of a virtual camera; determining a target object from the three-dimensional models; rendering only the target object at the viewpoint of the virtual camera to convert the target object into two-dimensional image data; generating a plurality of dot pictures by making an inside of each dot uniform color information based on a predetermined rule, wherein the two-dimensional image data relating to the target object includes a plurality of neighboring pixels as one dot; and displaying the dot pictures instead of the three-dimensional models of the target object in the three-dimensional virtual space by setting a billboard as an image attachable area which always faces the virtual camera in the three-dimensional virtual space with respect to a position where the target object is arranged in the three-dimensional virtual space and by attaching the dot pictures to the billboard.
H04N 13/279 - Image signal generators from 3D object models, e.g. computer-generated stereoscopic image signals the virtual viewpoint locations being selected by the viewers or determined by tracking
12.
NON-TRANSITORY COMPUTER-READABLE MEDIUM AND VIDEO GAME PROCESSING SYSTEM
One or more embodiments of the disclosure provide a non-transitory computer-readable medium storing a video game processing program that, when executed, causes a server to perform: specifying one or more terms that satisfy a search target condition in accordance with a progress of a video game from among a plurality of terms that appear in the video game; deciding search information based on an operation of a player; selecting a predetermined number of terms from among the specified one or more terms based on the search information; and displaying the selected predetermined number of terms.
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
G06F 16/435 - Filtering based on additional data, e.g. user or group profiles
13.
COMPUTER-READABLE RECORDING MEDIUM, SYSTEM AND CONTROL METHOD
According to one or more embodiments, a system that enables a user to easily perceive states of off-chain and on-chain content is provided. Content managed on-chain and content managed off-chain are displayed on one screen. The system includes a terminal apparatus and a server apparatus capable of communicating with a distributed ledger network and provides a service including content. The ownership of the content is recordable in the distributed ledger network. The content is stored in a storage device of the server apparatus or recorded on a distributed ledger in the distributed ledger network. The system acquires information about the stored content, acquires information about the recorded content, and displays on-chain information and off-chain information of the content designated from a user on a content moving screen on the terminal apparatus.
A game system includes a game terminal device that executes a video game including one or more contents used in the game, and a server device that is connected to the game terminal device via a communication network and controls progress of the video game. The game system includes an issuer for issuing a non-fungible token (NFT) corresponding to the content in a blockchain network, with a user who is an acquirer of the content as an owner, an acquirer for acquiring transaction information of secondary distribution for each NFT corresponding to the content in the blockchain network, and a granter for granting an in-game privilege to a user of the video game in a case where a granting condition related to the transaction information is satisfied.
A63F 13/85 - Providing additional services to players
G06Q 20/36 - Payment architectures, schemes or protocols characterised by the use of specific devices using electronic wallets or electronic money safes
15.
SOURCE DATA MANAGEMENT PROGRAM, SOURCE DATA MANAGEMENT SYSTEM, AND SOURCE DATA MANAGEMENT METHOD
Non-transitory computer-readable media, systems, and methods are disclosed for source data management. An example non-transitory computer-readable medium stores a source data management program including instructions, when executed by one or more processors, causes a computer to perform operations including: assigning source data based on a token corresponding to a user; and assigning an award to the user based on the source data.
Non-transitory computer-readable media, systems, and methods are disclosed for a token management. An example non-transitory computer-readable medium stores a token management program including instructions, when executed by one or more processors, causes a computer to perform instructions including: combining a first object corresponding to a first token and a second object corresponding to a second token through superimposition; and generating a third token according to the combination.
An object is to provide a new program with a higher level of satisfaction while increasing a player's freedom for provided content.
An object is to provide a new program with a higher level of satisfaction while increasing a player's freedom for provided content.
An example content providing program determines whether or not information received from a user is similar to a predetermined character string corresponding to progress information and progresses the content in a case where it is determined that the information is similar to the predetermined character string.
A63F 13/45 - Controlling the progress of the video game
A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
According to one or more embodiments, a non-transitory computer-readable medium including a program that, when executed, causes a server to perform functions including: converting a first text into a voice feature amount by inputting the first text into a learned conversion model, wherein the first text is in a different language from a predetermined language, the learned conversion model is pre-learned to convert a second text in the predetermined language into a voice feature amount, and synthesizing a voice from the converted voice feature amount.
G10L 13/02 - Methods for producing synthetic speechSpeech synthesisers
G10L 13/08 - Text analysis or generation of parameters for speech synthesis out of text, e.g. grapheme to phoneme translation, prosody generation or stress or intonation determination
In an information processing apparatus, position information is obtained with respect to each of a plurality of players, a group made up of the plurality of players is created, and event data of a game event that can be played by the group, the event data including one or a plurality of individual conditions to be satisfied by a player, is generated based on the position information of the players.
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
A63F 13/45 - Controlling the progress of the video game
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
20.
MODEL LEARNING SYSTEM, MODEL LEARNING METHOD, A NON-TRANSITORY COMPUTER-READABLE RECORDING MEDIUM, AN ANIMATION GENERATION SYSTEM, AND AN ANIMATION GENERATION METHOD
Embodiments of the present disclosure provide methods, systems and non-transitory computer readable media of performing voice model learning and rig model learning. The voice model learning includes extracting an acoustic feature value by executing predetermined acoustic signal processing with respect to voice data including human voice and extracting a voice feature value by executing first transformation processing with respect to first input information including the extracted acoustic feature value. The rig model learning includes extracting a frame feature value by executing second transformation processing with respect to second input information including the extracted voice feature value and outputting character control information for controlling a character from the extracted frame feature value.
