U.S. patent application number 11/560767 was filed with the patent office on 2007-05-24 for communication game apparatus, system, method and program.
This patent application is currently assigned to NAMCO BANDAI GAMES INC.. Invention is credited to Kensuke NAKANISHI.
Application Number | 20070117632 11/560767 |
Document ID | / |
Family ID | 37605585 |
Filed Date | 2007-05-24 |
United States Patent
Application |
20070117632 |
Kind Code |
A1 |
NAKANISHI; Kensuke |
May 24, 2007 |
COMMUNICATION GAME APPARATUS, SYSTEM, METHOD AND PROGRAM
Abstract
It is an object of the invention to provide a communication game
apparatus, a communication game system, a communication game
method, and a communication game program that can improve, in a
competitive game, the feeling of realistic sense of the game by
preventing actions of characters from becoming unnatural. Plural
game terminals 10 serving as the other communication game
apparatuses excluding the apparatus of own are connected to the
game terminal 10 serving as the own communication game apparatus
via communication lines. The game terminal 10 serving as the own
apparatus includes a communication-frequency setting section 150
that variably set a communication frequency of transmitting and
receiving game data between the game terminal 10 serving as the own
apparatus and each of the other plural game terminals 10 serving as
the other apparatuses according to contents of a game in progress
and a transmitting section 144, a receiving section 146, and a
communication interface section 160 that perform transmission and
reception of the game data between the game terminal 10 serving as
the own apparatus and each of the other plural game terminals 10 at
the communication frequency set by the communication-frequency
setting section 150.
Inventors: |
NAKANISHI; Kensuke; (Tokyo,
JP) |
Correspondence
Address: |
PATENTTM.US
P. O. BOX 82788
PORTLAND
OR
97282-0788
US
|
Assignee: |
NAMCO BANDAI GAMES INC.
1-21, Yaguchi 2-chome, Ota-ku,
Tokyo
JP
146-8655
|
Family ID: |
37605585 |
Appl. No.: |
11/560767 |
Filed: |
November 16, 2006 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 2300/534 20130101;
A63F 13/31 20140902; A63F 13/358 20140902; A63F 2300/402 20130101;
A63F 13/12 20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Nov 21, 2005 |
JP |
2005-335875 |
Claims
1. A communication game apparatus to which other plural
communication game apparatuses are connected via communication
lines, comprising: a communication-frequency setting unit that
variably sets a communication frequency of transmitting and
receiving game data between the communication game apparatus and
each of the other plural communication game apparatuses excluding
the apparatus of own according to contents of a game in progress;
and a communicating unit that performs transmission and reception
of the game data between the communication game apparatus and each
of the other plural communication game apparatuses at the
communication frequency set by the communication-frequency setting
unit.
2. The communication game apparatus according to claim 1, further
comprising a character-action computing unit that computes, on the
basis of the game data received by the communicating unit, an
action of a player-character corresponding to the own apparatus and
actions of the other plural characters excluding the
player-character corresponding to the other plural communication
game apparatuses, respectively, wherein the communication-frequency
setting unit sets a communication frequency on the basis of a
relative relation between the player-character and each of the
other plural characters.
3. The communication game apparatus according to claim 2, wherein
the communication-frequency setting unit sets a high communication
frequency between the communication game apparatus and the other
communication game apparatuses corresponding to the other
characters close to the player-character and sets a low
communication frequency between the communication game apparatus
and the other communication game apparatuses corresponding to the
other characters distant from the player-character.
4. The communication game apparatus according to claim 2, wherein
the communication-frequency setting unit sets a high communication
frequency between the communication game apparatus and the other
communication game apparatuses corresponding to the other
characters highly likely to affect an action of the
player-character and sets a low communication frequency between the
communication game apparatus and the other communication game
apparatuses corresponding to the other characters less likely to
affect the action of the player-character.
5. The communication game apparatus according to claim 2, wherein a
predetermined communication bandwidth is set for at least one of
the transmission and the reception of game data via the
communication lines, and the communication-frequency setting unit
includes a bandwidth setting unit that sets a proportion of a
bandwidth to be allocated to each of the other plural communication
game apparatuses to the communication bandwidth according to a
level of a communication frequency.
6. The communication game apparatus according to claim 5, wherein a
fixed value is set for one traffic of game data transmitted and
received between the communication game apparatus and each of the
other plural communication game apparatuses, and the
communication-frequency setting unit further includes a
transmission-timing judging unit that accumulates values of the
bandwidth, which are set by the bandwidth setting unit, for the
respective other communication game apparatuses and judges that
transmission timing for the game data has come when the accumulated
value reaches the fixed value.
7. The communication game apparatus according to claim 6, wherein
the transmission-timing judging unit performs a judging operation
at a predetermined time interval.
8. The communication game apparatus according to claim 1, wherein,
when a degree of cooperation between the player-character
corresponding to the own apparatus and each of the other plural
characters corresponding to the other plural communication game
apparatuses is set according to game contents, the
communication-frequency setting unit sets a communication frequency
taking into account the degree of cooperation.
