TW201136638A - Electronic game method and system, computer program product - Google Patents

Electronic game method and system, computer program product Download PDF

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Publication number
TW201136638A
TW201136638A TW99112016A TW99112016A TW201136638A TW 201136638 A TW201136638 A TW 201136638A TW 99112016 A TW99112016 A TW 99112016A TW 99112016 A TW99112016 A TW 99112016A TW 201136638 A TW201136638 A TW 201136638A
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Taiwan
Prior art keywords
card
game
score
cards
virtual player
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TW99112016A
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Chinese (zh)
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TWI417123B (en
Inventor
ming-guang Zhang
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Xpec Entertainment Inc
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Abstract

An electronic game method is disclosed, which is executed when at least one user plays cards game with an electronic game system. The method includes the following steps (A) setting preferred parameters of a virtual player, the preferred parameters include the accumulated credits for various types of single card or combination cards; (B) dispensing a plurality of cards to the virtual player, (C) when it is the virtual player's turn to play cards, the electronic game system will perform the operation of accumulated credits for the single card or combination cards held by the virtual player according the preferred parameters of the virtual player so as to determine the priority of card playing (D) displaying the card playing results of the virtual player.

Description

201136638 六、發明說明: 【發明所屬之技術領域】 本發明是有關於-種電子遊戲方法及系統、電腦程式產 品,特別是指一種可設定虛擬玩家的打牌偏好之電子遊戲方 法及系統、電腦程式產品。 【先前技術】 麻將遊戲起源於中國,是大中祕區非常盛行的娱樂活 動,需要多人參與才能進行,又或者其他類似的打牌遊戲, 住在因為凑不足人數而無法成局。 正因如此,電子遊戲便因應而生,使用者只要擁有一台 具備運算功能的硬體設備,也能夠享受與虛擬玩家玩麻將的 樂趣但現有遊戲軟體產生虛擬玩家的人工智慧運算皆以輸 臝為唯一考量’缺乏人性化的趣味。 在廠商的設計方面,人工智慧的效能也是必須兼顧的, 因為此搭載到具有運算能力的各種硬體上,硬體規格不盡相 同,右是人工智慧發明的不好,搭載到運算能力差的硬體上 便會非常的慢,無法吸引消費者使用。 再者’麻將遊戲或具有與麻將類似規則的打牌遊戲除了 打牌技巧以外,得知牌友的打牌習慣往往也是重點所在,這 是因為打牌打久了後,彼此的打牌習性也相互了解,如此進 仃時就會s為熟悉感而使打牌變得比較有趣,所以_般打牌 時喜歡找熟悉其打牌特性的牌友打牌。 因此’現有麻將遊戲或具有與麻將類似規則的打牌遊戲 的缺失為.現有遊戲軟體產生虛擬玩家的人工智慧運算皆以 201136638 輸赢為唯-考量而缺乏人性化,以及無法模擬個人偏好,亦 無法提昇遊戲的趣味性。 【發明内容】 本發明之目的,即在提供一種可設定虛擬玩家的 打牌偏好之電子遊戲方法及系統、電腦程式產品。 於是,纟發明電子遊戲方法,供至少一使用者與一電子 遊戲系統玩牌時執行,該方法包含下述步驟:(A)設定至少 -虛擬玩家之偏好參數,該偏好參數包括料關型之單牌 〇牌的積刀’(B)發給該虛擬玩家複數張牌;(C)當輪 到該虛擬玩家出牌時,該電子遊㈣統依據該虛擬玩家之偏 好參數對該虛擬玩家手巾之牌進行各種單牌/組合牌的積分 運算’藉此決定出牌之優先順序;及(D)顯示該虛擬玩家 之出牌結果。 本發明電腦程式產品内儲用於可設定虛擬玩家的打牌 偏好之遊戲程式’當電腦載人該遊戲程式並執行後,可完成 如前述之電子遊戲方法。 本發明電子遊戲系統供至少一使用者與一電子遊戲系 統玩牌時執行,包括—儲存裝置一控龍組及—輸出裝置、。 "亥儲存裝置6己錄有一供控制模組存取資料的遊戲資料 庫’該遊戲資料庫具有—虛擬玩家f料表,該虛擬玩家資料 表中具有至少-虛擬玩家代號及其缺參數,且該偏好參數 包括對不同類型之單牌/組合牌的積分。該控制模組用以執 =一遊戲程式,且於執行該遊戲程式時,依據選擇的虛擬玩 豕之偏好參數對該虛擬玩家手中之牌進行各種單牌/組合牌 201136638 的積分運算’藉此決定出牌之優先順庠· 〜山叶元;丨貝圩,6亥輸出裝置輸出該 虛擬玩家之出牌結果。 本發明電子遊戲方法及系統、電腦程式產品之功效在 於:讓參與打牌補时擬玩家具有個人偏好及人性化設 計’增加打牌遊戲的趣味性。 【實施方式】201136638 VI. Description of the Invention: [Technical Field] The present invention relates to an electronic game method and system, and a computer program product, and more particularly to an electronic game method and system, computer program capable of setting a virtual player's playing card preference product. [Prior Art] The mahjong game originated in China and is a very popular entertainment activity in the big and medium secret areas. It requires a lot of people to participate, or other similar card games, and it is impossible to make a due to the shortage of people. Because of this, video games are born. Users only need to have a hardware device with computing functions, and they can enjoy the fun of playing mahjong with virtual players. However, the existing game software generates artificial games for virtual players. For the sole consideration of 'lack of humanity's interest. In the design of the manufacturer, the effectiveness of artificial intelligence must also be taken into account, because this hardware is equipped with various computing hardware, the hardware specifications are not the same, the right is the invention of artificial intelligence is not good, and the computing power is poor. The hardware will be very slow and will not attract consumers. In addition to the mahjong game or the card game with the rules similar to the mahjong, in addition to the card-playing skills, it is often the key to know that the card-playing habits of the card-players are also the key points, because after playing cards for a long time, the playing habits of each other are also known to each other. When you are squatting, it will make the playing card more interesting, so you like to find a card player who is familiar with the playing characteristics when playing cards. Therefore, the lack of existing mahjong games or card games with rules similar to mahjong is that the artificial intelligence calculations of existing game software to create virtual players are all based on the 201136638 win-and-loss and lack of humanity, and can not simulate personal preferences, nor can they Improve the fun of the game. SUMMARY OF THE INVENTION An object of the present invention is to provide an electronic game method and system, and a computer program product that can set a card player's preference for playing cards. Therefore, the invention of the electronic game method is performed when at least one user plays with an electronic game system, and the method comprises the following steps: (A) setting at least a virtual player preference parameter, the preference parameter including the material type The card of the single card is sent to the virtual player a plurality of cards; (C) when it is the turn of the virtual player to play the card, the electronic game (four) is based on the virtual player's preference parameter to the virtual player's hand towel The card performs the integral operation of various single/combination cards 'to determine the priority of the card; and (D) shows the result of the card of the virtual player. The computer program product of the present invention stores a game program for setting a card game preference of a virtual player. When the computer carries the game program and executes it, the electronic game method as described above can be completed. The electronic game system of the present invention is implemented when at least one user plays with an electronic game system, including a storage device, a control group, and an output device. "Hai storage device 6 has recorded a game database for the control module to access the data 'The game database has a virtual player f material table, the virtual player data table has at least - virtual player code and its missing parameters, And the preference parameter includes points for different types of single/combination cards. The control module is configured to execute a game program, and when performing the game program, perform integral operation of various single/combination cards 201136638 on the cards in the virtual player's hands according to the selected virtual gameplay preference parameters. Decide on the priority of the card. ~Yangyeyuan; 丨贝圩, 6 Hai output device outputs the result of the virtual player's card. The electronic game method and system and the computer program product of the present invention have the effect of allowing the player to have a personal preference and a humanized design to participate in the card making time to increase the interest of the card game. [Embodiment]

