JP5833766B2 - スキル正規化ハイブリッドゲーム - Google Patents
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- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
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Description
多数の実施形態において、スキル正規化ハイブリッドゲームは、高レベルの娯楽コンテンツをスキルを要するゲーム(娯楽ゲーム)と一体化させ、賭博経験を賭博(賭博ゲーム)と一体化させ、プレーヤのスキルレベルと無関係の公正なゲームプレイ経験をスキル正規化モジュールと一体化させる。スキル正規化ハイブリッドゲームを用いることにより、(遭遇してきた障害/挑戦、プレイ時間および他の要素によって測定された)ユーザのゲーム経験をプレーヤのスキルによって形成しつつ、プレーヤスキルから独立したランダム結果を提供することができる。本発明の実施形態によるスキル正規化ハイブリッドゲームを図1Aに示す。スキル正規化ハイブリッドゲーム128は、RWE102、GWE112、ESE120、賭博ゲームユーザインターフェース122、娯楽ゲームユーザインターフェース124およびスキル正規化モジュール126を含む。これら2つのユーザインターフェースは、同一ユーザインターフェースの一部であり得るが、図示の実施形態においては別個に図示されている。RWE102は、GWE112と、賭博ゲームユーザインターフェース122とに接続される。ESE120は、GWE112と、娯楽ゲームユーザインターフェース124とに接続される。GWE112はまた、娯楽ゲームユーザインターフェース124へ接続される。スキル正規化モジュール126は、GWE112へ接続される。
本発明の多数の実施形態によるスキル正規化ハイブリッドゲームは、リモート位置からのサービス引き出しまたは他のスキル正規化ハイブリッドゲームとの通信を行うようにネットワーク接続された状態で、ローカルに動作することができる。多数の実施形態において、スキル正規化モジュールは、1つ以上のスキル正規化ハイブリッドゲームからプレーヤ成績測定値を受信し、これらのプレーヤ成績測定基準に基づいて、プレーヤにとって適切なスキルレベルまたはランクを決定する。成績測定値を非限定的に挙げると、娯楽ゲームをプレイするプレーヤの結果(例えば、GWCの支出、利益、損失または蓄積、(速度または全蓄積としての)プレーヤの経験ポイントなど、1つ以上のプレイセッション時における娯楽ゲームリソース(例えば、(速度または絶対量としての)EEまたはAE)のプレーヤの使用、またはプレーヤの使用、実際または仮想の賭博されるクレジットリソースの(速度または絶対量としての)損失または蓄積)がある。加えて、(例えば、娯楽ゲームをプレイする際のプレーヤの娯楽ゲームのプレイ結果とおよびプレーヤが利用するリソースとの間の関係(例えば、比率)を決定することにより)多様な他の測定基準を成績測定値データから導出することができる。例えば、EE、クレジット、AEなどの利用速度によりGWCまたは他の種類の経験ポイントの関係または蓄積速度を決定する。他の導出は、使用されるリソース(例えば、EE、AE、クレジット)の全体量によってGWCまたは他の経験の測定の蓄積間の関係を決定することであり得る。2人以上のプレーヤが直接対戦のスキル正規化ハイブリッドゲームにおいて相互に競争することを望む場合、スキル正規化モジュールは、プレーヤのランクの比較に基づいて、各プレーヤにとって適切なハンディキャップを決定する。本発明の実施形態による、スキル正規化ハイブリッドゲームの展開図を図1Bに示す。この図において、スキル正規化ハイブリッドゲーム130は、双方向娯楽ゲームおよび賭博ゲームを、(限定するものではないが)、土地ベースまたはカジノゲームマシン、パーソナルコンピュータ、ゲームコンソール、無線デバイス(例えば、パーソナルデジタルアシスタント、ノートパッドコンピュータまたはスマートフォン)などのプレーヤに提供することが可能な任意のコンピューティングデバイス132によってホストされ得る。スキル正規化ハイブリッドゲーム130は、コンピュータネットワーク(例えば、ローカルエリアネットワークまたは広域ネットワーク)を介して多様なコンピューティングデバイスへ接続されたスキル正規化モジュールをホストするサーバ134を含み得る。