9. The communication game apparatus according to claim 1, wherein
parameters indicating individualities of the respective other
characters are set for each of the other plural characters
corresponding to the other plural communication game apparatuses,
and the communication-frequency setting unit sets a communication
frequency according to the parameters.
10. A communication game system in which plural communication game
apparatuses are connected to one another via a network, each of the
plural communication game apparatuses comprising: a
communication-frequency setting unit that variably sets a
communication frequency of transmitting and receiving game data
between the communication game apparatus of own and each of the
other plural communication game apparatuses excluding the own
apparatus according to contents of a game in progress; and a
communicating unit that performs transmission and reception of the
game data between the communication game apparatus and each of the
other plural communication game apparatuses excluding the own
apparatus at the communication frequency set by the
communication-frequency setting unit.
11. The communication game system according to claim 10, further
comprising a character-action computing unit that computes, on the
basis of the game data received by the communicating unit, an
action of a player-character corresponding to the own apparatus and
actions of plural the other characters corresponding to the other
plural communication game apparatuses excluding the own apparatus,
respectively, wherein the communication-frequency setting unit sets
a communication frequency on the basis of a relative relation
between the player-character and each of the other plural
characters.
12. The communication game system according to claim 11, wherein
the communication-frequency setting unit sets a high communication
frequency between the own apparatus and the other communication
game apparatuses corresponding to the other characters close to the
player-character and sets a low communication frequency between the
own apparatus and the other communication game apparatuses
corresponding to the other characters distant from the
player-character.
13. The communication game system according to claim 11, wherein a
predetermined communication bandwidth is set for at least one of
the transmission and the reception of game data via the
communication lines, and the communication-frequency setting unit
includes a bandwidth setting unit that sets a proportion of a
bandwidth to be allocated to each of the other plural communication
game apparatuses excluding the own apparatus to the communication
bandwidth according to a level of a communication frequency.
14. The communication game system according to claim 13, wherein a
fixed value is set for one traffic of game data transmitted and
received between the own apparatus and each of the other plural
communication game apparatuses, and the communication-frequency
setting unit further includes a transmission-timing judging unit
that accumulates values of the bandwidth, which are set by the
bandwidth setting unit, for the respective other communication game
apparatuses excluding the own apparatus and judges that
transmission timing for the game data has come when the accumulated
value reaches the fixed value.
15. A communication game method of transmitting and receiving game
data in a communication game system in which plural communication
game apparatuses are connected to one another via a network, the
communication game method comprising: a communication-frequency
setting step of variably setting, in each of the plural
communication game apparatuses, a communication frequency of
transmitting and receiving game data between the communication game
apparatus of own and each of the other plural communication game
apparatuses excluding the own apparatus according to contents of a
game in progress; and a communicating step of performing
transmission and reception of the game data between the own
communication game apparatus and each of the other plural
communication game apparatuses excluding the own apparatus at the
communication frequency set in the communication-frequency setting
step.
16. A communication game program that causes a computer to function
as: a communication-frequency setting unit that variably sets a
communication frequency of transmitting and receiving game data
between a communication game apparatus and each of other plural
communication game apparatuses excluding the own apparatus
connected to the communication game apparatus via communication
lines according to contents of a game in progress; and a
communicating unit that performs transmission and reception of the
game data between the communication game apparatus and each of the
other plural communication game apparatuses at the communication
frequency set by the communication-frequency setting unit.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] The present invention relates to a communication game
apparatus, a communication game system, a communication game
method, and a communication game program for playing a competitive
game by transmitting and receiving game data among plural
apparatuses.
[0003] 2. Description of the Related Art
[0004] Conventionally, there is known a competitive car race game
for performing a car race by connecting plural game terminals to
one another via a network and operating operation units provided in
the respective game terminals to drive vehicles in a game space
(see, for example, Japanese Patent Application Laid-Open No.
2002-28373). There is also known a game system for controlling a
data quantity of communication via a network by game terminals by
means of designating a size of a partial game world using plural
game terminals (see, for example, Japanese Patent Application
Laid-Open No. 2002-253866).
[0005] In playing a competitive car race game using plural game
terminals connected to one another via a network, when data
necessary for the game is transmitted and received among the
respective game terminals, as the number of game terminals
participating in the game increases, a data quantity transmitted
and received among the respective game terminals increases.
However, usually, since there is a limit in a communication band
usable by the respective game terminals, when a data quantity
transmitted and received is excessively large, excessive time is
required for the transmission and reception of the data. Therefore,
a long time is required until the respective game apparatuses
receive data of the other game terminals or an interval for
receiving data is extended to deteriorate computation accuracy in
computing actions of opponents at a predetermined interval. Thus,
the actions of the opponents become unnatural to spoil the feeling
of realistic sense of the game. It is possible to reduce a data
quantity transmitted and received between the respective game
terminals and the network by using the method of the game system
disclosed in Japanese Patent Application Laid-Open No. 2002-253866.