有關本發明之前述及其他技術内容、特點與功效,在以 下配0參考圖式之較佳實施例的詳細說明中,將可清楚的呈 現。在本發明被詳細描述之前,要注意的是,由於各國麻將 規則不盡相同,兼之每個人的思考方式也大相逕庭如何方 便的將這套人工智慧套用在各種牌戲規則,以及如何模擬各 種虛擬玩家的思考方式便是這次發明的重點。 1.遊戲系統 參閱圖1 ’本發明之較佳實施例中,係在一電子遊戲系 統1(如:電腦或各種平台遊戲機等)執行本發明之電子遊戲 方法,且電子遊戲系統丨同時也就是一使用者端,使用者端 於本實施例是採用單機版,可自動產生至少一或多個虛擬玩 家參與遊戲。 熟知本領域者當知,該方法亦可是應用於一内儲用於遊 戲程式3之電腦程式產品,當電腦載入該遊戲程式3並執行 後,可完成本實施例所述之步驟;另外,若將本發明概念應 用於網路遊戲,或四家皆選用虛擬玩家自動玩牌,亦屬於本 發明之技術範嘴。 電子遊戲系統1包含一儲存裝置U、一輸入裝置12、 5 201136638 -控制模組13、-輸出裴置14及一通訊裝置】6。 '、中輸入裝置12具有一輸入控制器120、一滑鼠12卜 -鍵盤122及/或-操作介面123,供使用者藉由滑鼠⑶、 鍵,122及/或操作介® 123輸入資料予輸入控制器12〇並 运乂給控制模組13,須注意的是,熟知本發明技術領域者 當知,當電子遊平台遊戲機時,操作介面123 可以疋觸控板等輸人介面,不以本實施例所提的滑鼠⑵、 鍵盤122為限制。 輸出裝置14具有一輸出控制器140、一制叭141及一 顯示介面142’輸出控制器刚用以輸出遊戲程式的一顯示 訊號及-聲音訊號,顯示介面142用以連接一顯示裝置2, 並輸出顯示訊號予顯示裝置2以播放遊戲畫面,心141 輸出遊戲聲音訊號。 通訊裝置16是一有線/無線之網路/通訊連接介面,用 以連接一通訊網路5 ’藉此,能與其他網路裝置(圖未示)連 線以進行多人線上遊戲。 )連 控制模組13可接收來自輸入裝置12之輸入指令以控制 協調各元件運作,另外,控龍組13載有—遊戲程式3, 當遊戲程式3執行時能產生遊戲畫面2卜且可存取儲存裝 置11之資料0 又 -配&amp;圖2 ’儲存裝置11記錄有一遊戲資料庫111,遊戲 資料庫111具有__虛擬玩家資料表2G及各虛擬玩家之偏好 參數對照表30,虛擬玩家資料表2()中具有多個虛擬玩家代 说(如玩家A、B、c、d)及各自的偏好參數,且該偏好參數 201136638 包括對不賴狀單牌/組合牌的積分,該積分之計算基礎 則來自於偏好參數對照表3〇。 再參閱圖ί,藉由前述元件,控制模組13可依據輸入 裝置12的輸人指令來設定遊戲資料庫⑴的不同虛擬玩家 之偏好參數’並於執行遊戲程式3時,依據選擇的虛擬玩家 之偏=參數對虛擬玩家手中之牌進行各種單牌/組合牌的積 分運算,藉此決定出牌之優先順序;然後,輸出裝置&quot;可 在顯示裝置2呈現該虛擬玩家之出牌結果。The foregoing and other technical features, features and advantages of the present invention will become apparent from the Detailed Description of the <RTIgt; Before the present invention is described in detail, it should be noted that because the mahjong rules vary from country to country, and how each person thinks differently, how to easily apply this artificial intelligence to various rules of the game and how to simulate various virtual players. The way of thinking is the focus of this invention. 1. Game System Referring to FIG. 1 'In a preferred embodiment of the present invention, an electronic game method of the present invention is executed in an electronic game system 1 (such as a computer or various platform game machines, etc.), and the electronic game system is also It is a user end. In this embodiment, the user end uses a stand-alone version, and can automatically generate at least one or more virtual players to participate in the game. It is known to those skilled in the art that the method can also be applied to a computer program product stored in the game program 3. When the computer loads the game program 3 and executes it, the steps described in this embodiment can be completed; If the concept of the present invention is applied to a network game, or four of them use a virtual player to automatically play cards, it is also a technical model of the present invention. The electronic game system 1 comprises a storage device U, an input device 12, 5 201136638 - a control module 13, an output device 14 and a communication device 6 . The middle input device 12 has an input controller 120, a mouse 12-keyboard 122 and/or an operation interface 123 for the user to input data by means of a mouse (3), a key 122, and/or an operation medium 123. The input controller 12 is input to the control module 13. It should be noted that those skilled in the art of the present invention know that when the electronic game platform is used, the operation interface 123 can be used to input a touch panel or the like. The mouse (2) and the keyboard 122 mentioned in this embodiment are not limited. The output device 14 has an output controller 140, a floppy 141, and a display interface 142'. The output controller is used to output a display signal and a sound signal of the game program. The display interface 142 is used to connect a display device 2, and The display signal is output to the display device 2 to play the game screen, and the heart 141 outputs the game sound signal. The communication device 16 is a wired/wireless network/communication connection interface for connecting to a communication network 5', thereby being able to be connected to other network devices (not shown) for multiplayer online games. The control module 13 can receive input commands from the input device 12 to control the operation of each component. In addition, the control group 13 carries a game program 3, which can generate a game screen 2 when the game program 3 is executed and can be saved. The data of the storage device 11 is 0-matched &amp; FIG. 2 The storage device 11 records a game database 111 having a __virtual player data table 2G and a preference parameter comparison table 30 for each virtual player, a virtual player. There are multiple virtual player generations (such as players A, B, c, d) and their respective preference parameters in the data table 2 (), and the preference parameter 201136638 includes points for the non-defective single/combination cards, the points The basis of the calculation comes from the preference parameter comparison table 3〇. Referring to the figure, the control module 13 can set the preference parameters of different virtual players of the game database (1) according to the input command of the input device 12 and select the virtual player when executing the game program 3. The bias=parameter performs an integral operation of various single/combination cards on the cards in the hands of the virtual player, thereby determining the priority order of the cards; then, the output device&quot; can present the results of the virtual players on the display device 2.