本発明の多数の実施形態によるスキル正規化ハイブリッドゲームによれば、プレーヤの成績測定値に基づいてプレーヤにハンディキャップを割り当てることにより、プレーヤのスキルレベルに関係無く公正な娯楽ゲームのプレイが可能となる。スキル正規化ハイブリッドゲームは、GWEを含む。GWEは、スキル正規化モジュールからの入力を用いて、プレーヤに対して適切なハンディキャップを実行して、公正な娯楽ゲームのプレイを保証する。スキル正規化モジュールは、プレーヤのランクに基づいてハンディキャップの割り当てを行うことができ、プレーヤのランクは、GWEから受信された成績測定値に基づき得る。本発明の実施形態による、プレーヤのスキルレベルに応じてハンディキャップを割り当てるスキル正規化ハイブリッドゲームの動作を示すシーケンス図を図2に示す。シーケンス図200は、スキル正規化ハイブリッドゲームのGWE202と、スキル正規化モジュール204との間の相互作用を含む。このシーケンスは、スキル正規化モジュールが各プレーヤに対するプレーヤ成績測定値を受信すること(206)と、各プレーヤの成績測定値が他のプレーヤの成績測定値に関連する様態に基づいて各プレーヤについてのランクを割り当てること(208)とを含む。全てのプレーヤにランクを割り当てた後、各プレーヤのランクに基づいて、各プレーヤに適切なハンディキャップを割り当てる(214)。その後、スキル正規化モジュールは、各プレーヤにとって適切なハンディキャップをGWEへ付加する命令へ戻り(218)、GWEは当該ハンディキャップを実行する(220)。
本発明の多数の実施形態による娯楽ゲームの文脈における成績は、プレーヤスキルおよび娯楽ゲームのプレイ時において導入される一定レベルのランダムネス双方の関数である。正しいハンディキャップを適用するために、プレーヤのスキルレベルをランク付けする。プレーヤのスキルレベルの増減と共に、プレーヤの全体的ンクおよびよってハンディキャップを調節して、プレーヤのスキルレベルの変更を反映する。さらに、特定の娯楽ゲームにおけるプレーヤのスキルレベルは、他の娯楽ゲームにおけるプレーヤのスキルレベルに関連しない場合がある。例えば、競走型の娯楽ゲームにおいて成功した場合でも、シューティング型娯楽ゲームのプレーヤのスキルレベルを示さない場合がある。しかし、1つのゲームにおけるプレーヤのスキルレベルは、関連するゲームにおけるプレーヤのスキルレベルに関連し得る(例えば、同じ娯楽ゲームの続編)。
本発明の多数の実施形態によれば、プレーヤのランクを確立した後、プレーヤにハンディキャップを割り当てることができる。これらの割り当ては、多様な要素(限定するものではないが、例えば、スキル正規化ハイブリッドゲームの種類、ランクの種類、測定可能なGW要素、およびオペレータ選好)に基づいて異なり得る。
T=Abs(Xi−Xmean)/s
上記式において、
Abs()=絶対値関数
Xi=現在のプレイセッションにおいて観測されたプレーヤ成績測定値
Xmean=前回までのプレイセッションにおけるプレーヤ成績測定値の履歴の平均
s=Xmeanの標準偏差
x1<x2<...<xN
多様な処理装置のうち任意のものが、本発明の実施形態に従って、スキル正規化ハイブリッドゲームの多様なコンポーネントをホストすることができる。一部の実施形態において、これらの処理装置を非限定的に挙げると、ゲームマシン、汎用コンピュータ、コンピューティングデバイスおよび/またはコントローラがある。本発明の実施形態によるスキル正規化ハイブリッドゲームを実行するように構成された処理装置を図7に示す。処理装置700において、プロセッサ704は、バス728によりメモリ706に接続される。プロセッサ704はまた、非一時的なプロセッサで読み出し可能な記憶媒体へ接続される(例えば、プロセッサにより実行可能な命令712およびデータ710をシステムバス728からI/Oバス726を通じて記憶コントローラ718を通じて記憶する記憶デバイス708)。プロセッサ704はまた、プロセッサを本明細書中に記載のような他の処理装置およびネットワークへ接続するために用いることが可能な1つ以上のインターフェースへ接続される。プロセッサ704はまた、バスを介してユーザ入力デバイス714(例えば、触覚デバイス(限定するものではないが、例えば、キーボード、キーパッド、フットパッド、タッチスクリーンおよび/またはトラックボール)ならびに非接触デバイス(例えば、ユーザが処理装置と相互作用する際にユーザからの入力を受信するために処理装置によって用いられる音声入力デバイス、運動センサーおよび運動キャプチャデバイス)へ接続される。