However, the same problem occurs after all when the number of game
terminals increases and a data quantity exceeds the communication
band. Therefore, this method does not present a fundamental
solution.
SUMMARY OF THE INVENTION
[0006] The invention has been devised in view of such problems and
it is an object of the invention to provide a communication game
apparatus, a communication game system, a communication game
method, and a communication game program that can improve, in a
competitive game, the feeling of realistic sense of the game by
preventing actions of opponents from becoming unnatural.
[0007] A communication game apparatus of the invention is a
communication game apparatus to which plural opponent game
apparatuses (the other plural communication apparatuses) are
connected via communication lines. The communication game apparatus
includes: a communication-frequency setting unit that variably sets
a communication frequency of transmitting and receiving game data
between the communication game apparatus and each of the plural
opponent game apparatuses according to contents of a game in
progress; and a communicating unit that performs transmission and
reception of the game data between the communication game apparatus
and each of the plural opponent game apparatuses at the
communication frequency set by the communication-frequency setting
unit.
[0008] A communication game system of the invention is a
communication game system in which plural communication game
apparatuses are connected to one another via a network. Each of the
plural communication game apparatuses includes: a
communication-frequency setting unit that variably sets a
communication frequency of transmitting and receiving game data
between the communication game apparatus and each of the other
plural communication game apparatuses excluding the own apparatus
according to contents of a game in progress; and a communicating
unit that performs transmission and reception of the game data
between the communication game apparatus and each of the plural
communication game apparatuses excluding the own apparatus at the
communication frequency set by the communication-frequency setting
unit.
[0009] A communication game method of the invention is a
communication game method of transmitting and receiving game data
in a communication game system in which plural communication game
apparatuses are connected to one another via a network. The
communication game method includes: a communication-frequency
setting step of variably setting, in each of the plural
communication game apparatuses, a communication frequency of
transmitting and receiving game data between the communication game
apparatus and each of the other plural communication game
apparatuses excluding the own apparatus according to contents of a
game in progress; and a communicating step of performing
transmission and reception of the game data between the
communication game apparatus and each of the plural communication
game apparatuses excluding the own apparatus at the communication
frequency set in the communication-frequency setting step.
[0010] A communication game program of the invention is a
communication game program that causes a computer to function as: a
communication-frequency setting unit that variably sets a
communication frequency of transmitting and receiving game data
between a communication game apparatus and each of plural opponent
game apparatuses connected to the communication game apparatus via
communication lines according to contents of a game in progress;
and a communicating unit that performs transmission and reception
of the game data between the communication game apparatus and each
of the plural opponent game apparatuses at the communication
frequency set by the communication-frequency setting unit.
[0011] Consequently, when transmission and reception of game data
are performed between the communication game apparatus and the
plural opponent game apparatuses (or, the other plural
communication game apparatuses), it is possible to set a
communication frequency for each of the apparatuses according to
contents of the game. Thus, it is possible to increase a frequency
of acquiring game data concerning a part of opponent characters
(the other characters excluding the player-character) according to
importance or the like, prevent actions from becoming unnatural by
improving accuracy of prediction of the actions, and improve the
feeling of realistic sense of the game.
[0012] It is desirable that the communication game apparatus
further includes a character-action computing unit that computes,
on the basis of the game data received by the communicating unit,
an action of a player-character corresponding to the own apparatus
and actions of plural opponent characters corresponding to the
plural opponent game apparatuses (or, the other plural
communication game apparatuses), respectively, and the
communication-frequency setting unit sets a communication frequency
on the basis of a relative relation between the player-character
and each of the plural opponent characters. This makes it possible
to reduce an interval of acquisition of game data concerning
opponent characters having a close relative relation with the
player-character.
[0013] It is desirable that the communication-frequency setting
unit sets a high communication frequency between the communication
game apparatus and opponent game apparatuses (or, the other
communication game apparatuses) corresponding to opponent
characters close to the player-character and sets a low
communication frequency between the communication game apparatus
and opponent game apparatuses (or, the other communication game
apparatuses) corresponding to opponent characters distant from the
player-character. Consequently, since data is frequently acquired
for opponent characters present around the player-character
operated by the player, it is possible to reduce a degree of
impression that actions of characters are unnatural. It is possible
to reduce a data quantity of transmitted and received game data by
setting a long interval of acquisition of data for opponent
characters having low importance and distant from the communication
game apparatus.
[0014] It is desirable that the communication-frequency setting
unit sets a high communication frequency between the communication
game apparatus and opponent game apparatuses corresponding to
opponent characters highly likely to affect an action of the
player-character and sets a low communication frequency between the
communication game apparatus and the opponent game apparatuses
corresponding to the other opponent characters. Consequently, since
data is frequently acquired for opponent characters highly likely
to affect actions of the player-character operated by the player,
it is possible to reduce a degree of an impression that actions of
characters are unnatural. Further, it is possible to reduce a data
quantity of transmitted and received game data by setting a long
interval of acquisition of data for opponent characters that are
less likely to affect actions of the player-characters.