A computer is caused to execute: acquiring the log; generating a natural sentence based on the acquired log; and generating story content to be appreciated by a user by arranging the generated natural sentence and one or a plurality of game-related contents that are related to the log.
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A63F 13/45 - Controlling the progress of the video game
A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
A63F 13/85 - Providing additional services to players
A highly expressive image is output based on an input image. A style transfer program causes a processor to implement a distance estimation function of estimating a distance to a target included in an image, a region defining function of demarcating one or more regions from the image based on the estimated distance, and a style transfer function of performing a style transfer to the regions in the image.
A bubble creation method to be implemented by a server controls a progress of a video game. The bubble creation method includes a calculation formula specifying portion that is configured to specify one or more calculation formulas, and a bubble creation portion that is configured to create a bubble having an appearance defined by the calculation formula. The calculation formula has variables. The bubble creation portion creates a bubble whose appearance changes in accordance with a change of a value of the variable.
An inspection program causes a server to implement an image acquisition function to acquire an image, a determination function to determine whether or not the initial object is a genuine object based on at least a portion of a first object included in the image or at least a portion of a second object pertaining to the first object, and a certificate issuance function to issue an NFT certificate corresponding to the first object if the first object is determined to be a genuine object.
[Object] Usage of token is expanded and user satisfaction is improved.
[Object] Usage of token is expanded and user satisfaction is improved.
[Solution] A point management program causes a computer to implement a point accumulation function of accumulating points associated with a token corresponding to a user, according to a predetermined condition.
G06Q 20/36 - Payment architectures, schemes or protocols characterised by the use of specific devices using electronic wallets or electronic money safes
26.
Non-transitory computer-readable medium and video game processing system
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to determine an influence area of an object on a character is provided. The functions includes: a registering function configured to register influence area information in advance, a relationship between a plurality of unit areas around an object when a character is connected to the object and a structural model constituting the character being set for each of the unit areas in the influence area information for each combination of the character and the object; and an outputting function configured to output, in a case where a certain combination of a character and an object is specified, influence area information corresponding to the certain combination.
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
27.
NON-TRANSITORY COMPUTER READABLE MEDIUM AND METHOD FOR STYLE TRANSFER
According to one or more embodiments, a non-transitory computer readable medium storing a program which, when executed, causes a computer to perform processing comprising acquiring image data, applying style transfer to the image data a plurality of times based on one or more style images, and outputting data after the style transfer is applied.
A non-transitory computer-readable medium storing an animation generating program for causing a server to perform functions to generate an animation of an object configured by a combination of parts is provided. The functions include: registering content of a specified operation against the parts as specified operation information in advance; obtaining the specified operation information for identifying the specified operation; and a generating a part animation of each of object parts among the object parts of the object to control the specified operation of the object parts by dynamically calculating a rotation angle of a joint site required for the specified operation of the object parts in accordance with a predetermined calculation rule, and generating an animation of the entire object based on the part animation of each of the object parts.
A plan processing program for planning a task executed by a character based on a hierarchical task network causes a server to implement a plan generation function of generating a plan configured with a plurality of tasks from a domain based on goal information, in which in the plan generation function, a function of generating the plan in which a subsequent task to be employed is configured to change in accordance with a state or a condition is implemented.
Computer apparatuses, methods, and non-transitory computer-readable recording media having recorded thereon a program executed in a computer apparatus to perform functions of image processing are provided. An example non-transitory recording medium comprising a program executed in a computer apparatus causes the computer apparatus to perform functions comprising: identifying two or more subjects in a first image from an imaging device; and if the identified two or more subjects satisfy a predetermined condition, superimposing a predetermined effect either on the first image or on a second image from the imaging device that is different from the first image to generate a third image, and providing the third image.
A style transfer program causes a server to implement an acquisition function of acquiring buffer data from a buffer used for rendering, a style transfer function of applying style transfer based on one or more style images to the buffer data, and an output function of outputting data after the style transfer is applied.
A non-transitory computer-readable medium storing a video game processing program for causing a server to perform functions to control progress of a video game according to an operation of a player is provided. The functions comprise: ejecting an object from a position corresponding to the player in a virtual space based on the operation of the player; determining whether to update a degree of uplift of a predetermined region based on a positional relation between the ejected object and the predetermined region in the virtual space referring to storage storing uplift information related to the degree of uplift of the predetermined region and updating the uplift information according to a first update rule related to the object and the predetermined region.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/45 - Controlling the progress of the video game
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A non-transitory computer readable medium storing an event provision program causing a server to implement an object display function of displaying a first object that is a virtual object on a display device in a superimposed manner on a real space, a representation control function of controlling a representation using one or more virtual objects including the first object, and a permission acquisition information display function of displaying information (permission acquisition information) for causing a user to acquire a predetermined permission for a product or a service related to the object, the event, or the representation on the display device is provided.
A non-transitory computer readable medium storing a virtual store management program causing a server to implement an augmented reality diorama display function of displaying an augmented reality diorama superimposed on a real space on a display device, a space region link function of linking one or more virtual space regions to the augmented reality diorama, and a space region display function of displaying the space region linked to the augmented reality diorama on the display device is provided.
A non-transitory computer readable medium including an augmented reality processing program causing a server to implement a controllable object display data output function of outputting display data for displaying, in a superimposed manner on a real space, a controllable object that is a virtual object controllable by a user, and a controllable object control function of controlling at least one of an operation, movement, and a state change of the controllable object in accordance with an operation input provided by the user.