プロセッサ704は、システムバス728からI/Oバス726を介して入力コントローラ720を介して、これらのユーザ入力デバイス714に接続される。プロセッサ704はまた、バスを介して、(限定するものではないが)、ユーザが処理装置と相互作用する際にユーザが知覚することが可能な出力を生成する際に処理装置によって用いられるビジュアル出力デバイス、音声出力デバイス、および/または触覚出力デバイスなどのユーザ出力デバイス716に接続される。一部の実施形態において、プロセッサは、ビジュアル出力デバイスに接続される(限定するものではないが、例えば、表示画面、照明パネルおよび/または照明付きディスプレイ)。複数の実施形態において、プロセッサは、(限定するものではないが)、スピーカおよび/または音響増幅器などの音声出力デバイスへ接続される。多数の実施形態において、プロセッサは、触覚出力デバイスに接続される(例えば、バイブレータおよび/またはマニピュレータ)。プロセッサは、システムバス728からI/Oバス726を通じて出力コントローラ722を通じて、出力デバイスに接続される。プロセッサ704はまた、システムバス728からI/Oバス726を介して通信コントローラ724を介して、通信インターフェース702に接続される。
Claims (11)
- ネットワーク分散型スキル正規化ハイブリッドゲームシステムであって、
ゲーム世界サーバに接続された実世界サーバであって、前記実世界サーバは、クレジット量の賭博について、ランダムに生成される支払金を提供するように構成された賭博ゲームを提供するように構成されている実世界サーバと、
ネットワークにより前記ゲーム世界サーバに接続されたコントローラと
前記ネットワークにより、前記コントローラを前記実世界サーバに接続する、前記ゲーム世界サーバと
を備え、
前記コントローラは、
娯楽ゲームを実行するように構成され、プレーヤのスキルを用いた前記娯楽ゲームの実行時に結果を提供し、
前記ネットワークを介して、ゲームプレイ賭博イベント発生を前記ゲーム世界サーバに通信し、前記ゲームプレイ賭博イベント発生は、前記プレーヤのスキルを用いた前記娯楽ゲームの実行に基づいており、前記プレーヤのスキルを用いた前記娯楽ゲームの実行は、前記賭博ゲームにおけるクレジット量の賭博をトリガし、前記賭博ゲームにおいて使用するためのクレジット量をランダムに生成し、
前記ネットワークを介して、前記プレーヤに対してハンディキャップを実行するための命令を受信し、
前記プレーヤに対してハンディキャップを実行する
ように構成され、
前記ゲーム世界サーバは、
ゲームプレイ賭博イベント発生を前記コントローラから受信し、
前記コントローラから受信した前記ゲームプレイ賭博イベント発生を前記実世界サーバに通信し、
前記プレーヤに対するプレーヤ成績測定値を決定し、前記プレーヤ成績測定値は、前記プレーヤのスキルを用いた前記娯楽ゲームの実行の結果と、前記賭博ゲームにおいてトリガされたクレジット量のうちの前記プレーヤのクレジットの使用とを含み、
前記受信したプレーヤ成績測定値に少なくとも部分的に基づいて、前記プレーヤにランキングを割り当てし、
前記プレーヤのスキルを用いた前記娯楽ゲームの実行結果と、前記ゲーム世界エンジンからの前記プレーヤについての前記成績測定値に含まれる、前記賭博ゲームにおいてトリガされた前記賭博において前記プレーヤによって利用されたクレジット量との間の比率と、前記ランキングとに少なくとも部分的に基づいて、前記プレーヤにハンディキャップを割り当てし、
前記コントローラによって実行された前記エンターテイメントゲーム内で前記プレーヤに対する前記ハンディキャップを実行するように前記コントローラに命令することにより、前記プレーヤにハンディキャップ付与する
ように構成される、ネットワーク分散型スキル正規化ハイブリッドゲームシステム。 - 前記プレーヤ成績測定値は、前記プレーヤの対戦プレーヤに対する結果をさらに含み、
前記ランクは、前記対戦プレーヤのランクおよび前記プレーヤの前記対戦プレーヤに対する結果に基づいて、前記プレーヤへと割り当てられる、
請求項1に記載のネットワーク分散型スキル正規化ハイブリッドゲームシステム。 - 前記プレーヤ成績測定値は、ゲーム属性に基づいて前記プレーヤが獲得した経験ポイントに関する情報をさらに含み、