[0015] Further, it is desirable that a predetermined communication
bandwidth is set for at least one of the transmission and the
reception of game data via the communication lines and the
communication-frequency setting unit includes a bandwidth setting
unit that sets a proportion of a bandwidth to be allocated to each
of the plural opponent game apparatuses (or, the other
communication game apparatuses) to a communication bandwidth
according to a level of a communication frequency. This makes it
possible to allocate limited communication bandwidth to each of the
opponent game apparatuses (or, to each of the other communication
game apparatuses) and effectively use the communication bandwidth
and makes it possible to secure a relatively wide bandwidth for
opponent characters having a relatively close relation and realize
prompt data acquisition.
[0016] It is desirable that a fixed value is set for one traffic of
game data transmitted and received between the communication game
apparatus and each of the plural opponent game apparatuses (or, the
other communication game apparatuses) and the
communication-frequency setting unit further includes a
transmission-timing judging unit that accumulates values of the
bandwidth allocated, which are set by the bandwidth setting unit,
for the respective opponent game apparatuses (or, for the
respective other communication game apparatuses) and judges that
transmission timing for the game data has come when the accumulated
values reaches the fixed value. This makes it possible to transmit
and receive the game data at a frequency according to each of the
communication bandwidth allocated.
[0017] It is desirable that the transmission-timing judging unit
performs a judging operation at a predetermined time interval.
Consequently, since it is judged whether transmission of the game
data is performed every fixed interval, it is possible to transmit
the game data at a shorter interval as a communication bandwidth
secured is wider.
[0018] It is desirable that, when a degree of cooperation between
the player-character corresponding to the own apparatus and each of
the plural opponent characters corresponding to the plural opponent
game apparatuses is set according to game contents, the
communication-frequency setting unit sets a communication frequency
taking into account the degree of cooperation. This makes it
possible to set a high communication frequency for opponent game
apparatuses of opponent characters that have a high degree of
cooperation, for example, have a specific relation with the
player-character.
[0019] It is desirable that parameters indicating individualities
of the respective opponent characters are set for each of the
plural opponent characters corresponding to the plural opponent
game apparatuses and the communication-frequency setting unit sets
a communication frequency according to the parameters. This makes
it possible to acquire game data at a high communication frequency
for, for example, opponent characters that have high ability values
and are capable of performing quick movements.
BRIEF DESCRIPTION OF THE DRAWINGS
[0020] FIG. 1 is a diagram showing an overall configuration of a
competitive game system according to an embodiment of the
invention;
[0021] FIG. 2 is a diagram showing a detailed configuration of a
game terminal;
[0022] FIG. 3 is a flow chart showing an operation procedure mainly
related to transmission of game data performed in the game
terminal;
[0023] FIG. 4 is a diagram showing a specific example of distance
calculation;
[0024] FIG. 5 is a diagram showing a specific example of a usable
bandwidth calculated on the basis of a distance shown in FIG. 4;
and
[0025] FIGS. 6A and 6B are diagrams showing specific examples of an
operation for accumulating data and an operation for judging
transmission timing.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0026] A competitive communication game system according to an
embodiment of the invention will be hereinafter explained in detail
with reference to the accompanying drawings. FIG. 1 is a diagram
showing an overall configuration of the competitive communication
game system according to this embodiment. As shown in FIG. 1, the
competitive communication game system according to this embodiment
includes plural game terminals 10 connected to one another via a
network 30 and a game server 20. For example, it is possible to use
the Internet or the like as the network 20. The respective game
terminals 10 and the network 30 are always connected. The
respective game terminals 10 are used to play a competitive car
race game. Players can drive racing cars of the players themselves
along a course provided in a virtual three-dimensional game space
and participate in a car race by using the game terminals 10.
[0027] FIG. 2 is a diagram showing a detailed configuration of the
game terminal 10. As shown in FIG. 2, the game terminal 10
according to this embodiment includes a game apparatus 100 that
performs a predetermined game computation and outputs a video
signal of a game screen and an audio signal of various kinds of
sound effect or the like by executing a communication game program
stored in a DVD-ROM 190 serving as an information recording medium,
a television monitor apparatus 200 connected to the game apparatus
100, and a controller 300 manually operated by players.
[0028] The television monitor apparatus 200 includes a display 210
that displays a game screen on a display screen on the basis of a
video signal inputted from the game apparatus 100 and a speaker 220
that converts an audio signal inputted from the game apparatus 100
into sound. The display 210 is constituted by, for example, a CRT
(cathode ray tube), an LCD (a liquid crystal display), or a liquid
crystal projector. The controller 300 includes a cross key that can
arbitrarily point eight directions and plural push button switches
that are selectively depressed as required. In order to give a
player the feeling of actually participating in a car race, a
controller dedicated for vehicle driving game including a steering
wheel and a transmission may be used.
[0029] The game apparatus 100 includes a game computing section
110, a communication interface section (communication IF) 160, an
image generating section 180, an image output section 182, an audio
output section 184, and a disk reading section 188. The game
computing section 110 is for performing various kind of game
computation. The game computing section 110 is realized by, for
example, executing a communication game program using a computer
including a CPU, a ROM, and a RAM. Details of the game computing
section 110 will be described later.