Provided is a non-transitory computer readable medium including an object linking program causing a server to implement, in a case where one of a real space and a virtual space augmented from the real space is a first space, and the other is a second space, a change information obtaining function of obtaining change information indicating a change in parameter or form of a first object in the first space, and a change linking processing function of performing a process causing a parameter or a form of one or more second objects in the second space to correspond to the first object after change based on the change information.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
G06T 19/00 - Manipulating 3D models or images for computer graphics
A game is provided in which playing characters controlled by players battle each other in a three dimensional virtual space so as to obtain battle points. The obtained battle points are collected as total values, with the total values being ranked. A player belongs to one group of a plurality of groups set in the game program. The playing characters are divided into specific teams based on input from each player, with each specific team being in the group to which the player belongs. The teams, including two or more playing characters comprising the team, of different groups battle in the three dimensional virtual space. The battle points obtained by the respective playing characters in the battle are totalized for every team, and the teams are ranked based on the team points.
A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A game program instructions executable by a processor to perform operations comprising: placing a predetermined number of nonplayer characters in a battle space; controlling the battle between the nonplayer character and the playing character in the battle space; rendering the battle state with a virtual camera and displaying on the display; the operations further comprising: counting the number of playing characters placed in the battle space; excluding a defeated nonplayer character from battle when the nonplayer character is defeated; relocating the excluded nonplayer character to the battle space after a predetermined respawn time elapsed; calculating the respawn time according to the counted number of playing characters and controlling the time to reposition the excluded nonplayer character to the battle space based on the respawn time calculated.
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
39.
Non-Transitory Computer-Readable Medium And Video Game Processing System
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to control a character during progress of a video game is provided. The functions include: a selecting function configured to select a combination of objects in accordance with a progress status of the video game, the objects being to be used for satisfying a predetermined condition in the video game as an in-game condition; and a using function configured to cause the character to use the combination of the objects selected by the selecting function in order to satisfy the in-game condition.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
40.
Non-transitory computer-readable medium and video game processing system
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to control a character in progress of a video game is provided. The functions includes: a utilization permitting function configured to permit utilization of object property information for controlling the character, a property of an object being expressed in the object property information, the property of the object being stored in a specific storage region associated with the object as a first storage region; and an information utilizing function configured to utilize the object property information, whose utilization is permitted, for controlling the character.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A63F 13/45 - Controlling the progress of the video game
41.
Non-transitory computer-readable medium and video game processing system
A non-transitory computer-readable medium including a video game processing program for causing a server to select an action regarding an object of a character on a basis of predetermined selection criteria is provided. At least one usage purpose is set to the object as an action. The functions include: an extracting function configured to extract a similar object similar to a new object among selection criterion stored object, the character having already stored selection criteria for each selection criterion stored objects; and an inheriting function configured to set a selection probability of each action in the selection criteria stored so as to be associated with the new object based on a selection probability of each action in the selection criteria stored so as to be associated with the similar object with respect to at least actions set in common between the similar and new objects.
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to control progress of a video game using a virtual space corresponding to map information of a real space and positional information of a user terminal of a user is provided. The functions include: an arranging function configured to arrange objects in the virtual space, at least one attribute of a plurality of attributes being associated with each of the objects; a specifying function configured to specify an object that satisfies a predetermined positional condition with respect to the positional information of the user terminal; and an updating function configured to update information regarding the user based on an attribute of the specified object.
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
In an information processing apparatus, position information is obtained with respect to each of a plurality of players, a group made up of the plurality of players is created, and event data of a game event that can be played by the group, the event data including one or a plurality of individual conditions to be satisfied by a player, is generated based on the position information of the players.
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
A63F 13/45 - Controlling the progress of the video game
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
44.
COMPUTER-READABLE RECORDING MEDIUM, AND IMAGE GENERATION SYSTEM
Systems and non-transitory computer-readable media storing instructions to implement image generation are disclosed. An example image generation system includes: a client terminal; a server apparatus that connects to the client terminal by communication and further generates an image representing a progress status of a video game which uses a three-dimensional virtual space; and a computer that progresses the video game; specifies, using viewpoint coordinates as a viewpoint, a sight line direction of a viewpoint object corresponding to the viewpoint coordinates; and generates the image based on the specified sight line direction and a first attribute of the viewpoint object.
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to control progress of a video game is provided. The functions include: a first arranging function configured to arrange a first object determined based on a user operation at a position determined based on a position of the user terminal in a virtual space corresponding to map information of a real space; a second arranging function configured to arrange a second object with which a predetermined event is associated at a position determined based on a position of the first object after a time determined in accordance with the first object elapses from a time when the first object is arranged; and a generating function configured to generate the predetermined event in accordance with a positional condition regarding the positions of the user terminal and the second object.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A system for calculating reverberation, comprising a computer that receives a signal input; stores an impulse response signal; reads out the impulse response signal corresponding to the input signal; converts an input signal and an impulse response signal into an input signal in the frequency domain and an impulse response signal in the frequency domain; samples the input signal and in the frequency domain and the impulse response signal in the frequency domain to an input signal and an impulse response signal after sampling; sets one of values of signals included in the impulse response signal after sampling to zero to obtain an impulse response signal after zero-value processing; performs a convolution operation on the impulse response signal after zero-value processing to obtain a reverberant signal in the frequency domain; and converts the reverberant signal in the frequency domain into a reverberant signal in a time domain.
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to control progress of a video game is provided. The functions include: a first specifying function configured to specify at least a part of a virtual space as a first target virtual space; a registering function configured to register the object and the user in a storage unit so as to be associated with each other; a second specifying function configured to specify a second target virtual space as the virtual space in a case where the object associated with the user is selected; and a generating function configured to generate an event corresponding to the object in a case where the object positioned within an area of the first or second target virtual space respectively specified by the first or second specifying function is selected by the user.
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A63F 13/55 - Controlling game characters or game objects based on the game progress
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
48.