需說明的是,電子遊戲系統1除了-般的桌上型或筆記 型電腦’亦涵蓋包括例如行動電話、智慧手機、個人數位助 理等可攜式電子產品,並不以桌上型或筆記型電腦為限制。 另外遊戲私式3可以疋一麻將程式、一梭哈程式或具有類 似規則的遊戲程式,為枝說明起m麻將遊戲程式為 範例介紹如下。 參閱圖2,並配合圖丨,遊戲程式3規劃成—主控模組 35、一設定模組31、一發牌模組32、一出牌模組33、一輸 入模組341及一輸出模組342,分別介紹如下。 主控模組35是接受輸入模組341自外部(如滑鼠12〇或 鍵盤121)取得的輸入指令開啟,並藉由輸出模組342輸出 訊號給顯示裝置2以產生遊戲畫面21,且可存取遊戲資料 庫11之資料,並用於執行如圖4之流程,容後再述。 設定模組31是依據輸入指令或系統自行設定至少—虛 擬玩家(如玩家A)之偏好參數,偏好參數包括對不同類型之 單牌/組合牌的積分,然而,也可設定多個虛擬玩家(如玩家 7 201136638 B、C、D),端看使用者的選擇。 發牌模組32是依據預定發牌次序分別發給使用者自家 及虛擬玩家複數張牌;出牌模組33是負責判斷虛擬玩家如 何處理其手上的牌,具有-評分單元331、—殘 及一盯牌單元333。 評分單元331是當輪到虛擬玩家出牌時,依據虛擬玩家 (如玩家A)之偏好參數對照表3〇(如圖3,原理容後再述消 虛擬玩家手巾之料行各種單牌/組合牌的積分㈣,藉此 決定出牌之優先順序。殘牌單元332是為了快速且有效率的 胡牌而設計,主要根據當時手上其他牌及海底的牌,來對原 本要計算的這張牌做額外的加權計算。盯牌單元觀察其 他玩家的棄牌來避免輸牌或使勝率增加;如此综合計算後會 判斷出哪一張牌。 II·單牌/组合牌的積分運算原理 以麻將的玩法為例,基本上就是在每一次輪到自己的時 候’從手中的數張牌中選取—張牌並將其捨棄。為了能套用 在各種不同的遊戲規則,本發明取其共通性:分數的概念來 設計人工智慧。 〜 人工智慧所必須作的就是將自己週遭的狀況數值化進 而從各項數值去判斷出哪張牌對自己是最沒有益處的。因 此’人工智慧必須對自己手上所有可能捨棄的每張牌去計算 出這張牌對於自己的價值’而本發明讓計算價值的標準取決 於許多可調整的參數,也就是說同一個組合牌裡的某一張 牌,對於兩種可調整參數不同的人工智慧來說,這張牌的價 201136638 值也會不同,因此這些可調整的參數正代表了這個人工智慧 對牌的價值評量標準,也進一步的影響了這個人工智慧打牌 的習慣及風格。 參閲圖3,以一虛擬玩家a為例,屬於他的偏好參數對 照表30是一可供設定玩家偏好選項的晝面,區分為一單牌 配分表301及一組合牌配分表3〇2,單牌配分表3〇1是用來 計算單張牌的價值’組合牌配分表3〇2是用來計算組合牌的 價值。 如單牌配分表301所示,主要是將屬於一第一類別之 萬、筒、條、風、箭(三元牌)給予「基礎分」皆為+ 1〇分, 而屬於屬於一第二類別之序牌依據一至九順序再分配不同 「加分」為+0、+5、+1〇、+10、+1〇、+10、+1〇、+5、+〇 分。 因此’各種牌依據第一類別之萬、筒、索、風、箭之「基 礎分」加上第二類別之序牌一至九之「加分」可得到「牌基 本分」,也就是算出了代表單張牌的基本分數,且不受其他 牌影響,例如手牌中有一張「一萬」,不論其他牌為何,「一 萬」的基本價值就是「基礎分」10加上「加分」〇等於「牌 土本刀」10,透過「基礎分」或「加分的調整,也就可以調 整出一個不愛邊張的虛擬玩家A’抑或是一個只愛字牌不愛 序牌的虛擬玩家A。 如組合牌配分表302所示,具有不同類別之成套組合牌 之額外加分,成套組合牌是表示在一般麻將的標準胡牌牌型 中(4+1牌型),四組(13張)或五組(16張)的順或刻,因此對 201136638 -般的玩家或虛擬玩家來說’當—張料與組合牌内的其他 組合牌合成順或刻(成-套)時,該張牌的價值應是相㈣ 低,因此本發明給了這類的牌-個不成順刻(無刻子或順子) 的「額外加分」,而這分數應為負值,如:·5〇,好使得虛擬 玩家Α在決定要打出哪張牌時,能優先打出這類牌,而不 會去把已成順或刻的牌拆開並捨棄。 另外,順及刻的價值也可代表此虛擬玩家A性格對於 順或刻的喜好程度’也就是若特定_之成套組合牌之額外 加分較高者,則表示供該虛擬玩家A在出牌時優先保留該 張牌。本較佳實施例是將「刻子分數」及「順子分數」都設 為100 ’然而’亦可設計成讓虛擬玩家A的「順子分數」大 於「刻子分數」的價值,則此虛擬玩家人會傾向保留「順 子」’導致最後形成平胡的機率較大,反之亦然。 對子j、「相連」及「跳連」均是由兩張組合牌合起來 的=型,本較佳實施例是將「對子」、「相連」及「跳連」分 J又為3G 2G及1G。由於麻將胡牌時所需要的是多組的三 張組合牌合(順及刻),因此,這類兩張牌的組合最後的姓 不是等待第三張牌來作組合,就是拆掉並捨棄(將牌除 外)。 在般的牌局前期時,手牌上的散牌(單張且未能盘其 他牌作任何組合)居多’「對子」、「相連」及「跳連」因有其 價值,所以通常都會將之保許來。而到了 +後期手上已 ^有,何散牌’除了刻及順外(一般不會拆掉),有的只有「對 子」、相連j及「跳連」的兩張組合牌合’這時這三種兩張 201136638 組合牌合的價值高低’可說是影響虛擬玩家A的打牌模式 及風格相虽大’當「對子」的價值大於其他兩種時,虛擬玩 豕會傾向保留「對子」並使之能與第三張牌湊成刻子,導致 最後形成暗刻或碰碰胡的機率較大,但當「相連」及「跳連」 的價值大於對子時,虛擬玩家A就會傾向於保留相連或跳 連並使之與第三張牌凑成順子,導致最後形成平胡的機率較It should be noted that the electronic game system 1 includes a portable electronic product such as a mobile phone, a smart phone, and a personal digital assistant, in addition to a desktop or notebook computer, and is not a desktop or a notebook. The computer is limited. In addition, the game private 3 can be a mahjong program, a stud program or a game program with similar rules. The mahjong game program is described as an example. Referring to FIG. 2, together with the figure, the game program 3 is planned as a main control module 35, a setting module 31, a licensing module 32, a card-out module 33, an input module 341 and an output module. Group 342, respectively, is described below. The main control module 35 is configured to open an input command taken by the input module 341 from the outside (such as the mouse 12 or the keyboard 121), and output the signal to the display device 2 through the output module 342 to generate the game screen 21, and The information of the game database 11 is accessed and used to execute the process of FIG. 4, which will be described later. The setting module 31 is configured to set at least a preference parameter of the virtual player (such as player A) according to the input command or the system. The preference parameter includes points for different types of single/combination cards. However, multiple virtual players can also be set ( For example, player 7 201136638 B, C, D), look at the user's choice. The card-issuing module 32 is respectively issued to the user's own card and the virtual player according to the predetermined card-ordering order; the card-out module 33 is responsible for determining how the virtual player handles the card in his hand, and has a - scoring unit 331, - And a marking unit 333. The scoring unit 331 compares the preference parameters of the virtual player (such as player A) according to the preference parameter when the virtual player is out of the game (see FIG. 3, and then describes the various single cards/combinations of the virtual player's hand towel. The card's points (four), in order to determine the priority of the card. The remnant unit 332 is designed for fast and efficient Hu card, mainly based on the cards on the other hand and the bottom of the sea, the original to be calculated The card is used for additional weighting calculations. The stag-card unit observes other players' discards to avoid losing cards or increase the winning percentage; so the card will be judged after the comprehensive calculation. II. The card/combination card's integral operation principle is mahjong For example, the gameplay is basically 'selecting a card from a few cards in the hand and discarding it each time it is his turn. In order to apply to various game rules, the invention takes its commonality: The concept of scores to design artificial intelligence. ~ What artificial intelligence must do is to digitize the conditions around you and determine from the various values which card is the least beneficial to you. So 'people The wisdom of the worker must calculate the value of the card for himself for every card that he may discard on his hand. The standard for calculating the value of the invention depends on many adjustable parameters, that is, in the same combination card. For a card, the value of this card will be different for the artificial intelligence with different adjustable parameters. Therefore, these adjustable parameters represent the value of this artificial intelligence card. Further affecting the habit and style of this artificial intelligence playing card. Referring to FIG. 3, taking a virtual player a as an example, the preference parameter comparison table 30 belonging to him is a face for setting the player preference option, and is divided into one single. Card matching table 301 and a combination card matching table 3〇2, single card matching table 3〇1 is used to calculate the value of a single card. The combination card matching table 3〇2 is used to calculate the value of the combination card. As shown in the allocation table 301, the "basic points" belonging to a first category, the tube, the bar, the wind, and the arrow (the three-yuan card) are all given as +1〇, and belong to the second category. Card based on one to nine The order reassignment has different "addition points" of +0, +5, +1〇, +10, +1〇, +10, +1〇, +5, +〇. Therefore, 'various cards are based on the first category. The "basic points" of the cylinders, cables, winds and arrows plus the "additional points" of the second-category cards 1 to 9 can obtain the "basic points", that is, the basic scores representing the single cards are calculated, and Under the influence of other cards, for example, there is a "10,000" in the hand. Regardless of the other cards, the basic value of "10,000" is "Basic Points" 10 plus "Additional Points" which is equal to "Brands". Through the "basic points" or "additional adjustments, you can adjust a virtual player A' who doesn't love the side card, or a virtual player A who only loves the word card and doesn't love the card. For example, the combination card table 302 Shows that there are extra points for different sets of combination cards. The set combination cards are indicated in the standard Hu card type of general mahjong (4+1 cards), four groups (13 sheets) or five groups (16 sheets). Smooth or engraved, so for 201136638-like players or virtual players, 'when-sheets and other combinations in the combination card When Cheng Shun or engraved (set-set), the value of the card should be phase (four) low, so the present invention gives such a card - an extra bonus that is not obedient (no engraving or straight). And this score should be negative, such as: · 5 〇, so that the virtual player can decide which card to play when he decides which card to play, and will not take the card that has been shun or engraved. give up. In addition, the value of the engraving can also represent the degree of preference of the virtual player A character for the right or the right, that is, if the extra bonus of the specific combination card is higher, it means that the virtual player A is playing the card. The card is reserved first. In the preferred embodiment, the "score score" and the "shun sub-score" are both set to 100 'however', and the virtual player A's "score score" is greater than the value of the "engraving score". People tend to keep "straight" and lead to a greater chance of forming a flat, and vice versa. The pair of j, "connected" and "jumped" are both typed together. In the preferred embodiment, "pair", "connected" and "jumped" are divided into 3G. 2G and 1G. Since the Mahjong card requires a combination of three sets of three cards (in order), the last surname of the combination of the two cards is not waiting for the third card to be combined, or to be removed and discarded. (except for cards). In the early stage of a typical hand, the loose cards on the hand (single and failing to make any combination of other cards) are mostly "pairs", "connected" and "jumping" because of their value, so usually Keep it here. In the late + hands, there are already, and there are only two types of "combination", "connected" and "jumping". The value of these three types of 201136638 combination cards can be said to affect the virtual player A's playing style and style. When the value of the pair is greater than the other two, the virtual game will tend to retain the pair. And make it possible to make a note with the third card, which leads to a greater chance of forming a dark or bumper, but when the value of "connected" and "jumped" is greater than the pair, virtual player A Will tend to keep the connection or jump and make it a straight with the third card, resulting in a better chance of forming a flat

有了以上的單牌/組合牌的積分設定之後出牌模組 33就可以對虛擬玩家a手中的每—張牌去個別計算出這張 牌對於此-虛擬玩家A有多少價值,但由於同—組合牌可 能有多種排列組合,例如:—萬—萬―萬二萬三萬,可看成 一個順加上-個對子,或是—個料加上—個相連,因此在 計算過程中’必須用遞迴(Re_iVe)的方式找出所有可能的 組合方式’分财每種組合方式切算^每張牌的價值並將 之相加後取平均,才是這張牌真正的價值。 例如:一牌a與其他牌有三種可能的組合方式在第一 種組合令’牌3的_20,組合二中,牌㈣價值為3〇, 組合三中,牌a的價值為4〇,則此牌a真正的價值為 =+30+4())/3=3() ’這才是真正將所有可能納人考量後所計 算出來的牌的價值。 有了此1化的標準之後’在每_局輪到虛擬玩家時, 出牌模組33即捨棄一張對虛擬玩家價值最低的牌,就能表 現出屬於此虛擬玩㈣定的打牌料及風格。 另外’當計算出虛擬玩家手中的每一張牌的價值後, 11 201136638 將其王《^相加起來,就是此一組合牌的總合價值當有可吃 碰或槓的情況發生時,出牌模組33可以就#時手牌計算出 當前的一第-總合價值’此外,再計算出吃碰或槓之後的手 牌的一第二總合價值’然後將第一總合價值及第二總合價值 的兩組數值作比較,當後者超出前者一個“門檻值,,後,即 判疋这個吃碰或槓的動作,對此虛擬玩家來說是有價值的並 進一步加以執行。With the above card/combination card set, the card module 33 can calculate the value of the card for the virtual player A for each card in the virtual player a's hand, but because of the same - Combination cards may have a variety of permutations, for example: - 10,000 - 20,000 - 30,000, can be seen as a plus - pair, or - material plus - connected, so in the calculation process 'You must use Re_iVe to find out all possible combinations. 'Every combination of each type of cuts ^ The value of each card and add them together to average, is the real value of this card. For example, there are three possible combinations of one card a and the other cards. In the first combination, the _20 of the card 3, the combination 2, the value of the card (4) is 3 〇, and the value of the card a is 4 〇, Then the real value of this card is =+30+4())/3=3() 'This is the value of the card that is calculated by all possible considerations. With this standard of standardization, when the virtual player is turned over every time, the card-selling module 33 discards a card with the lowest value for the virtual player, and can display the playing materials and styles belonging to the virtual game (four). . In addition, 'when calculating the value of each card in the hands of the virtual player, 11 201136638 adds the king's "^, which is the sum of the value of this combination card when there is a situation where there is a bump or bar. The card module 33 can calculate the current first-total value for the #手手', in addition, calculate a second total value of the hand after the touch or the bar' and then the first total value and The two sets of values of the second total value are compared. When the latter exceeds the former threshold value, the action of the touch or the bar is judged to be valuable for the virtual player and further executed. .