[0030] The image generating section 180 converts, on the basis of
data concerning positions and the like of respective objects in a
three-dimensional game space obtained by the computation by the
game computing section 110 and eye point positions set at the time,
the respective objects in the three-dimensional game space into a
projected plane of a predetermined eye-point coordinate system and
generates a two-dimensional game image. Image data corresponding to
the two-dimensional game image generated is stored in a VRAM built
in the image generating section 180. In the communication game
system according to this embodiment, it is possible to play a
competitive car race game. The respective objects in the
three-dimensional game space include a vehicle serving as a
player-character to which a player gives an action instruction by
operating the game terminal 10 serving as an own apparatus and
vehicles serving as opponent characters (the other characters
excluding the player-character) to which the other players give
action instructions by operating the other game terminals 10.
[0031] The image output section 182 outputs video signals to the
display 210 of the television monitor apparatus 200 by reading out
image data, which are generated by the image generating section 180
and stored in the VRAM, in an order of scanning and converting the
image data into NTSC signals. The audio output section 184 converts
various sound data outputted from the game computing section 110
into analog audio signals and outputs the audio signals to the
speaker 220 in the television monitor apparatus 200.
[0032] The disk reading section 188 is for reading various data
stored in the DVD-ROM 190 inserted therein. A communication game
program including image data necessary for displaying
high-definition graphics is stored in the DVD-ROM 190. The disk
reading section 188 sends the communication game program read from
the DVD-ROM 190 to the game computing section 110. In this
embodiment, the DVD-ROM 190 is used to record the communication
game program and the like. However, other recording media such as a
CD-ROM, a ROM cartridge and a memory card in which a semiconductor
memory is used, and a hard disk device may be used.
[0033] The game computing section 110 includes a game processing
section 120, a movement calculating section 130, a
transmission-data storing section 140, a reception-data storing
section 142, a transmitting section 144, a receiving section 146,
and a communication-frequency setting section 150.
[0034] The game processing section 120 performs processing for
progress of the car race game according to this embodiment. The
movement calculating section 130 calculates movements of respective
vehicles serving as three-dimensional objects participating in the
car race game (including both the vehicle serving as the
player-character corresponding to the game terminal 10 operated by
the player and the vehicles serving as the opponent characters
corresponding to the other game terminals 10). This movement
calculation includes computation such as movements of the other
vehicles viewed from a virtual eye point position corresponding to
the player and judgment of collisions between the vehicles. In this
embodiment, such a movement calculation is performed by the
movement calculating section 130 and other various kinds of
processing necessary for progress of the car race game are
performed by the game processing section 120. However, all of these
kinds of processing may be performed by either one of the game
processing section 120 and the movement calculating section 130,
and the other one of the game processing section 120 and the
movement calculating section 130 maybe eliminated.
[0035] The transmission-data storing section 140 stores game data
concerning the vehicle serving as the player-character calculated
by the movement calculating section 130 and game data concerning
the game progress outputted from the game processing section 120 as
transmission data. This transmission data is read out by the
transmitting section 144 at predetermined timing and transmitted to
each of the other game terminals 10 via the communication interface
section 160 and the network 30. Game data is also sent from the
other game terminals 10 via the network 30. The receiving section
146 receives the game data via the communication interface section
160 and stores the game data in the reception-data storing section
142. The movement calculating section 130 performs the movement
calculation on the basis of the data (reception data) concerning
the vehicles serving as the opponent characters stored in the
reception-data storing section 142, a position of the vehicle
serving as the player-character at that point in time, and the
like. This movement calculation is performed at a predetermined
interval (e.g., an interval of 1/60 second). However, when the
reception data of the opponent characters stored in the
reception-data storing section 142 is not updated at this interval,
a predicted value obtained by the last movement calculation is used
instead of the reception data.
[0036] The communication-frequency setting section 150 variably
sets a communication frequency of transmitting and receiving game
data between the game terminal 10 corresponding to the own
apparatus and the other game terminals 10 according to contents of
a game in progress. For example, the communication-frequency
setting section 150 sets a communication frequency on the basis of,
for example, a relative relation between the player-character and
each of the plural opponent characters. Specifically, the
communication-frequency setting section 150 sets a high
communication frequency between the game terminal 10 corresponding
to the player-character and the game terminals 10 corresponding to
the opponent characters highly likely to affect an action of the
player-character and sets a low communication frequency between the
game terminal 10 corresponding to the player-character and the game
terminals 10 corresponding to the other opponent characters.
Therefore, a communication-frequency setting section 150 has the
bandwidth setting section 152 and a transmission-timing judging
section 154. The bandwidth setting section 152 sets allocation of
bandwidth of lines used for communication between the game
terminals 10 and the network 30 via the communication interface
section 160. The lines include an uplink line used for transmitting
data from the game terminals 10 to the network 30 and a downlink
line used for transmitting data from the network 30 to the game
terminals 10. In this embodiment, the bandwidth setting section 152
performs processing for variably allocating bandwidth of the uplink
line to each of the game terminals 10 other than the own apparatus.