Non-transitory medium and video game processing system
A bubble creation method to be implemented by a server controls a progress of a video game. The bubble creation method includes a calculation formula specifying portion that is configured to specify one or more calculation formulas, and a bubble creation portion that is configured to create a bubble having an appearance defined by the calculation formula. The calculation formula has variables. The bubble creation portion creates a bubble whose appearance changes in accordance with a change of a value of the variable.
An object of at least one embodiment of the present invention is to provide a game program of higher interest.
A game program controls the first character satisfying a predetermined condition as a result of the virtual battle to automatically execute, without moving in a virtual space together with the player character, a specific action that is an action different from before a start of the virtual battle and is advantageous for the player character, or controls the first character satisfying the predetermined condition as a result of the virtual battle to automatically generate a specific effect advantageous for the player character.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A non-transitory computer-readable medium including a face authentication program for causing a computer device that executes face authentication using a plurality of face information registered in a storage unit with respect to a captured face image of a user to implement the following functions including a determination function of determining face information to be used for the face authentication from among the plurality of face information based on position estimation information of a user corresponding to each of the plurality of face information, which is registered in the storage unit in association with each of the plurality of face information, and a predetermined condition, and an authentication function of performing the face authentication using the determined face information with respect to the captured face image of the user.
Provided is an augmented reality display technology capable of more entertaining a user.
b executes a special effect corresponding to the combination of the models. The display unit 14 displays the models together with the background image based on the special effect.
Provided is an augmented reality technology configured to combine images in a virtual space in real-time.
An augmented reality display device includes an imaging unit that acquires a background image of a real world, a model control unit that controls a two-dimensional or three-dimensional model in a virtual space, and a display unit that displays the model together with the background image. The model includes one or a plurality of joints connectable to another model. The model control unit controls each model to connect a joint of a first model and a joint of a second model in the virtual space.
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to control progress of a video game using a virtual space corresponding to map information of a real space and positional information of a user terminal of a user is provided. The functions include: a registering function configured to register objects of a plurality of users; a generating function configured to generate a predetermined event on a basis of positional information of a user terminal of a first user; and a participating function configured to cause an object of a second user different from the first user, for whom the event is generated, among the objects registered by the registering function to participate in the event.
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A server device transmits drawing data for drawing a product to a user terminal, grants display authority to display the drawing data of the product and is limited to a predetermined time period, to a non-winning user who does not win the product, performs a lottery for a product in response to a lottery request from the user terminal, outputs an instruction for delivering a physical product won as a result of the lottery to a predetermined place corresponding to a user, and grants display authority to display the drawing data of a product won as a result of the lottery and is not limited to the predetermined time period, to a winning user.
A computer is caused to execute: acquiring the log; generating a natural sentence based on the acquired log; and generating story content to be appreciated by a user by arranging the generated natural sentence and one or a plurality of game-related contents that are related to the log.
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A63F 13/85 - Providing additional services to players
A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
A63F 13/45 - Controlling the progress of the video game
56.
Video display system, video display method, and video display program
To prevent visually induced motion sickness that occurs during viewing of three-dimensional content using a display. A video display system and a video display program for a display include a computer for displaying content video on a display unit of the display as a virtual reality space, wherein the computer displays, on the display unit, three-dimensional video data in which a content video region and a fixed background image region surrounding the content video region are set.
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
A63F 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
57.
Computer-readable recording medium, game apparatus, and game execution method
To provide a game program of high interest is an object.
Switching between a manual control and an automatic control of a first player character. Performing an automatic control of a second player character acting as an ally of the first player character. The automatic control of the first player character is executed based on different action setting from the automatic control of the second player character.
A63F 13/422 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
A63F 13/5252 - Changing parameters of virtual cameras using two or more virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character changes room or displaying a rear-mirror view in a car-driving game
Examples described herein include methods for producing an augmented reality image. An example method includes a portable computer terminal obtaining a first estimated position and a first estimated orientation of a first scene; producing a first estimated image of the first scene; obtaining a first camera picture of the first scene; executing a first pattern matching between the first estimated image and the first camera picture; adjusting the approximate position and/or orientation of the portable computer terminal; executing a second pattern matching; and producing an augmented reality image considering the current position and orientation of the portable computer terminal.
G06V 20/20 - ScenesScene-specific elements in augmented reality scenes
G06T 7/73 - Determining position or orientation of objects or cameras using feature-based methods
G01S 19/47 - Determining position by combining measurements of signals from the satellite radio beacon positioning system with a supplementary measurement the supplementary measurement being an inertial measurement, e.g. tightly coupled inertial
G06T 19/00 - Manipulating 3D models or images for computer graphics
H04W 4/02 - Services making use of location information
G06V 10/48 - Extraction of image or video features by mapping characteristic values of the pattern into a parameter space, e.g. Hough transformation
59.
Viewing system, model creation apparatus, and control method
A viewing system which presents augmented reality of a 3D model representing an appearance of a target, comprises: an obtainer which is able to obtain a captured image of the target; a creator which is able to create a 3D model of the target based on the captured image obtained by the obtainer; and a presenter which is able to present the 3D model of the target created by the creator.
Provided is a video game processing program for causing a computer to implement a function of controlling the progress of a video game in which a user operates a player object in a game space, said program causing the computer to implement a control function of controlling actions of a plurality of objects including the player object in the game space. Attributes are set for each of the plurality of objects. With regard to the control function, a function is implemented of causing the player object to execute a prescribed action on the basis of an operation input by the user and generating a mobile body on which the same attribute as the attribute of the player object is set, and a function is implemented of, if the mobile body collides with another object, controlling the actions of the mobile body and the other object on the basis of at least an attribute relation between the mobile body and the other object.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
61.
