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08/30/07 - USPTO Class 463 |  70 views | #20070202953 | Prev - Next | About this Page  463 rss/xml feed  monitor keywords

Server system, team formation method in network game, and information storage medium

USPTO Application #: 20070202953
Title: Server system, team formation method in network game, and information storage medium
Abstract: A play level value of each player which is changed depending on game results is stored in a player management DB. When accepting a matching request from a player terminal, all candidate teams including the player who has issued the matching request are calculated. Candidate teams of which the average level values are almost equal and which completely differ as to the players belonging thereto are determined as opposing teams. (end of abstract)



Agent: Oliff & Berridge, PLC - Alexandria, VA, US
Inventor: Kouichiro Taninami
USPTO Applicaton #: 20070202953 - Class: 463042000 (USPTO)

Related Patent Categories: Amusement Devices: Games, Including Means For Processing Electronic Data (e.g., Computer/video Game, Etc.), With Communication Link (e.g., Television Broadcast, Etc.), Network Type (e.g., Computer Network, Etc.)

Server system, team formation method in network game, and information storage medium description/claims


The Patent Description & Claims data below is from USPTO Patent Application 20070202953, Server system, team formation method in network game, and information storage medium.

Brief Patent Description - Full Patent Description - Patent Application Claims
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[0001] Japanese Patent Application No. 2006-51692 filed on Feb. 28, 2006, is hereby incorporated by reference in its entirety.

BACKGROUND OF THE INVENTION

[0002] The present invention relates to a server system for a network match game which is connected with a plurality of player terminals via a communication channel and forms teams of players and the like.

[0003] The number of players utilizing an online network game has steadily increased along with development of communication technology: The most attractive feature of the online network game is that the player can enjoy the game by sharing a single game world with an unknown player by forming a party or the like. In the case of a one-to-one match game such as go or chess, the players can compete anytime and anywhere.

[0004] A process of searching for a partner for the party or a competitor is called a matching process. Various technologies have been proposed for the matching process. For example, JP-A-2001-344372 discloses a technology of forming players having a common objective into a party.

[0005] However, the above technology cannot be directly applied to a team match game. For example, since the technology disclosed in JP-A-2001-344372 is a technology for forming one team (party), the opposing teams cannot be coordinated. Specifically, since the difference between the total level of one team and the total level of the other team is not taken into consideration, a difference in level may occur between the opposing teams. Moreover, a team with a distinctive feature, is not necessarily formed by merely forming a team of players having almost equal play levels, whereby interest to the game is reduced.

SUMMARY

[0006] According to one aspect of the invention, there is provided a server system for a network game which is connected with a plurality of player terminals via a communication channel, the server system comprising:

[0007] a play level value storage section which stores a play level value for each player which is changed depending on game results;

[0008] a request acceptance section which accepts a matching request from the player terminal; and

[0009] a team formation section which forms a team of players whose matching request has been accepted by the request acceptance section and whose play level values satisfy a specific almost equal condition based on the stored play level values.

[0010] According to another aspect of the invention, there is provided a server system for a network game which is connected with a plurality of player terminals via a communication channel, the server system comprising:

[0011] a play level value storage section which stores a play level value of each player which is changed depending on game results;

[0012] a candidate calculation section which calculates candidate teams formed of combinations of players;

[0013] a team level value calculation section which calculates a total play level value of each of the calculated candidate teams; and

[0014] an opposing team determination section which determines candidate teams of which the play level values satisfy a specific almost equal condition as opposing teams.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING

[0015] FIG. 1 is a view showing an example of the installation state of player terminals.

[0016] FIG. 2 is a view showing a schematic configuration of a game system.

[0017] FIG. 3A is a view showing a game space map. FIG. 3B is a view showing an example of a game screen.

[0018] FIG. 4 is a functional block diagram of a server system.

[0019] FIG. 5 is a view showing a configuration example of terminal installation location information.

[0020] FIG. 6 is a flowchart of a player management process.

[0021] FIG. 7 is a view showing a configuration example of a player management DB.

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Brief Patent Description - Full Patent Description - Patent Application Claims

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