Since the processing for allocation of the bandwidth of the uplink
line is performed in the respective game terminals 10 using the
same algorithm, as a result, allocation of bandwidth is performed
for the downlink line on which data is sent from the respective
game terminals 10 serving as the other apparatus to the game
terminal serving as the own apparatus. The transmission-timing
judging section 154 judges, on the basis of the bandwidth allocated
to the respective game terminals 10 by the bandwidth setting
section 152, timing for transmitting game data from the
transmitting section 144 for each of the game terminals 10.
[0037] The communication-frequency setting section 150 corresponds
to the communication-frequency setting unit, the transmitting
section 144, the receiving section 146, and the communication
interface section 160 correspond to the communicating unit, the
movement calculating section 130 corresponds to the
character-action computing unit, the bandwidth setting section 152
corresponds to the bandwidth setting unit, and the
transmission-timing judging section 154 corresponds to the
transmission-timing judging unit. The game terminal 10 serving as
the own apparatus corresponds to the communication game apparatus
and the other game terminals 10 excluding the own apparatus
correspond to the opponent game apparatuses (the other
communication game apparatuses).
[0038] The competitive communication game system according to this
embodiment has such a configuration. Operations of the competitive
communication game system will be explained. The car race game
according to this embodiment will be schematically described
below.
[0039] (1) Any one of the game terminals 10 can request the game
server 20 to hold a car race. A unit of the car race opened in
response to this request is referred to as "session". The game
terminal 10 requesting to hold the car race thereafter acts as a
dealer to perform processing for progress of an overall operation
of the car race.
[0040] (2) A maximum number of game terminals 10 allowed to
participate in one session is determined in advance at the time of
creation of the session. Participation in the session from the
other game terminals 10 is accepted until the number of game
terminals reaches the maximum number during an entry period.
[0041] (3) The car race is performed by the game terminals 10
(players) that indicate an intention to participate in the session.
As states of a player, there are three states, namely, "in a race",
"watching", and "stand by in a lobby". "In a race" is a state in
which the player is actually participating in the car race. The
player in this state actually operates the controller 300 provided
in the game terminal 110 to virtually drive a vehicle. "Watching"
is a state in which the player capable of participating in the car
race is watching the race without participating in the race. The
player in this state can watch details of the race from a
predetermined camera position. "Stand by in a lobby" is a state in
which, when the car race has already started, the player is waiting
to participate in the next car race in the state of "in a race" or
"watching". The player in this state can learn a progress state of
the entire car race (e.g., race progress is indicated by a
schematic diagram).
[0042] (4) The game terminal 10 requests the game server 20 to hold
a car race. However, after a session is created, the game terminal
10 acting as the dealer performs processing for progress of a car
race game of this session. Transmission and reception of game data
(e.g., positional information of vehicles serving as
three-dimensional objects operated by the respective players) among
the game terminals 10 in any one of the states "in a race",
"watching", and "standby in a lobby" are performed by one-to-one
communication between the game terminals 10.
[0043] FIG. 3 is a flowchart showing an operation procedure mainly
related to transmission of game data performed in the game terminal
10. It is assumed that a fixed communication bandwidth is allocated
to the game data to be transmitted as a result of processing by the
game processing section 120, and that bandwidth used for
transmitting game data concerning the player-character calculated
by the movement calculating section 130 to the game terminals 10
other than the own apparatus are variably allocated within the
remaining communication bandwidth. An operation procedure for
variably allocating the bandwidth is shown in FIG. 3.
[0044] The movement calculating section 130 calculates, on the
basis of data concerning the vehicles serving as the respective
opponent characters sent from the other game terminals 10 and
stored in the reception-data storing section 142, a position of the
vehicle serving as the player-character ("the vehicle serving as
the player-character" is hereinafter simply referred to as
"player-character" and "the vehicles serving as the opponent
characters" are simply referred to as "opponent characters"), and
the like, movements of the respective vehicles serving as the
player-character and the opponent characters (step 100). Data
indicating a position of the player-character and the like obtained
by this calculation is stored in the transmission-data storing
section 140 (step 101).
[0045] The bandwidth setting section 152 calculates distances
between the player-character and the respective opponent characters
(step 102). For example, linear distances between a center
coordinate of the player-character and center coordinates of the
respective opponent characters are calculated. The bandwidth
setting section 152 calculates a usable bandwidth for each of the
game terminals 10 on the basis of the linear distances calculated
(step 103).