Computer-readable recording medium, computer apparatus, and method of progressing game
To provide a game program having sufficient strategy and taste.
A game program progresses a game by calculating a sequence of actions of the plurality of characters when an action of a character is determined from the plurality of options, receiving determination of the action of the character, and causing the character to execute the action received.
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A computer functions as: an individual performance data receiver that receives a plurality of pieces of individual performance data from two or more performer user terminals connected via a network, each of the pieces of individual performance data being generated in accordance with a performance operation by a user on the corresponding performer user terminal and transmitted during a performance; a synthetic performance data generator that generates synthetic performance data by synthesizing pieces of individual performance data in an identical time slot, of the plurality of pieces of individual performance data received from the performer user terminals, during the performance, the synthetic performance data being used to reproduce sound in which individual performance contents on the two or more performer user terminals are mixed; and a synthetic performance data transmitter that transmits the synthetic performance data to at least one appreciator user terminal connected via the network during the performance.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A non-transitory computer-readable medium including a video game processing program is provided. The video game processing program causes a server to: extract tasks from a domain including at least one compound task, methods being set to each of the at least one compound task; determine tasks to be executed from the tasks in addition to an execution order thereof, and generate the plan; control an action of the character on a basis of the plan; and exclude, when the task is a compound task to which methods are set in a situation that the character fails the task in a middle of the plan, a failed method from a selection target, and execute partial replanning to obtain a partial modification plan. The action of the character is controlled on a basis of the partial modification plan in a case where the partial modification plan is obtained.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions regarding a search of a moving route in a virtual space is provided. The functions includes: a setting function configured to set a navigation mesh corresponding to a movable area of an object in a virtual space; an arranging function configured to arrange a plurality of waypoints on the set navigation mesh in accordance with a predetermined arrangement rule; a generating function configured to generate a plurality of regions by grouping the plurality of waypoints arranged in the virtual space based on a predetermined classification rule; a determining function configured to determine movable regions based on arrangement of the plurality of regions thus generated; and a searching function configured to search a moving route of the object based on the waypoints included in the determined movable regions.
A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions regarding a search of a moving route in a virtual space is provided. The functions include a setting function, an arranging function, a thinning function, and a searching function. The setting function is configured to set a navigation mesh corresponding to a movable area of an object in a virtual space. The arranging function is configured to arrange a plurality of waypoints on the set navigation mesh in accordance with a predetermined arrangement rule. The thinning function is configured to thin out some waypoints, which are selected in accordance with a predetermined selection rule, from the plurality of waypoints thus arranged. The searching function is configured to search a moving route of the object on a basis of arrangement of the plurality of thinned waypoints.
A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
66.
Non-transitory computer-readable medium and video game processing system
A non-transitory computer-readable medium including a video game processing program is provided. The video game processing program causes a server to: set regions by grouping movable areas of a character in a virtual space; set a value to each region; propagate each belonging parameter to any adjacent region of the corresponding region so that an absolute value of the belonging parameter decreases and set the belonging parameter after decrease to the corresponding region in a case Where any other belonging parameter has not been set thereto yet; and calculate a sum of absolute values of two different belonging parameters in a region at which a moving number of regions from each region is substantially equal to each other or a boundary of the region, and set the region, the boundary of the region, or regions adjacent to the boundary of the region as an indicator portion.
A non-transitory computer-readable medium including an image processing program is provided. To control synthesis of a real space image and a virtual object image, the image processing program causes a server to: obtain positional information of a real space image and a user terminal with a photographing device from the user terminal; refer to a storing unit storing information defined in advance as light source related information and positional information so as to be associated with each other, to specify the light source related information corresponding to positional information of the user terminal; set a virtual light source for a virtual object on a basis of the specified light source related information; generate a virtual object image on a basis of the set virtual light source; and output a synthetic image obtained by synthesizing the generated the virtual object image and the real space image.
A game program causing a computer to execute a function of controlling progress of a video game based on an operation input of a user causes the computer to implement a first control function of controlling operation of a first reference object having a predetermined shape and an enlarging and reducing object that is repeatedly enlarged and reduced between a state of being contained in the first reference object and a state of containing the first reference object, a second control function of displaying a game image that is an image of a game space including the first reference object and the enlarging and reducing object on a display unit, and a decision function of deciding an arrival location of a moving object released from a predetermined position in the game space based on a state of the enlarging and reducing object if a decision operation is performed.
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
69.
Image processing program, image processing apparatus, and image processing method
A non-transitory computer-readable medium including an image processing program is provided. The image processing program causes a terminal device to: obtain a photographed image obtained by photographing a real space; display a display frame having one or more display areas in a display area of the photographed image in a case where a predetermined condition is satisfied; obtain virtual space information at least containing three-dimensional virtual object information and positional relationship information, the three-dimensional virtual object information regarding one or more three-dimensional virtual objects arranged in a virtual space in advance; and render a certain three-dimensional virtual object viewed behind the display area when the display frame is photographed from the virtual viewpoint in a case where the display frame in the virtual space is virtually photographed from a virtual viewpoint, and display the certain three-dimensional virtual object in the display area of the display frame.
To provide a game program capable of achieving high amusement.
A game program causes an object to execute a first action by a player's operation, and changes a first parameter with the passage of time; and causes the object to execute a second action by the player's operation in a case where the first parameter satisfies a predetermined first condition.
A63F 13/55 - Controlling game characters or game objects based on the game progress
A63F 13/45 - Controlling the progress of the video game
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
To provide a game program of sufficient interest having high strategic quality. The program, given that a predetermined host object among host objects is defined as a first object and furthermore, a host object different from the first object is defined as a second object, in a case where the one or more host objects having the predetermined first relationship with the one enemy object is/are not present, and a case where none of the host objects having the predetermined first relationship with the one enemy object is the first object or the second object having the predetermined second relationship with the first object, controls the predetermined action to be non-executable on the one enemy object.