前記ランクは、前記プレーヤが獲得した経験ポイントに関する情報と、前記プレーヤが前回までに獲得した経験ポイントに基づいて予測されるランクとに基づいて、前記プレーヤへ割り当てられる、
請求項1に記載のネットワーク分散型スキル正規化ハイブリッドゲームシステム。 - 前記ゲーム世界サーバは、前記プレーヤの成績測定値が予測されるプレーヤ成績測定値から逸脱することを決定するように、さらに構成される、請求項1に記載のネットワーク分散型スキル正規化ハイブリッドゲームシステム。
- 前記プレーヤの成績測定値が予測されるプレーヤ成績測定値から逸脱することを決定することは、棄却検定を用いて行われる、請求項4に記載のネットワーク分散型スキル正規化ハイブリッドゲームシステム。
- 前記棄却検定は、グラブス棄却検定である、請求項5に記載のネットワーク分散型スキル正規化ハイブリッドゲームシステム。
- 前記棄却検定は、DixonのQ検定である、請求項5に記載のネットワーク分散型スキル正規化ハイブリッドゲームシステム。
- 前記ゲーム世界サーバは、前記プレーヤの成績測定値が予測されるプレーヤ成績測定値から逸脱すると決定された場合、プレーヤのハンディキャップを調節するようにさらに構成される、請求項4に記載のネットワーク分散型スキル正規化ハイブリッドゲームシステム。
- 前記予測されるプレーヤ成績は、プレーヤ成績測定値の履歴に基づく、請求項4に記載のネットワーク分散型スキル正規化ハイブリッドゲームシステム。
- 前記ゲーム世界サーバと、前記実世界サーバとは、同一の処理装置を使用して構成される、請求項1に記載のネットワーク分散型スキル正規化ハイブリッドゲームシステム。
- 前記ゲーム世界サーバと、前記実世界サーバと、前記コントローラとは、異なる処理装置を使用して構成され、
前記ゲーム世界サーバと、前記実世界サーバとは、前記ネットワークを介して通信する、請求項1に記載のネットワーク分散型スキル正規化ハイブリッドゲームシステム。
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2012
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- 2012-10-17 WO PCT/US2012/060600 patent/WO2013059308A2/en active Application Filing
- 2012-10-17 CA CA2850381A patent/CA2850381A1/en not_active Abandoned
- 2012-10-17 JP JP2014535994A patent/JP5833766B2/ja not_active Expired - Fee Related
- 2012-10-17 SG SG10201700320RA patent/SG10201700320RA/en unknown
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2013
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2016
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2019
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AU2012326266B2 (en) | 2015-05-21 |
AU2012326266A1 (en) | 2014-05-01 |
JP2014531956A (ja) | 2014-12-04 |
US20170178454A1 (en) | 2017-06-22 |
WO2013059308A3 (en) | 2013-06-20 |
WO2013059308A2 (en) | 2013-04-25 |
US20130131848A1 (en) | 2013-05-23 |
US9564015B2 (en) | 2017-02-07 |
US20190156632A1 (en) | 2019-05-23 |
SG10201700320RA (en) | 2017-03-30 |
US20140141863A1 (en) | 2014-05-22 |
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