[0046] FIG. 4 is a diagram showing a specific example of the
distance calculation. FIG. 5 is a diagram showing a specific
example of usable bandwidth calculated on the basis of distances
shown in FIG. 4. In FIG. 4, A to E indicate five game terminals 10
that are participating in an identical session. In order to
distinguish the game terminals 10 from one another, the game
terminals 10 are represented as game terminals 10A to 10E. Each
value shown in FIG. 4 indicates a distance between the
player-character and each of the opponent characters corresponding
to game terminals 10, respectively. For example, when attention is
directed to the player-character corresponding to the game terminal
10C, distances (30, 15, 40, and 10) between the player-character
and opponent characters corresponding to the game terminals 10A,
10B, 10D, and 10E, respectively, are calculated by the bandwidth
setting section 152 of the game terminal 10C. The bandwidth setting
section 152 of the game terminal 10C sets, according to the
distances between the player-character and the respective opponent
characters, usable bandwidth corresponding to the game terminals
10A, 10B, 10D, and 10E such that, for example, there are more
usable bandwidth for the closer game terminals.
[0047] The game terminal 10C shown in FIG. 4 is specifically
explained as follows. As shown in FIG. 5, it is assumed that a
bandwidth of 64 kbps is secured as a bandwidth usable for
transmitting game data from the game terminal 10C to the other game
terminals 10A, 10B, 10D, and 10E. It is assumed that, in the
bandwidth of 64 kbps, an area of 14 kbps indicated by F is fixedly
used for transmitting a result of processing by the game processing
section 120 and the like and the remaining bandwidth of 50 kbps is
usable for transmission of game data obtained as a result of the
calculation by the movement calculating section 130 and is
allocated to the other game terminals 10A, 10B, 10D, and 10E.
[0048] The bandwidth setting section 152 of the game terminal 10C
performs processing for dividing the remaining bandwidth (50 kbps)
at a ratio proportional to inverses of the distances to the
respective opponent characters. As shown in FIG. 4, since the
distances from the player-character corresponding to the game
terminal 10C to the respective opponent characters corresponding to
the other game terminals 10A, 10B, 10D, and 10E are 30, 15, 40, and
10, processing for allocating the remaining bandwidth at a ratio of
1/30:1/15:1/40:1/10 is performed. As a result, as shown in FIG. 5,
bandwidths of 7 kbps, 15 kbps, 6 kbps, and 22 kbps are allocated to
the game terminals 10A, 10B, 10D, and 10E, respectively.
[0049] The transmission-timing judging section 154 performs, for
the game terminal 10 that is one of destinations to which the game
data is transmitted, processing for accumulating the usable
bandwidth calculated in step 103 (step 104). For the game terminal
10C, there are the game terminals 10A, 10B, 10D, and 10E that are
destinations to which the game data is transmitted. The
accumulation of the usable bandwidth is performed for, for example,
the game terminal 10A among the game terminals. The
transmission-timing judging section 154 judges whether the
accumulated value has exceeded a capacity of the transmission data
(step 105).
[0050] For example, it is assumed that a capacity necessary for
transmitting data obtained as a result of the calculation by the
movement calculating section 130 is 60 bytes. It is also assumed
that the operations shown in FIG. 3 are repeated at an interval of
1/60 second, which is an interval for updating a game image. In
other words, when it is attempted to transmit data of 60 bytes at
the interval of 1/60 second, a bandwidth of 60.times.8.times.60=28
kbps is required. The transmission-timing judging section 154
judges whether the accumulated value has exceeded 28 kbps which is
necessary for transmission of the game data. When the accumulated
value has exceeded 28 kbps, affirmative judgment is performed in
the judgment instep 105. Then the transmission-timing judging
section 154 sends a transmission instruction to the transmitting
section 144. In response to this transmission instruction, the
transmitting section 144 reads out game data stored in the
transmission-data storing section 140 at that point and transmits
the game data to the game terminal 10A (step 106). Thereafter or,
when the accumulated value has not exceeded the capacity necessary
for data transmission, after negative judgment is performed in step
105, the transmission-timing judging section 154 judges whether
there are the other destination game terminals 10 to which the game
data is transmitted (step 107). When there are the other game
terminals 10 (as described above, when presence or absence of
transmission is judged only for the game terminal 10A, there are
the other game terminals 10B, 10D, and 10E), affirmative judgment
is performed. The transmission-timing judging section 154 returns
to step 104 and the same processing is repeated for the other game
terminals 10. When presence or absence of transmission is judged
for all the destination game terminals 10A, 10B, 10D, and 10E, to
which the game data is transmitted, and a transmission operation
for the game terminals 10 meeting condition for transmitting the
game data is completed, negative judgment is performed in the
judgment in step 107. A series of data transmission operation
performed at the interval of 1/60 second is completed.
[0051] FIGS. 6A and 6B are diagrams showing specific examples of
the data accumulation operation (step 104) and the
transmission-timing judgment operation (step 105). As described
above, the bandwidth of 28 kbps is required for transmission of the
game data. It is assumed that the bandwidth setting section 152 of
the game terminal 10C has allocated 7 kbps as a usable bandwidth
corresponding to the distance "30" to the opponent character
corresponding to the game terminal 10A at certain timing. In case
where an accumulated value to that point in time is "0", as shown
in FIG. 6A, an accumulated value at that time is 7 kbps. Since the
accumulated value has not exceeded the data quantity 28 kbps, which
is the condition for data transmission, the game data is not
transmitted to the game terminal 10A at this point in time.