An apparatus comprises: acquiring depth information regarding an object that is present in a real space, the depth information indicating a distribution of distances to points on a surface of the object in a depth direction relative to a position; developing the points on the surface of the object, within a three-dimensional space that corresponds to the real space, based on the depth information; classifying the developed points on the surface of the object into any of a plurality of cells of a volume grid, divided from the three-dimensional space and each having a predetermined size; and determining, as a space in which the object is present, a space of the three-dimensional space and corresponding to cells into which a greater number of points on the surface of the object than a threshold value are classified.
G06T 7/579 - Depth or shape recovery from multiple images from motion
A63F 13/45 - Controlling the progress of the video game
A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
G06T 7/73 - Determining position or orientation of objects or cameras using feature-based methods
A game program causes a computer to implement a function of controlling progress of a video game in which a virtual game medium exhibits an ability in the game, a relationship setting function of setting a predetermined relationship between a first game medium and a second game medium selected from a plurality of game media based on a setting operation of a user, and an ability setting function of additionally setting the same ability as at least one ability of the first game medium in the second game medium in a case where a predetermined condition is established.
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
74.
Non-transitory computer-readable medium, image processing method, and image processing system for controlling progress of information processing in response to a user operation
A non-transitory computer-readable medium including a program is provided. The program causes a computer connected to an image capturing apparatus to: specify a virtual space; generate a virtual space image obtained by photographing the virtual space including at least one virtual object; output a synthetic image of the captured image and the virtual space image to a display device with a touch panel; determine a content of a user operation against the touch panel; update a position or a posture of each of the virtual camera and the virtual object when the user operation is a first operation in which a touch position against the touch panel does not move after the touch panel is touched; and rotate the virtual object in a predetermined direction when the user operation is a second operation in which the touch position is slid on the touch panel.
The present invention allows stress of a user that may occur until matching is completed when carrying out matching of a plurality of users with each other to be reduced. The users are arranged by taking into consideration a waiting time of a user who has never cleared content. When the user carries out a play request for content, the user is arranged in the content. The content in which the user is arranged is extracted by using an extraction condition regarding the waiting time of a non-cleared user. The plurality of users arranged in the content are thus matched.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A rendering system includes a command server and a plurality of rendering servers. The command server receives a screen transmission request from the client terminal. The command server evaluates, for each of the plurality of rendering servers, at least one of a number of connected terminals, an average transmission rate, a GPU operation rate, a congestion status, and a length of a transfer path to the client terminal. The command server specifies, based on evaluation results, at least one of the plurality of rendering servers to render a screen to be transmitted to the client terminal.
A63F 9/24 - Games using electronic circuits not otherwise provided for
A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
A63F 13/335 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/352 - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
B29C 41/20 - Shaping by coating a mould, core or other substrate, i.e. by depositing material and stripping-off the shaped articleApparatus therefor for making articles of definite length, i.e. discrete articles incorporating preformed parts or layers, e.g. moulding around inserts or for coating articles
G09B 23/28 - Models for scientific, medical, or mathematical purposes, e.g. full-sized device for demonstration purposes for medicine
An interactive system includes a terminal apparatus that is connected to a server apparatus via a network. The terminal apparatus requests the server apparatus to code a game image related to a game program. The server apparatus codes the game image related to the game program in response to an input operation signal from the terminal apparatus, and transmits coded moving image data of the game image to the terminal apparatus. The server apparatus includes an execution memory storing the coded moving image data requested by the terminal apparatus. In a case where communication with the terminal apparatus is stopped, the server apparatus suspends coding of the game image and holds the coded moving image data in the execution memory as suspended data.
Disclosed is a video game program for causing a computer to realize an acquisition function of acquiring replay data for reproducing play contents already ended of a user in a game space in which a plurality of characters including a player character of the user appear, an image generation function of generating a replay image to be displayed on a display based on the acquired replay data, and a selection function of selecting one or more characters from among the plurality of characters as a focus character based on a selection operation on an operator by the user. In the image generation function, the replay image is generated in a display format for the focus character.
It is determined whether or not a first game character operated by a player satisfies a defined condition during a battle between the first game character and a second game character. In response to the defined condition being satisfied by the first game character during the battle between the first game character and the second game character, a control right for controlling a part of the second game character in response to a player operation is acquired.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 9/24 - Games using electronic circuits not otherwise provided for
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
A rhythm game program for causing a computer to implement a function of controlling a progress of a rhythm game by playing a music and displaying a trigger object on a display unit, the program causing the computer to implement: an evaluation function of evaluating an operation input, based on a timing of the operation input for the trigger object and an operation timing associated with data; and an object control function of moving at least one of the trigger object and an operation position such that a distance between the trigger object and the operation position decreases, based on the operation timing corresponding to the trigger object, wherein the object control function implements a function of causing an auxiliary object to appear when an appearance condition is satisfied, and causing the auxiliary object to execute an auxiliary operation to assist a user in a progress of a game.
A rhythm game program for causing a computer to implement a function of controlling a progress of a rhythm game by displaying a trigger object, the program causing the computer to implement: an evaluation function of evaluating an operation input, based on a timing of the operation input for the trigger object and an operation timing associated with data; and an object control function of moving at least one of the trigger object and the operation position such that a distance between the trigger object and the operation position decreases, based on the operation timing, wherein the object control function implements a function of, when the trigger object for which the operation input has been performed satisfies a first condition, moving the trigger object to a predetermined position where the distance increases, and moving at least one of the trigger object and the operation position such that the distance decreases again.