前述“門檀值’’並細分為「吃」、「碰」、「槓」三種門檀, 只要去變動這三個數值’就可產生出數種不同的虛擬玩家的 吃碰牌模式及風格。例如:當提高「吃」的“門艦值,,,並 降低「碰」的門檻值”,此一虛擬玩家將會變成愛「碰」 不炎「吃」’導致「碰」牌機率大增,「吃」牌機率大減,又 例如當系統將「吃」、「碰」及「槓」的門檻全部加高,此一 虛擬玩家將會變得不「吃」不「碰」也不「槓」,導致成牌 的速度大減,胡牌較其他人慢,但胡出不求人的機率卻會大 增。 III.遊戲及評分流程 參閱圖4,並配合圖2,進行單人遊戲的時候,主控模 組35可以供使用者選擇各種打牌習慣的虛擬玩家,進行多 人遊戲的時候’則是在設定的等候時間過後再自動帶入虛擬 玩家,而人性化的思考(即進行單牌/組合牌的積分運算)則 是在玩麻將的時候才運作,其主要流程包括下述步驟: 當遊戲開始時,使用者可選擇單人或多人遊戲(步驟 401)?若選擇單人遊戲,則建立單人遊戲晝面,並供手動或 12 201136638 隨機選擇其他三家虛擬玩家的打牌習慣(步驟402);若選擇 多人遊戲,可選擇自行建立多人遊戲畫面,也就是等待玩家 加入同一桌進行遊戲(步驟403),或加入多人遊戲畫面,也 就是加入其他玩家的桌子進行遊戲(步驟4〇4),當超過等待 時間,則讓虛擬玩家自動加入遊戲(步驟4〇5),當湊齊四人 後’就可開始玩麻將(步驟4〇6)。The aforementioned "door value" is subdivided into three types of "eat", "touch" and "bar". As long as you change these three values, you can produce several different virtual players' touch patterns and styles. . For example, when the "door" value of "eat" is increased, and the threshold value of "touch" is lowered, this virtual player will become love "touch" and not "eat" and cause the chance of "touch" to increase. The rate of "eat" is greatly reduced. For example, when the system raises the thresholds of "eat", "touch" and "bar", the virtual player will not "eat" or "touch" or " "Bar", resulting in a large reduction in the speed of the card, Hu card is slower than others, but the chances of not asking for help will increase. III. Game and scoring process Referring to FIG. 4, and with FIG. 2, when performing single player game, the main control module 35 can be used for the user to select various virtual players of playing habits. When playing a multiplayer game, 'the setting is set. The waiting time is automatically brought into the virtual player, and the humanized thinking (that is, the single card / combination card integration operation) is only played when playing mahjong, the main process includes the following steps: When the game starts The user can select a single or multiplayer game (step 401)? If a single player game is selected, a single player game is created, and the playing habits of the other three virtual players are randomly selected by manual or 12 201136638 (step 402); If you choose a multiplayer game, you can choose to create a multiplayer game by yourself, that is, wait for the player to join the same table for the game (step 403), or join the multiplayer game, that is, join the other players' table to play the game (step 4〇4) When the waiting time is exceeded, the virtual player is automatically added to the game (step 4〇5), and when the four people are assembled, the mahjong can be started (step 4〇6).

在玩麻將的過程中,當虛擬玩家從海底摸了一張牌,或 疋對他豕所棄出的牌進行吃碰之後,就必須從自己的手牌選 擇一張牌捨去。為了選出對虛擬玩家最沒價值的牌,虛擬玩 豕必須對自己手上的每張牌進行評分,從中選出對虛擬玩家 分數最低的牌來捨去’而評分的流程如下; 輪到虛擬玩家(步驟501)時,判斷虛擬玩家的手牌的排 列組合(步驟502),對每一組合判斷單張牌的分數(步驟 503),再給予各單牌分數(步驟5〇4),接著,判斷是否為字 牌(步驟利?絲,給予萬1、條依大小牌序並給予分 數(步驟506) ’若是,給予字牌分數(步驟5〇7);再判斷牌是 否成順子(步驟508)?若是,給順子分數(步驟5()9);再判斷 是否成刻子(步驟51〇)?若是,給刻子分數(步驟511),若 否,給不成刻且不成順的負分(步驟5 i 2)。 再判斷牌是否相連(步驟513)?若是,給相連分數(步驟 再判斷是否跳連(步驟514)?若是,給跳連分數(步驟 517);再_〇為對子(㈣515)?若是,給對子分數(步 驟518),然後’接續判斷是否有尚未計分的牌(步驟521)? 若有’回到㈣503,若無,判斷是衫其他㈣組合(步 13 201136638 驟522) ?兹古,^ y, 在坪八&amp; 步驟5G5,若無,則結束評分。 在6子分的過程中,出 刀 合牌以遞迴的方式來 會對處擬玩家手上的組 的手上有一萬、一萬、= 有可级组合,例如當虛Μ 萬、一萬(刻)及二萬、:一萬、二萬,就會有一萬、一 萬、二萬、三萬(順)兩藉了^ (相連)…萬、一萬卜對)及一 先以第-種组八為俨可能組合’當找出所有組合可能後, 分動作。 ί ’依序對每張牌作在這種組合下的評 牌若ΓΓ張牌後’先給予這張牌本身的分數,例如此張 萬’就給予他萬子以及序牌一的分數。再來,判斷 子或料的—份子mw 刀&quot;結束每張牌的評分以進行下張牌的評分,若否 他一個不成順刻的負分,此負分的目的在於使 虛擬玩豕能夠優先打出未成順刻的牌,以順利胡牌。 再來’判斷此張牌能否與組合牌中的其他組合牌成「對 子」^「相連」或「跳連」,若是,則給予相對應分數。 完成此張牌的評分後,就檢查是否有其他牌在此組合下 尚未評分’若是則進行下張牌科,若否則檢查是否有其他 組合尚未進行評分4成每频竹每張㈣評分後,對每 張牌在不同組合下的分數取平均後就是這張牌的分數,虛擬 玩豕就能正確的捨去分數最低的牌。 以圖1的玩家B的牌為例’此組合牌只有一種組合: -二三萬(順)、東東東(刻)’其餘未成刻順,因此每張牌只 須计算一次’計算結果分別如下: 14 201136638 一萬=萬子分數+序牌一分數+順子分數(一二三 萬)=10+0+100 = 110。 二萬=萬子分數+序牌二分數+順子分數(一二三 萬)=10+5+100 = 115 。 三萬=萬子分數+序牌二分數+順子分數(一二三 萬)=10+10+100 = 120。 七萬=萬子分數+序牌七分數+未成順刻負分+ 相連分數(七八萬)=10+10-50+20 = -10。In the process of playing mahjong, when a virtual player touches a card from the bottom of the sea, or licks a card that he has abandoned, he must choose a card from his hand. In order to select the cards that are the least valuable to the virtual player, the virtual game must score each card in the hand and select the card with the lowest score for the virtual player to discard the process. The process of scoring is as follows; In step 501), the arrangement of the virtual player's hand is determined (step 502), the score of the single card is determined for each combination (step 503), and each single card score is given (step 5〇4), and then, the judgment is made. Whether it is a placard (step 利 silk, give 10,000, according to the size of the card and give the score (step 506) 'If yes, give the card score (step 5 〇 7); then determine whether the card is a straight (step 508) If yes, give a straight score (step 5 () 9); then judge whether it is a moment (step 51 〇)? If yes, give the score (step 511), if not, give a negative score that is not inaccurate (not Step 5 i 2). Re-judge whether the cards are connected (step 513)? If yes, give the connected scores (step to determine whether to jump (step 514)? If yes, give jump scores (step 517); then _ 〇 as pairs ((iv) 515)? If yes, give the pair score (step 518), then 'connect Determine if there are cards that have not been scored (step 521)? If there is 'back to (4) 503, if not, judge is the other (four) combination of shirts (step 13 201136638 522)? Zgu, ^ y, in Ping 8 &amp; Step 5G5 If not, the score will be ended. In the process of 6 sub-points, the knives and cards will be returned in a way that will have 10,000, 10,000, and = in the group on the player's hand. For example, when imaginary, ten thousand (engraved) and 20,000, 10,000, 20,000, there will be 10,000, 10,000, 20,000, 30,000 (shun) two borrowed ^ (connected) ... million, 10,000 pairs) and one with the first group of eight as a possible combination 'When all combinations are possible, the action is taken. ί 'In the order of each card, the card is under this combination. After the card, 'first give the score of the card itself, for example, this Zhang Wan' gives him the score of the Wanzi and the first card. Then, judge the child or material - the mw knife &quot; end the score of each card to Perform the score of the next card. If it is not a negative score, the purpose of this negative score is to make the virtual play 优先 give priority to the unsuccessful cards. In order to determine whether the card can be "connected" to "connected" or "jumped" with the other combination cards in the combination card, if yes, the corresponding score is given. Complete the card. After the score, check if there are other cards that have not been scored under this combination. If yes, proceed to the next card section. If otherwise, check if there are other combinations that have not yet been scored. 4% per frequency per bamboo (four) score, for each card. After the scores of different combinations are averaged, the score of this card is used. The virtual play will correctly discard the card with the lowest score. Take the player B's card of Figure 1 as an example. 'This combination card has only one combination: - two The other three thousand (shun) and Dongdongdong (engraved) are not in order, so each card only needs to be calculated once. 'The calculation results are as follows: 14 201136638 10,000 = Wanzi score + sequence card one score + straight score (one Two or three thousand) = 10 + 0 + 100 = 110. 20,000 = 10,000 scores + score two scores + straight score (12,300,000) = 10 + 5 + 100 = 115. 30,000 = Wanzi score + score two scores + straight score (12,300,000) = 10 + 10 + 100 = 120. 70,000 = Wanzi score + score seven scores + unsuccessful negative score + connected score (seven or eight thousand) = 10 + 10-50 + 20 = -10.