[0052] It is assumed that, when the distance between the game
terminal 10C and the opponent character corresponding to the game
terminal 10A suddenly decreased to "10" at the next timing after
the elapse of 1/60 seconds, the bandwidth setting section 152 of
the game terminal 10C allocated 22 kbps as a usable bandwidth
corresponding to this distance "10". Since the accumulated value to
that point is "7 kbps", as shown in FIG. 6B, an accumulated value
at that point becomes 7+22=29 kbps, which exceeds the condition,
the data quantity of 28 kbps, at this point in time. Thus, the game
data is transmitted to the game terminal 10A at this timing.
Although the accumulated value is reset once the data is
transmitted, a value of the accumulated value exceeding 28 kbps at
the time of transmission (1 kbps in the example shown in FIG. 6B)
is used as an initial value of the accumulated value after being
reset.
[0053] As described above, in the communication game system
according to this embodiment, in performing transmission and
reception of game data between the game terminal 10 serving as the
own apparatus and the game terminals 10 serving as the plural
opponent game apparatuses, it is possible to set a communication
frequency for each of the apparatuses according to contents of a
game. This makes it possible to increase a frequency of acquiring
game data concerning a part of opponent characters according to
importance or the like, prevent actions from becoming unnatural by
improving accuracy of prediction of the actions, and improve the
feeling of realistic sense of the game. In particular, it is
possible to reduce an interval of acquisition of game data
concerning opponent characters having a close relative relation
with the player-character and likely to affect an action of the
player-character, specifically, opponent characters present near
the player-character, to reduce a degree of an impression that
actions become unnatural. Further, for the other opponent
characters, it is possible to reduce a data quantity of transmitted
and received game data by extending an interval of acquisition of
data.
[0054] Since the limited communication bandwidth is variably
allocated to each of the game terminals 10 to effectively use the
communication bandwidth, it is possible to secure a relatively
large bandwidth for opponent characters having a relatively close
relation and to realize prompt data acquisition.
[0055] The invention is not limited to the embodiment described
above. Various modifications are possible without departing from
the scope of the invention. For example, in the embodiment, the
allocation of bandwidth proportional to inverses of distances among
the respective characters is performed. However, since a wider
bandwidth has to be secured for shorter distance, the allocation of
bandwidth may be proportional to inverses of squares of the
distances or proportional to inverses of roots of the distances.
Further, the distances may be classified into plural stages to
allocate the same bandwidth to the game terminals 10 corresponding
to the opponent characters classified into the same stage.
[0056] In the embodiment, it is assumed that a capacity of the game
data transmitted to the respective game terminals 10 as a result of
the calculation by the movement calculating section 130 is fixed
(60 bytes). However, this value maybe set larger as a distance is
smaller and set smaller as a distance is larger. It is also assumed
that a total bandwidth usable for data transmission to all the game
terminals 10 is fixed (at 64 kbps) However, since this value is
changeable according to an environment of connection to the network
30 and the like, the value of the bandwidth may be variably set at
a time when all the game terminals 10 participating in a session
are determined. For example, a communication bandwidth may be set
for each session by, for example, actually transmitting and
receiving a fixed quantity of data to measure a bandwidth or
checking an upper limit value of bandwidth usable for the
respective game terminals 10.
[0057] In the embodiment, a communication frequency is set
according to a distance between the player-character and the
opponent character. However, when a degree of cooperation between
the player-character corresponding to the game terminal 10 serving
as the own apparatus and the opponent characters corresponding to
the other game terminals 10 is set according to game contents, the
communication-frequency setting section 150 may set a communication
frequency taking into account the degree of cooperation. For
example, when the degree of cooperation is increased by, for
example, forming a group of specific players (the player-character
and a specific opponent character), it is possible to increase a
communication frequency for the game terminal 10 corresponding to
this opponent character. If the degree of cooperation is
represented by a numerical value, it is possible to perform
allocation of bandwidth by the bandwidth setting section 152 in the
same manner as allocating the distances among the characters.
[0058] When parameters indicating individualities of the respective
opponent characters are set in the opponent characters, the
communication-frequency setting section 150 may set a communication
frequency according to details of the parameters. For example, it
is possible to acquire game data at a high communication frequency
for a vehicle (corresponding to an opponent character) that has a
high ability value and is capable of running quickly.
[0059] In the embodiment, the invention is applied to the
competitive communication game system for playing a car race game.
However, it is also possible to apply the invention to competitive
communication game systems for playing games other than the car
race game.
[0060] In the explanation of the embodiment, game data obtained as
a result of the calculation by the movement calculating section 130
is transmitted to the respective game terminals 10. However, the
same explanation applies when game data as a result of processing
by the game processing section 12 is transmitted to the respective
game terminals 10. For example, since it is unnecessary to transmit
this game data frequently, an arrow bandwidth (which may be fixed)
only has to be allocated to the respective game terminals 10. This
makes it possible to substantially decrease a communication
frequency (e.g., an interval of one second).
* * * * *