A63F 13/814 - Musical performances, e.g. by evaluating the player's ability to follow a notation
A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
82.
Video game program and system for generating a stack when object passes through a peripheral area
A peripheral area is provided on the periphery of an operation target (for example, a player character) of a user. When an object (for example, a bullet) is located on the periphery of the operation target (for example, passes therethrough), an effect different from that when the object touches the operation target (for example, hits it) is generated. A form of the peripheral area may be changed. In a case where a predetermined condition regarding the operation target is satisfied, the form thereof may be changed. When the object is located on the periphery of the operation target, a parameter different from a parameter varying when the object touches the operation target may be changed When the object located on the periphery of the operation target, a second value may be added to a first value associated with the operation target.
A non-transitory computer-readable recording medium having a game program is provided. The game program is to be executed by a server device in a game system. The game system includes user terminals operated by respective users. The server device is capable of being connected to the user terminals through communication. The program causes the server device to set one or more kinds of game media to be in a state of being capable of being given to users. A predetermined upper limit is set to a number of game media capable of being given to the users. The program further causes the server device to give a user a game medium that the user desires to be given among the game media which are set by the server device in a range not exceeding the predetermined upper limit.
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A63F 13/70 - Game security or game management aspects
A63F 13/335 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/352 - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
84.
Video game for changing model based on adjacency condition
A system for changing appearance of a character composed of a plurality of models judges whether a model can be changed or not on the basis of whether an adjacency condition is satisfied or not. Whether the adjacency condition is satisfied or not is judged on the basis of a shape of a judgement target and a shape of a model adjacent to a change target. The system may refer to a type of a shape set to each model to judge whether the adjacency condition is satisfied or not. The system may also refer to a type regarding a portion adjacent to another model set to each model for the judgement. Moreover, the system may adjust a shape of an adjacent model on the basis of information that is set to the model.
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
85.
Game program, and method for controlling game program
To provide a game that uses a position of a player terminal in the real world and can improve satisfaction of a player who cannot perform sufficient movement in the real world is an object. To give a game which advance based on a position of a player terminal. To give a game which advance based on a predetermined position in the real world that is different from a position of a player in a case where a predetermined first condition is satisfied.
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A game processing program causes a server apparatus to control progress of a video game. The server apparatus is connected through a communication network to a terminal apparatus that executes the video game in which one or more users participate. The program causes the server apparatus to implement a progress control function of controlling progress of the plurality of game contents including a first content and a second content, an object control function of controlling motion of a player object of each user in game spaces of the game contents, an arrangement function of arranging determination areas at a plurality of arrangement positions in a game space of the first content during a first predetermined period, and a permission function of permitting users of player objects moved to the determination areas to play the second content until the number of permissions reaches a first defined number.
A63F 13/352 - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
The purpose of the present invention is to provide a more amusing game. A game program that performs a control so that: as a result of virtual combat, a first character who has satisfied a prescribed condition automatically executes, without moving together with a player character through a virtual space, a specified behavior differing from a behavior executed before the start of the virtual combat, the specified behavior being advantageous to the player character; or, as a result of the virtual combat, the first character who has satisfied the prescribed condition automatically generates a specified effect that is advantageous to the player character.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/5378 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
The present invention allows a processing load for carrying out matching of a plurality of users who satisfy a predetermined condition with each other to be reduced. The user is arranged for every attribute to carry out the matching. The plurality of users thus matched is allowed to play content together. Users with different attributes may alternately stand in a line in which the users are arranged. Further, the users are arranged by inputting a play request for content. Only selection of a condition of the content may be sufficient for the play request.
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
89.
Game program and game system for providing various play styles based on a selected game content
A game program causing a computer to implement a function of controlling progress of a game in which a user operates a player object in which an attribute is set causes the computer to implement an execution function of executing one game content selected from a plurality of game contents including a first game content and a second game content based on an operation input provided by the user, and a control function of controlling a motion of the player object in a game space based on the operation input provided by the user. In the control function, the computer implements a function of permitting the player object to execute a motion corresponding to the set attribute and prohibiting the player object from executing a motion corresponding to a non-set attribute during execution of the first game content.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/45 - Controlling the progress of the video game
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
90.
Video game processing program and video game processing system
The present invention allows stress of a user that may occur until matching is completed when to carry out matching of a plurality of users with each other to be reduced. The users are arranged by taking into consideration a waiting time of a user who has never cleared content. When the user carries out a play request for content, the user is arranged in the content. The content in which the user is arranged is extracted by using an extraction condition regarding the waiting time of a non-cleared user. The plurality of users arranged in the content are thus matched.
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
H04L 29/06 - Communication control; Communication processing characterised by a protocol
The present invention provides a non-transitory computer-readable storage medium storing program configured to enable an operation input scheme to be switched for game operation, the program causes a computer to execute processing for selecting to receive operation input by either a first operation input scheme or a second operation input scheme; processing for receiving operation input defined for the selected operation input scheme; processing for, based on the received operation input, controlling the game; and processing for outputting a game screen according to the game, wherein the game screen includes a graphical user interface (GUI), and a GUI arrangement configuration in the game screen differs depending on which of the first operation input scheme or the second operation input scheme the selected operation input scheme is.
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/22 - Setup operations, e.g. calibration, key configuration or button assignment
G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
92.
Computer-readable recording medium, computer apparatus, and computer processing method for placing object in virtual space and displaying placed object according to display mode
A program and computer apparatus to execute a method including: placing an object having a given attribute and a display mode according to the given attribute in a virtual space; identifying a first display mode of a face of a placed object which is not in contact with a different placed object according to an attribute of the placed object; identifying, with respect to at least one of a plurality of placed objects which are adjacent to each other and have different attributes, a second display mode of a face thereof which is not in contact with the different placed object according to an attribute of the placed object and an attribute of an adjacent placed object; and drawing, for displaying a placed object on a display screen, according to any one of the first display mode identified and the second display mode identified.