八萬=萬子分數+序牌八分數+未成順刻負分+ 相連分數(七八萬)+對子。 分數(八八萬)=10+5-50+20+30 = 15。 三筒=筒子分數+序牌三分數+未成順刻負分+ 對子分數(三三筒)=10+10-50+30 = 0。 六筒==筒子分數+序牌六分數+未成順刻負分+ 相連分數(六七筒)=10+10-50+20 = -10。 七筒=筒子分數+序牌七分數+未成順刻負分+ 相連分數(六七筒)+跳連分數(七九筒)=10+10-50+20+10 九筒=筒子分數+序牌九分數+未成順刻負分+ 跳連分數(七九筒)=10+0-50+10 = -30。 東風=風牌分數+刻子分數(東東東)=10+1〇〇 = 110。 全部計算完畢後,由於九筒分數最低,因此虛擬玩家會 將九筒打出。 15 201136638 ιν·判斷殘牌數流程 有了對於手牌價值的評分方式後,虛擬玩家已可以達 成基本的胡牌目標’但為了更進一步的加強虛擬玩家的強 度,除了知道如何胡牌之外,也要能從自己的牌及海底出現 過的牌中快速且有效率的胡牌。 為了達成此一目標,每當在計算虛擬玩家手中的每張牌 的價值時,必須根據當時手上其他牌及海底的牌,來對原本 要計算的這張牌做額外的加權計算。透過將殘牌數納入價值 计算之後,虛擬玩家將不再空等一張不可能出現的牌也能 3效率的留住成牌率較大的組合牌,並捨去成牌率較低的 組合牌,達成更快速且更有效率的胡牌目標。 參_ 6’加人判斷殘牌的功能後,遊戲的大致流程不 變:如二5的步請〜515及步驟切、522)’差異在 601〜605之流程,說明如下: 部出^牌是否相連(步驟513)?若是,判斷缺的牌是否全 4出,月(步驟6〇1)?若是,回到步驟513;若否 剩餘數給予對等相連牌分數(步驟叫 、 部出^^3=㈣514)?^,料㈣牌是否全 _數給予對等跳連牌:::6:;:4,若否’根據缺牌 再判斷是否為對子(步 全部出清(步驟⑽?若是,回到^疋51’判斷缺的牌是否 牌剩餘數給予對料子牌分數(步根據缺 例如.當虛擬玩家手上握著—萬及三萬,此時要計算— 201136638 萬對於虛擬玩家的積分,除了萬子及序牌一的基本分數外, 還必須計算一萬加上三萬此一跳連的分數,但此跳連的分數 是來自於二萬可能的出現,若海底内已出現過四張二萬,「跳 連」的計算就失去其意義,使得虛擬玩家在抉擇棄牌時,優 先考慮拆掉此一「跳連」。反之,若海底從未出現過二萬, 則此「跳連」的分數就有加權的必要,使得虛擬玩家在抉擇 棄牌時,保留此一「跳連」的可能性大增。80,000 = Wanzi score + score card eight scores + unsuccessful scores + connected scores (70,000) + pairs. Score (eight or eight thousand) = 10 + 5 - 50 + 20 + 30 = 15. Three cylinders = cheese score + sequential three scores + unsuccessful negative scores + pair scores (three three cylinders) = 10 + 10-50 + 30 = 0. Six cylinders == cheese score + sequential six scores + unsuccessful negative scores + connected scores (six seven cylinders) = 10 + 10-50 + 20 = -10. Seven cylinders = cheese scores + sequential seven scores + unsuccessful negative scores + connected scores (six seven cylinders) + jump scores (seven nine cylinders) = 10 +10-50 + 20 + 10 nine cylinders = package score + order Pai Gow score + unsuccessful negative score + jump score (seven nine cylinders) = 10 + 0-50 + 10 = -30. Dongfeng = wind score + engraving score (east east) = 10 + 1 〇〇 = 110. After all calculations are completed, the virtual player will play the nine cylinders because the nine cylinders have the lowest score. 15 201136638 ιν·Judge the number of remnant cards. With the scoring method for the value of the hand, the virtual player can reach the basic goal of the card. But in order to further strengthen the strength of the virtual player, in addition to knowing how to play the card, Also be able to quickly and efficiently win cards from your cards and cards that have appeared on the sea floor. In order to achieve this goal, each time the value of each card in the hands of the virtual player is calculated, the card to be calculated must be additionally weighted according to the cards on the other hand and the bottom of the hand. By including the number of remnants in the value calculation, the virtual player will no longer wait for an impossible card to be able to effectively retain the combination card with a higher card rate and discard the combination with a lower card rate. Cards, achieving a faster and more efficient goal. After the _ 6' plus people judge the function of the remnant, the general process of the game is unchanged: such as step 2 of the 5th step, please go to 515 and step cut, 522) 'the difference between the flow of 601~605, the description is as follows: Is it connected (step 513)? If yes, determine whether the missing cards are all 4 out, month (step 6〇1)? If yes, go back to step 513; if no, the remaining number is given to the peer-to-peer card score (step call, part out ^ ^3=(4) 514)?^, (4) Whether the card is full or not given to the peer-hopping card: ::6:;:4, if no, then judge whether it is a pair according to the number of cards (steps are all clear (step (10) If yes, go back to ^疋51' to determine whether the missing card is the remaining number of cards to give the score to the material card (step according to the lack of. For example, when the virtual player holds - 10,000 and 30,000, this time to calculate - 201136638 million for virtual Player's points, in addition to the basic scores of Wanzi and the first card, must also calculate 10,000 plus 30,000 points of this hop, but the score of this jump is from the possible occurrence of 20,000, if the bottom of the sea There have been four 20,000, and the calculation of "jumping" has lost its meaning, making virtual players better when they choose to fold. Consider removing this "jumping." Conversely, if there are never more than 20,000 in the sea, the score of this "jumping" will be weighted, so that the virtual player retains this "jumping" when he chooses to fold. The possibility of increasing.

若適當要評分的這張牌有「相連」、「跳連」或「對子」 的情況出現,必須根據缺的牌出現過的張數,對要給予的分 數做比例上的加成或扣除。例如當手上有一萬三萬時,若場 上四張二萬已全部出現了,則不給予一萬及三萬「跳連」的 分數,因為已不可能成順了,但若場上只出現過_張或兩 張、二張二萬則會給予等比例的「跳連」分數。 V·盯牌流程 經過評分單元331、殘牌單元332運算已經能夠透過 設定來達财同打牌模式,並能快速且有效率㈣,但知道 如何胡牌只是知道麻將的牌理,盯牌單元333能夠透過觀察 其他玩家的棄牌來避免輸牌或使勝率增加,才算完成麻將的 牌情判斷。 盯牌的概念在於:透過觀察上家及下家的棄牌情況, :以做到基本的”迎上家’盯τ家”的概念。#上家捨棄過 二張牌時,代表上家對此類型的牌不會加以保留,或是在執 仃拆牌的仃為’因此,若虛擬玩家保留此—類型的牌,則吃 到或碰到上家捨出的牌的機率將會較大,而此—對上家打過 17 201136638 的牌及其相鄰的牌做額外價值加成的動作,就是所謂的,,迎 上家”。相對的’當下家捨棄某張牌時,代表下家不需要此 類型的牌,因此,若虛擬玩家優先捨棄捨棄此一類型的牌’ 則下家吃或碰捨牌的機率將會較低,而此一對下家打過的牌 及其相鄰的牌做額外價值扣除的動作,就是所謂的”盯下 家”。 參閱圖7,輪到虛擬玩家時,計算翠張牌的分數(步驟 701)後,判斷上家是否打過此張牌或相鄰的牌(步驟7叫? 若是’給予額外的正分(步驟7〇3),若否,接續步驟耽 判斷下家是否打過此張牌或相鄰的牌(步驟7〇4)?若是,給 予額外的負分(步驟705),若否,結束盯牌流程。疋、、’° 在加入了盯牌流程後,在給予每張牌的分數時會依據此 張牌或其相鄰的牌是否出現在上家或下家曾打出的牌當中 來作給分:若曾出現在上家打出的牌中,代表上家不要這類 的牌,若虛擬玩家保留則能吃到上家打出牌的機率會增加, 因此會給予額外的加分;若曾出現在下家打出的牌中,代表 這張牌較為安全,下家會吃的機率不高,因此會 負分。 透過”迎上家’盯下家,,的實行,能稱微的增加自身 的胡牌率,也稍微降低了他家的胡牌率,讓自身的輪牌數下 降,使得虛擬玩家強度及勝率增加。 VI.虚擬玩家之偏妤類型範例 1. 「不吃不碰」與「愛吃愛碰」: 參閱表1為「不吃不碰」與「愛吃愛碰」之屬性設定, 201136638 其餘設定參數則相同,因此,除了吃碰方面的判斷皆會相同。 表1 屬性設定 「不吃不碰」 「愛吃愛碰」 thresholdOfPon 200 20 thresholdOfEat 200 20 thresholdOfGun 200 0 參閱圖8,虛擬玩家手牌為一萬、三萬、一筒、一筒、 三筒、五筒及七筒,當對家打出二萬時,虛擬玩家會自動進 行以下計算:原本牌型的總分為:_3〇( 一萬)+ _2〇(三萬)+ -10(—筒)+ -10(—筒)+ -20(三筒)+ ·ι〇(五筒)+ _2〇(七筒)= -120,吃牌後並打出七筒:ι〇(一萬)+ 15(二萬)+2〇(三萬)+ 10(—筒)+ -10(—筒)+ _20(三筒)+ _1〇(五筒)=_5。 假5又先别偏好設定為「不吃不碰」的虛擬玩家會判斷: -120(原牌型)與_5(吃牌後)的分數差為115 ’而ιΐ5小於 thresholdOfEat的200,因此選擇不吃。 假設先前偏好設定為「愛吃愛碰」的虛擬玩家則會接續 判斷:-120(原牌型)與_5(吃牌後)的分數差為ιΐ5,ιΐ5大 於thresholdOfEat的20,因此選擇吃二萬。 2. 「愛刻子拼碰碰胡」與「愛順子拼平胡」: 參閱表2為「愛刻子拼碰碰胡」與「愛順子拼平胡」 之屬性設定,其餘設定參數則相同。 19 201136638 表2 屬性設定 「愛刻子拼碰碰胡」 「愛順子拼平胡」 ValueOfShun 50 200 ValueOfKer 200 50 ValueOfPair 50 30 ValueOfLink 10 50 ValueOfJump 10 30 thresholdOfPon 20 200 thresholdOfEat 200 20 參閱圖9,如果虛擬玩家手牌為一萬、一萬、二筒、三 筒、七筒、七筒、七條及七條,當必須打一張出去時,虛擬 玩家會進行以下計算: 假設先前偏好設定為「愛刻子拼碰碰胡」的虛擬玩家會 自動判斷:每張牌的分數分別為10(—萬)-25(二筒)-20(三 筒)20(七筒)20(七條),二筒的分數最低,因此會選擇打出If the card to be scored properly has "connected", "jumped" or "pair", the score must be added or deducted according to the number of sheets that have been missed. . For example, when there are 103,000 in hand, if all four of the 20,000 have appeared on the field, then the scores of 10,000 and 30,000 "jumping" will not be given, because it is impossible to become smooth, but on the court. Only _ sheets or two, two 20,000 will be given the same proportion of "jumping" scores. The V·marking process has been calculated by the scoring unit 331 and the remnant unit 332 to achieve the same card playing mode through the setting, and can be fast and efficient (4), but know how the card is only knowing the mahjong card, the marking unit 333 It is possible to complete the mahjong card judgment by observing other players' discards to avoid losing cards or increasing the winning percentage. The concept of slogan is: by observing the situation of the fold of the home and the next home: to achieve the basic concept of "welding the home" to stare at the home. #上家 舍 二 二 二 , , 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上 上The chances of hitting the cards that are given up by the family will be greater, and this is the act of adding extra value to the cards that have played 17 201136638 and their adjacent cards. Relatively, when the current family discards a card, the representative does not need this type of card in the next home. Therefore, if the virtual player gives priority to discarding this type of card, then the chance of eating or touching the card will be lower. The action of the pair of cards played by the next family and their adjacent cards for extra value deduction is the so-called "staring down." Referring to Figure 7, when it is the virtual player, calculate the score of the card (steps) 701) After judging whether the family has played the card or the adjacent card (step 7 is called? If it is 'giving an extra positive score (step 7〇3), if not, follow the steps to determine if the next home has played this a card or an adjacent card (step 7〇4)? If yes, give an additional negative score (step 705), If not, end the singing process. 疋,, '° After adding the singing process, the score given to each card will be based on whether the card or its adjacent card appears in the home or next home. In the cards, the scores are given: if they have appeared in the cards played by the family, they do not need such cards. If the virtual players keep the cards, the chances of getting the cards to play will increase, so they will be given extra. If you have appeared in the cards played by the next family, it means that the card is safer, and the chances of eating at the next home are not high, so it will be negative. Through the "welcoming home", the practice of the home, can The micro-increasing rate of his own card is also slightly lowering his family's card rate, so that the number of his own cards is reduced, which makes the virtual player's strength and winning percentage increase. VI. Example of the virtual player's partiality type 1. "No. "Do not touch" and "Love to touch": See Table 1 for the attributes of "Do not eat or touch" and "Love to love". The rest of the setting parameters are the same for 201136638. Therefore, in addition to the judgment of eating and touching, The same. Table 1 property setting "Do not eat or touch" "Love Touch" thresholdOfPon 200 20 thresholdOfEat 200 20 thresholdOfGun 200 0 See Figure 8, the virtual player's hand is 10,000, 30,000, one, one, three, five and seven, when playing 20,000 home, virtual The player will automatically perform the following calculations: the total score of the original card type: _3 〇 (10,000) + _2 〇 (30,000) + -10 (-tube) + -10 (-tube) + -20 (three cylinders) + · ι〇 (five cylinders) + _2 〇 (seven cylinders) = -120, after playing cards and playing seven cylinders: ι〇 (10,000) + 15 (20,000) + 2 〇 (30,000) + 10 (-tube ) + -10 (-tube) + _20 (three cylinders) + _1 〇 (five cylinders) = _5. False 5 and don't prefer to set the virtual player to "do not eat or touch" to judge: -120 (original card type) The difference between the score with _5 (after eating) is 115' and ιΐ5 is less than 200 for thresholdOfEat, so choose not to eat. Assume that the virtual player whose previous preference is set to "Love Love Touch" will continue to judge: -120 (original card type) and _5 (after card) score difference is ιΐ5, ιΐ5 is greater than thresholdOfEat 20, so choose to eat two Million. 2. "Love Engraving and Touching Hu" and "Love Shunzi Fighting Hu": Refer to Table 2 for the attribute settings of "Love Engraving and Touching Hu" and "Ai Shunzi Pingping Hu". The rest of the setting parameters are the same. . 19 201136638 Table 2 Attribute setting "Love Engraving and Touching Hu" "Ai Shunzi Pingping Hu" ValueOfShun 50 200 ValueOfKer 200 50 ValueOfPair 50 30 ValueOfLink 10 50 ValueOfJump 10 30 thresholdOfPon 20 200 thresholdOfEat 200 20 See Figure 9, if the virtual player The hands are 10,000, 10,000, 2, 3, 7, 7, 7, and 7. When a must be played, the virtual player will perform the following calculations: Suppose the previous preference is set to "Love Engraving The virtual player who touches Hu will automatically judge: the score of each card is 10 (-10,000) -25 (two cylinders) - 20 (three cylinders) 20 (seven cylinders) 20 (seven), the lowest score of the two cylinders So they will choose to play

假設先前偏好設定為「愛順子拼平胡」的虛擬玩家會自 動判斷:每張牌的分數分別為-10(—萬)15(二筒)20(三筒) 0(七筒)0(七條),一萬的分數最低,因此會選擇打出一萬。 3.「愛字牌」: 參閱表3為「愛字牌」與「普通虛擬玩家」之屬性設 定,其餘設定參數則相同。 20 201136638 - 表 3 屬性設定 「愛字牌, ’ 「普通虛擬玩家, ValueOfWan -- -10 10 ValueOfTon _ -—__ -10 10 ValueOfSol --- -10 10 ValueOfFon ---- 30 10 ValueOfJian -- 30 10 ValueOfPair 50 30 '------~~~~______Assume that the virtual player whose previous preference is set to "Ai Shunzi Pingping Hu" will automatically judge: the score of each card is -10 (-10,000) 15 (two cylinders) 20 (three cylinders) 0 (seven cylinders) 0 (seven articles ), the score of 10,000 is the lowest, so I will choose to play 10,000. 3. "Love Plate": Refer to Table 3 for the attribute settings of "Love Card" and "Ordinary Virtual Player". The rest of the setting parameters are the same. 20 201136638 - Table 3 Property settings "Love card, ' "Ordinary virtual player, ValueOfWan -- -10 10 ValueOfTon _ -___ -10 10 ValueOfSol --- -10 10 ValueOfFon ---- 30 10 ValueOfJian -- 30 10 ValueOfPair 50 30 '------~~~~______

*參閱圖,π),虛擬玩家的手牌為三萬、四萬、七萬、三 筒及東風’ *必須打—張出去時,先前偏好設定為「愛字牌 =虛擬玩家會進行以下計算:每張牌的分數分別為,三 (四萬),七幻、,三筒)及·20(東風),七萬 的分數最低,因此會選擇打出七萬。 普一通虛擬玩家」會進行以下計算:每張牌的分數分別 為(一萬)·10(四萬)、-30(七萬)、_3〇(三筒)及_4〇(東 風)’東風的分數最低,因此會選擇打出東風。 4·「拼一色」: 參閱表4為「拼一色」與 疋’其餘設定參數則相同。 「普通虛擬玩家」之屬性設 21 201136638 表4 屬性設定 「愛字牌, _1兔通虛擬玩家, 10 ValueOfWan -50 ValueOfTon -50 10 ValueOfSol -50 ------ 10 ValueOfMostColor 100 — _— 無作用 參閱圖11,對先前偏好設定為「拼一色」的虛擬玩家 來說,ValueOfMostColor會取代目前玩家牌中花色最多的 鲁 花色分數’如果虛擬玩家手牌為一萬、一萬、一萬、六萬、 六萬、九萬、六筒及七筒,當必須打一張出去時,「拼一色」 的虛擬玩家會進行以下計算:因為「萬」為最多的花色,因 此ValueOfMostColor會取代Value0fWan,每張牌的分數 分別為200(—萬)、90(六萬)、50(九萬)、_7〇(六筒)及 -70(七筒),六筒的分數最低,因此會選擇打出六筒。 普通的虛擬玩家會進行以下計算:每張牌的分數分別為 11〇(—萬)、〇(六萬)、-40(九萬)、_10(六筒)、_1〇(七 鲁 筒),九萬的分數最低’因此會選擇打出九萬。 綜上所述,由於電子遊戲系統依據虛擬玩家之偏好參數 對該虛擬玩家手中之牌進行各種單牌/組合牌的積分運算, 藉此決定出牌之優先順序,讓參與打牌遊戲的虛擬玩家具有 個人偏好及人性化設計,增加打牌遊戲的趣味性,故確實能 達成本發明之目的。 惟以上所述者,僅為本發明之較佳實施例而已,當不能 22 201136638 以此限定本發明實施之範圍,即大凡依本發明申請專利範圍 及發明說明内容所作之簡單的等效變化與修飾’皆仍屬本發 明專利涵蓋之範圍内。 【圖式簡單說明】 圖1是一系統示意圖,說明本發明電子遊戲方法之較佳 實施例係在一電子遊戲系統執行; 圖2是一程式方塊圖,說明電子遊戲系統具有遊戲程式 與遊戲資料庫; 圖3是一示意圖,說明遊戲資料庫具有—虛擬玩家資料 表及對應虛擬玩家之偏好參數對照表; 圖4是一流程圖,說明開啟遊戲程式選擇進行單人或多 人遊戲; 圖5是一流程圖,說明遊戲程式的虛擬玩家如何對自己 手上的每張牌進行評分; 圖6疋一流程圖,說明遊戲程式判斷殘牌的步驟;及 圖7是一流程圖,說明遊戲程式盯牌的步驟; 圖8是一示意圖,說明虛擬玩家手牌的晝面範例一; 圖9疋一示意圖,說明虛擬玩家手牌的晝面範例二; 圖丨〇是一示意圖,說明虛擬玩家手牌的畫面範例三; 及 圖U是一示意圖,說明虛擬玩家手牌的晝面範例四。 23 201136638 【主要元件符號說明】 1 ....... …電子遊戲系統 301 .......單牌配分表 11…… •…儲存裝置 302 .......組合牌配分表 111… •…遊戲資料庫 31 ·· .......設定模組 12…… 輸入裝置 32·· .......發牌模組 120… …·輸入控制器 33·· .......出牌模組 121 ··· 滑鼠 331 .......評分單元 122 ... …·鍵盤 332 .......殘牌單元 123… •…操作介面 333 .......盯牌單元 13…… …·控制模組 341 .......輸入模組 140 ... •…輸出控制器 342 .......輸出模組 141… —°刺口八 35·· .......主控模組 142… •…顯不介面 401 〜406步驟 16…… •…通訊裝置 5… .......通訊網路 2 ....... •…顯示裝置 501 〜518 、 521 、 522 21…… •…遊戲晝面 601 〜6 0 5步驟 20…… …·虛擬玩家資料表 701 〜705步驟 3 ....... •…遊戲程式 30…… •…偏好參數對照表*Refer to the figure, π), the virtual player's hand is 30,000, 40,000, 70,000, and Dongfeng's * Must be played - when the player goes out, the previous preference is set to "Love card = virtual player will perform the following calculations : Each card has a score of three (40,000), seven illusion, three cylinders, and ·20 (Dongfeng). The score of 70,000 is the lowest, so you will choose to play 70,000. Pu Yitong virtual player will carry out the following Calculation: The scores of each card are (10,000)·10 (40,000), -30 (70,000), _3〇 (three-tube) and _4〇 (Dongfeng). Dongfeng has the lowest score, so it will choose to play. Dongfeng. 4. “Patch one color”: Refer to Table 4 for “Patch One Color” and “疋” for the rest of the setting parameters. "Ordinary virtual player" attribute set 21 201136638 Table 4 Attribute setting "Love card, _1 rabbit pass virtual player, 10 ValueOfWan -50 ValueOfTon -50 10 ValueOfSol -50 ------ 10 ValueOfMostColor 100 — _- No effect Referring to Figure 11, for a virtual player whose previous preference is set to "one color," ValueOfMostColor will replace the most lucrative Lu color score in the current player card. If the virtual player's hand is 10,000, 10,000, 10,000, 60,000. 60,000, 90,000, 6 and 7 cylinders, when you have to play one out, the "one color" virtual player will calculate the following: Because "10,000" is the most color, ValueOfMostColor will replace Value0fWan, each The scores of the cards are 200 (-10,000), 90 (60,000), 50 (90,000), _7 〇 (six cylinders) and -70 (seven cylinders). The six cylinders have the lowest scores, so they will choose to play six cylinders. Ordinary virtual players will perform the following calculations: each card has a score of 11〇 (-10,000), 〇 (60,000), -40 (90,000), _10 (six-tube), _1〇 (seven-bar). The 90,000 score is the lowest 'so you will choose to play 90,000. In summary, since the electronic game system performs various credit/combination card integration operations on the cards in the virtual player's hands according to the virtual player's preference parameters, the priority order of the cards is determined, so that the virtual players participating in the card game have Personal preference and user-friendly design increase the interest of the card game, so it can achieve the purpose of the present invention. However, the above is only a preferred embodiment of the present invention, and is not intended to limit the scope of the present invention, that is, the simple equivalent changes made by the scope of the invention and the description of the invention. Modifications are still within the scope of the invention. BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 is a system diagram illustrating a preferred embodiment of the electronic game method of the present invention executed in an electronic game system; FIG. 2 is a block diagram showing the electronic game system having game programs and game data. Figure 3 is a schematic diagram showing the game database having a virtual player profile and a corresponding virtual player preference parameter comparison table; Figure 4 is a flow chart illustrating the opening of the game program to select a single or multiplayer game; Is a flow chart showing how the virtual player of the game program scores each card in his hand; FIG. 6 is a flowchart illustrating the steps of the game program determining the residual card; and FIG. 7 is a flowchart illustrating the game program Steps of marking the card; Figure 8 is a schematic diagram showing the first example of the virtual player's hand; Figure 9 is a schematic diagram showing the second example of the virtual player's hand; Figure 丨〇 is a schematic diagram illustrating the virtual player's hand Figure 3 of the card example; and Figure U is a schematic diagram showing the fourth example of the virtual player's hand. 23 201136638 [Explanation of main component symbols] 1.............Electronic game system 301 .......Single card allocation table 11...•...Storage device 302 .......Combination card allocation Table 111... • Game Database 31 ··.......Setup Module 12... Input Device 32·· ....... Dealer Module 120... Input Controller 33·· .......The card module 121··· Mouse 331.......Scoring unit 122... Keyboard 332....... Residual unit 123... Interface 333 .......Tag unit 13 ... .... control module 341 .... input module 140 ... ... ... output controller 342 ... ... output mode Group 141...——°Jaw mouth eight 35··.... Master module 142... •... Display interface 401~406 Step 16... •...Communication device 5... ....... Communication network Road 2 ....... • Display device 501 ~ 518, 521, 522 21 ... • ... game face 601 ~ 6 0 5 step 20 ... ... virtual player data table 701 ~ 705 step 3 .. ..... •...game program 30... •... preference parameter comparison table

Claims (1)

201136638 七 1. 、申請專利範圍: 一種電子遊戲方法,供至少1用者與—電子遊戲 牌時執行,該方法包含下述步驟: …、· (A) 設定至少—虛擬玩家之偏好參數,該偏好 括對不同類型之單牌/組合牌的積分; ^ (B) 發給該虛擬玩家複數張牌; (C) 當輪到該虛擬玩家出牌時,依據該虛擬玩家之偏 ^參f對該虛擬玩家手中之牌進行各種單牌/組合牌的積 刀運算,藉此決定出牌之優先順序;及 (D) 顯示該虛擬玩家之出牌結果。 2. 依據申請專利範圍第i項所述之電子遊戲方法,其中,步 驟⑷。之前可供《單人❹人軸,若選擇單人遊戲,則 建立早人遊戲畫面,並供手動或隨機選擇其他虛擬玩家的 打牌習慣;若選擇多人遊两, 也评夕入恧戲,可選擇自行建立多人遊戲畫 2或加入夕人遊戲畫面’當超過一等待時間則讓該虛擬玩 豕自動加入遊戲。 3. 依據申請專利範圍第15戈2項所述之電子遊戲方法,其係 用於-麻將遊戲時執行,且步驟(〇包括下述步驟·· (C1)判斷虛擬玩家的手牌的排列組合,依據每一組合 判斷及給予單張牌的分數; (C2)判斷是否為一字牌’若否,給予萬、筒、條依大 小牌序並給予分數,若是則給予字牌分數; (C3)判斷是否成-刻子,若是則給刻子分數若否, 給不成刻且不成順的分數; 25 201136638 (C4)判斷牌是否成一順子/相連/跳連/對子,若 順子/相連/跳連/對子分數;及 疋則、,,° (C5)判斷是否有尚未 若無判斷是否有其他排列L:若有:則:到步鄉 無則結束評分。 #有則㈣㈣(C2)’若 (依據t請專難圍第3項料之電子遊射法,1中 驟(C)包括下述步驟: 八 步 ㈣當W牌i㈣情牌為相連/料/對子時 斷缺的牌是否全部屮、,主 , » 研,右未出 &gt;月則根據缺牌剩餘數給予 對等相連/跳連/對子牌分數。 丁 5.依射請專利範圍第3項所述之電子遊戲方法,复中 驟(C)包括下述步驟: 夕 (C7)計算單張牌的分數後,判斷上以了過 鄰的牌時給予額外 砰飞相 r n右判斷下豕打過此張牌或相鄰 的牌則給予額外的負分。 6· ^種内儲用於遊戲程式之電腦程式產品,當電腦載入該遊 式並執行後,可完成請求項1至5其中任-項所述之 方法。 1 子遊戲系統’供至少一使用者與—電子遊戲系統玩 牌時執行,包括: 儲存裝置,§己錄有一供控制模組存取資料的遊戲資 料庫,該遊戲資剌 ^ 枓庫具有一虛擬玩豕資料表,該虛擬玩家 貝料表中具有至少—虛擬玩家代號及其偏好參數,且該偏 好參數包括對不同類型之單牌/組合牌的積分; 26 201136638 及 程,用以執行一遊戲程式’且於執行該遊戲 優先順序…牌的積分運算’藉此決定出牌之 輸出裝置,輸出該虛擬玩家之出牌結果。 8.依據申請專利範圍第7項所述之電子遊戲系統, 遊戲資料庫還記錄有供計算該偏好參數的一偏好參數對二 表’該偏好參數對照表包括一單牌配分表及/或一組合牌配 分表,料牌配分表供計算單張牌的價值,該組合牌配分 表供計算組合牌的價值。 9.依據申請專利範圍第8項所述之電子遊戲系統,其中,該 單牌配分表將屬於一第一類別給予一預定之基礎分而; 於-第二類別再分配不同之加分,該控制模組依據該第一 類別之基礎分加上該第二類別t加分後得到一代表各單牌 的牌基本分。 10.依據中請專利範圍第7、8或9項所述之電子遊戲系統,其 中,該控制模組係執行一麻將程式,且計算出該虛擬玩家 手中的每一張牌的牌基本分後,將其全部相加成為此一組 合牌的總合價值,當判斷有一吃碰槓的情況發生時,就當 時手牌計算出當前的-第一總合價值,再計算出該吃碰損 之後的手牌的一第二總合價值,然後將第一總合價值及第 二總合價值的兩組數值作比較,當後者超出前者—門檻 值’即判定這個吃碰槓的動作對該虛擬玩家為有價值而加 以執行。 27 201136638 11·依射請專利範圍第7、8或9項所述之電子遊戲系統,其 中,該組合牌配分表具有不同類別之成套組合牌之額外二 分/減分,供該控制模組判斷該虛擬玩家手中之一張牌: 組合牌内的其他組合牌合成一套時將該張牌給予負值,^ 該虛擬玩家在出牌時優先打出該張牌;若該控制模組判: 特定類別之成套組合牌之額外加分較高者,則令該虛 家在出牌時優先保留該張牌。 12.依據申請專利範圍第7、8 s戈9項所述之電子遊戲系統,其201136638 VII 1. Patent application scope: An electronic game method for at least one user and an electronic game card, the method comprises the following steps: ..., (A) setting at least - a virtual player preference parameter, Preference includes points for different types of single/combination cards; ^ (B) issuing multiple cards to the virtual player; (C) when it is the turn of the virtual player to play, based on the virtual player's partial The card in the hand of the virtual player performs a knife-calculation operation of various single/combination cards to determine the priority order of the cards; and (D) displays the result of the card of the virtual player. 2. The electronic game method according to item i of claim patent, wherein step (4). Previously available for "Single Deaf Axis, if you choose a single player game, then create an early game screen, and for manual or random selection of other virtual players' playing habits; if you choose more than two, you will also enter the game. You can choose to create a multiplayer game 2 or join the eve game screen. 'When more than one waiting time, the virtual game is automatically added to the game. 3. The electronic game method according to claim 15th, which is used in the mahjong game, and the step (including the following steps (C1)) determines the arrangement of the virtual player's hand. According to each combination, judge and give a score for a single card; (C2) judge whether it is a card. If not, give 10,000, tube, and bar according to the size of the card and give the score, if yes, give the card score; (C3 ) to determine whether it is a - engraving, if it is, if the score of the engraving is no, give a score that is not engraved and not smooth; 25 201136638 (C4) to determine whether the card is a straight / connected / jump / pair, if straight / connected / Jumping/pair score; and 疋, ,, ° (C5) to determine whether there is no other if there is no other arrangement L: If there is: then: to step township no end to score. #有则(四)(四)(C2) 'If (according to t, please take the electronic swimming method of the third item, the first step (C) includes the following steps: eight steps (four) when the W card i (four) love card is connected / material / pair of broken Whether the cards are all 屮,, Lord, » Research, right not out &gt; month is given peer-to-peer according to the remaining number of cards Even/pair sub-card score. Ding 5. According to the video game method described in item 3 of the patent scope, the re-sequence (C) includes the following steps: After calculating the score of the single card on the evening (C7), judge When you pass the adjacent card, you will be given an extra 砰 fly rn right to judge the next card or the adjacent card will give an extra negative. 6· ^ Store the computer program product for the game program, when After the computer loads the tour and executes it, the method described in any one of the items 1 to 5 can be completed. 1 The sub-game system is executed when at least one user plays with the electronic game system, including: a storage device § has recorded a game database for the control module to access the data, the game resource has a virtual play data table, the virtual player has at least a virtual player code and its preference parameters. And the preference parameter includes a score for a different type of card/combination card; 26 201136638 and the process for executing a game program 'and performing the game priority order...the card's integral operation' thereby determining the output device of the card , output The result of the virtual player's card. 8. According to the electronic game system of claim 7, the game database also records a preference parameter pair for calculating the preference parameter. The preference parameter comparison table includes a A single-card distribution table and/or a combination card distribution table, a material card distribution table for calculating the value of a single card, the combination card distribution table for calculating the value of the combination card. 9. The electronic device according to item 8 of the patent application scope a game system, wherein the single-card allocation table will belong to a first category to give a predetermined basis; and the second category will be re-allocated different points, the control module is added according to the basis of the first category The second category t is scored to obtain a card base score representing each card. 10. The electronic game system of claim 7, 8 or 9, wherein the control module executes a mahjong program and calculates a card of each card in the virtual player's hand. Add all of them to the total value of the combined card. When it is judged that there is a situation where the bar is eaten, the current hand-calculated current value is calculated, and then the damage is calculated. a second total value of the hand, and then comparing the two values of the first total value and the second total value, and when the latter exceeds the former - the threshold value, the action of the eating bar is determined to be virtual Players perform for valuable purposes. 27 201136638 11 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 a card in the hands of the virtual player: the other combination cards in the combination card are given a negative value when the set is combined, ^ the virtual player gives priority to the card when the card is played; if the control module judges: specific If the extra bonus of the combination card of the category is higher, the virtual family will preferentially retain the card when the card is played. 12. The electronic game system according to the application of the patent scope 7th, 8th, 9th, 中’該遊戲程式規财-主控模組,該主控模組係供該使 用者選擇單人或多人遊戲’若選擇單人遊戲,則建立單人 遊戲畫面,並供手動或隨機選擇其他三家虛擬玩家的 習慣;若選擇多人遊戲,可選擇自行建立多人遊戲畫面或 加入多人遊戲畫面,當超過一等待時間則讓該虛擬玩 動加入遊戲。 B•依射請專利範圍第7、8 項所述之電子 中,該遊戲程式規劃有一出牌楛相兮山&amp; ^ ®砰杈組,該出牌模組判斷虛In the 'game program finance-master module, the master module is for the user to select single or multiplayer games' If a single player game is selected, a single player game screen is created and manually or randomly selected The habit of the other three virtual players; if you choose a multiplayer game, you can choose to create a multiplayer game screen or join a multiplayer game screen. When more than one waiting time, let the virtual game join the game. B. According to the electronic items mentioned in items 7 and 8 of the patent scope, the game program is planned to have a 楛 楛 & & & & & & ^ , , , , , 玩家的手牌的排列組合,依據每-組合判斷及給予單張 的分數;或判斷是否為-字牌,若否,給予萬、筒、條 大小牌序並Ή分數,若是則給Μ牌分數:或判斷是 成-刻子,若是則給刻子分數,若否,給不成刻且不成 的分數:或判斷牌是否成一順子/相連/跳連/對子,若是 給順子/相連/跳連/對子分數。 μ.依射請專㈣㈣13項所述之電子遊戲“,立卜, 該出牌模組判斷牌為相連/跳連/對子時,則判斷缺的牌; 28 201136638 否全部出清,若未ψ主 土, 出清則根據缺牌剩餘數給予對算相遠/ 跳連/對子牌分數。 野导1 15.依據申請專利範圍第】4項所述之電子遊戲系統,其中,當 3亥出牌模組計算單張牌的錢後,騎上家打過此張牌或 相鄰的牌時給予額外的正分’若判斷下家打過此張牌或相 鄰的牌則給予額外的負分。The player's hand is arranged and combined according to each combination to judge and give a single score; or to determine whether it is a - card, if not, give a million, a tube, a bar size and a score, and if so, give a score : or judged to be a - engraved, if it is given a score, if not, give a score that is not a good and not a score: or whether the card is a straight / connected / jump / pair, if it is a straight / connected / jump / Pair of sub-scores. μ. According to the shooting, please use the video game described in item 13 (4) (4). If the card is judged to be connected/jumped/paired, then the missing card is judged; 28 201136638 No clearing, if not ψ主土, the clearing is given according to the remaining number of the number of cards to the opposite / jump / pair of cards scores. Wild Guide 1 15. According to the patent application scope of the fourth item of the electronic game system, which, when 3 Hai After the card module calculates the money for a single card, it gives an extra positive score when riding the card or the adjacent card. If you judge the next card or the adjacent card, give extra minus. 2929
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Cited By (2)

* Cited by examiner, † Cited by third party
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CN108187345A (en) * 2017-12-28 2018-06-22 天脉聚源(北京)科技有限公司 A kind of hands data processing method and device
CN112138367A (en) * 2020-09-15 2020-12-29 北京智明星通科技股份有限公司 Mahjong playing recommendation method, system and equipment for mahjong game

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TWI234478B (en) * 2001-12-20 2005-06-21 Astro Corp Method for executing an all-in-one staged game and its device
TWI250421B (en) * 2003-11-28 2006-03-01 Sohare Information Co Ltd Method of playing chess with an artificial intelligent device
TW201004677A (en) * 2008-07-17 2010-02-01 Int Games System Co Ltd Card system to identify special card types, and method thereof

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN108187345A (en) * 2017-12-28 2018-06-22 天脉聚源(北京)科技有限公司 A kind of hands data processing method and device
CN112138367A (en) * 2020-09-15 2020-12-29 北京智明星通科技股份有限公司 Mahjong playing recommendation method, system and equipment for mahjong game

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