G06T 11/20 - Drawing from basic elements, e.g. lines or circles
G06T 19/00 - Manipulating 3D models or images for computer graphics
G06T 15/00 - 3D [Three Dimensional] image rendering
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
A63F 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A63F 13/63 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
This program causes a computer to carry out: a process for acquiring a captured image; a process for determining, on the basis of the position and the orientation of the computer in a real space, the position and the orientation of a viewpoint in a virtual space in which a virtual character is rendered; a process for controlling an action to be taken by the virtual character on the basis of the position and the orientation in the viewpoint; a process for generating a character image by rendering the virtual character in which the action has been reflected, with respect to the viewpoint; a process for causing a display means to display a superimposed image generated by superimposing the character image on the captured image; and a process for estimating the state of a user using the computer, on the basis of the viewpoint and the virtual character in which the action has been reflected as a result of reflecting the action in the virtual character. The action to be taken by the virtual character is controlled in accordance with the state of the user estimated as a result of reflecting the action in the virtual character.
G06T 19/00 - Manipulating 3D models or images for computer graphics
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
94.
Program, computer apparatus, program execution method, and computer system
A highly attractive program, a computer apparatus, a program execution method, and a system that allow a user to experience a virtual world full of the realistic feeling are provided. Provided is a program to be executed on a computer apparatus capable of communicating or connecting with a projector that projects a projection image onto a projected surface, the program causing the computer apparatus to function as: a specific point position changer that changes a position of a specific point for specifying the projection image to be projected onto the projected surface; and a transmitter that transmits an image in accordance with the position of the specific point to a projector as the projection image.
A63F 13/5255 - Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
H04N 5/74 - Projection arrangements for image reproduction, e.g. using eidophor
A63F 13/525 - Changing parameters of virtual cameras
G06T 19/00 - Manipulating 3D models or images for computer graphics
A game apparatus can cast various attacks only by pressing a same operating button without performing any complex operation. Attack methods are each provided with a priority, and also may be provided with a positional condition regarding a positional relationship between a player character and an enemy character, for executing an attack on the enemy character by the player character. For example, the positional condition is “less than 3 m from player character” and the attack method is “close attack with ax.” Since the positional condition “less than 3 m from player character” is given priority over an attack according to the positional condition “3 m or more and less than 10 m from player character,” when an attack operation instruction is received, the player character does an attack with an ax on the enemy character present at a distance of less than 3 m.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
A63F 13/422 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
A63F 13/833 - Hand-to-hand fighting, e.g. martial arts competition
A63F 13/22 - Setup operations, e.g. calibration, key configuration or button assignment
96.
Interactive system, terminal apparatus, server apparatus, control method, program, and recording medium
Provided is an interactive system in which program processing which is performed by a server apparatus in response to a request from a terminal apparatus can be preserved in a desired condition. An interactive system includes a terminal apparatus that is connected to a server apparatus via a network, requests the server apparatus to perform program processing, receives a processing result from the server apparatus, and displays the processing result, and the server apparatus that performs program processing in response to a request from the terminal apparatus, and transmits a processing result to the terminal apparatus, in which the terminal apparatus determines a predetermined condition in which execution of a display process of displaying the processing result from the server apparatus is suspended, and transmits a suspension signal to the server apparatus.
Disclosed is a video game program for causing a computer to realize an acquisition function of acquiring replay data for reproducing play contents already ended of a user in a game space in which a plurality of characters including a player character of the user appear, an image generation function of generating a replay image to be displayed on a display based on the acquired replay data, and a selection function of selecting one or more characters from among the plurality of characters as a focus character based on a selection operation on an operator by the user. In the image generation function, the replay image is generated in a display format for the focus character.
Disclosed is a game program that makes a server device connected to a terminal device executing a game including a plurality of game contents with different difficulty levels through a communication network control progress of the game. The game program causes the server device to realize a determination function of, based on positional information of a real space of the terminal device acquired from the terminal device used by a user, determining establishment of a positional condition including that the terminal device is positioned or has been positioned in any of one or more predetermined areas, and a setting function of setting a game content with a difficulty level higher than a game content already set in an executable state in the terminal device or the user among the plurality of game contents in an executable state based on establishment of a release condition including the positional condition.
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
Provided is a program which is executed in a device capable of outputting information on the basis of a user's contact position on an operation unit, the program causing the device to function as a setter that sets the contact position as a reference point, an identificator that identifies a direction from a first point to a second point of the contact position on the basis of a predetermined period or distance in a case where the contact position is moved, a determinator that determines a change of the direction by comparing a first direction and a second direction with each other when the direction identified in a case where the first point is a reference point is set to be the first direction and a direction identified in a case where a present contact position is set to be the second point is set to be the second direction.
G06F 3/041 - Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
A system is provided in which the outer appearance of a character is not lost. This system, in which the outer appearance of a character configured with multiple models is changed, determines whether or not the model can changed on the basis of whether or not an adjacency condition is satisfied. Whether or not the adjacency condition is satisfied is determined on the basis of the shape of the determination target and the shape of a model adjacent to the change target. In some cases, the system determines whether or not the adjacency condition is satisfied by referring to the type of shape configured in each model. In some cases, the system makes the determination by referring to the type of a section configured in the models that is adjacent to another model. Furthermore, in some cases, the shape of an adjacent model is adjusted on the basis of information configured in the model.
A63F 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars