U.S. patent application number 11/817135 was filed with the patent office on 2009-02-05 for go playing system.
This patent application is currently assigned to PANDANET INC.. Invention is credited to Tomoya Saeki.
Application Number | 20090036215 11/817135 |
Document ID | / |
Family ID | 36940885 |
Filed Date | 2009-02-05 |
United States Patent
Application |
20090036215 |
Kind Code |
A1 |
Saeki; Tomoya |
February 5, 2009 |
GO PLAYING SYSTEM
Abstract
A go playing system enabling the players to play go over a
network. The system comprises player information storage means,
dan/kyu grade information storage means, play processing means,
point computing means for computing an increase/decrease of the
points of each player according to the win or loss of the play with
a basic point, point reporting means for reporting an increase or
decrease of the points due to the win or loss to each player
terminal point updating means for storing the new points
corresponding to the win/loss in the player information storage
means, dan/kyu grade changing means for changing the dan/kyu grade
of the winner and the loser by comparing their points with the
dan/kyu promotion point and dan/kyu demotion point, and dan/kyu
grade reporting means for reporting the change of the dan/kyu grade
to the player terminal used by the player if the dan/kyu grade of
the player is changed by the dan/kyu grade changing means.
Inventors: |
Saeki; Tomoya; (Tokyo,
JP) |
Correspondence
Address: |
SCHWABE, WILLIAMSON & WYATT, P.C.;PACWEST CENTER, SUITE 1900
1211 SW FIFTH AVENUE
PORTLAND
OR
97204
US
|
Assignee: |
PANDANET INC.
Tokyo
JP
|
Family ID: |
36940885 |
Appl. No.: |
11/817135 |
Filed: |
February 28, 2005 |
PCT Filed: |
February 28, 2005 |
PCT NO: |
PCT/JP2005/003317 |
371 Date: |
August 24, 2007 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3295 20130101; G07F 17/3276 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A go playing system in which playing of go is carried out via a
network between a first player terminal used by a first player and
a second player terminal used by a second player, the go playing
system comprising: player information storage means for storing a
dan/kyu rank and a current point of each player; dan/kyu rank
information storage means for storing a dan/kyu promotion point and
a dan/kyu demotion point for each dan/kyu rank, the dan/kyu
demotion point being lower than the dan/kyu promotion point for the
same dan/kyu rank by prescribed points; play processing means for
carrying out go play processing between the first player terminal
and the second player terminal via the network; point computing
processing means for computing, based on present base point, how
much the points of the first player and the second player will
change as a result of winning or losing of the game; point
reporting processing means for reporting the changes in points due
to the winning or losing and calculated by the point computing
processing means the first player terminal and second player
terminal; point updating processing means for carrying out
computation processing, using the points computed by the point
computation processing means, on the current points of the first
player and the second player in accordance with the wining or
losing of the game in the game processing means, thereby storing as
new points in the player information storage means; and dan/kyu
rank updating processing means for retrieving, from the dan/kyu
rank information storage means, the dan/kyu promotion point for the
next higher dan/kyu rank than the dan/kyu rank of a winner of the
game and the dan/kyu demotion point of the dan/kyu rank of a loser
of the game, comparing the retrieved dan/kyu promotion point with
the updated point of the winner, thereby updating the dan/kyu rank
of the winner to the next higher dan/kyu rank and storing in the
player information storage means if the updated point satisfies a
dan/kyu promotion standard, and comparing the retrieved dan/kyu
demotion point with the updated point of the loser, thereby
updating the dan/kyu rank of the loser to the next lower dan/kyu
rank and storing in the player information storage means if the
updated point satisfies the dan/kyu demotion standard.
2. A go playing system in which playing of go is carried out via a
network between a first player terminal used by a first player and
a second player terminal used by a second player, the go playing
system comprising: player information storage means for storing a
dan/kyu rank and a current point of each player; dan/kyu rank
information storage means for storing a dan/kyu promotion point and
a dan/kyu demotion point for each dan/kyu rank, the dan/kyu
demotion point being lower than the dan/kyu promotion point for the
same dan/kyu rank by prescribed points; play processing means for
carrying out go play processing between the first player terminal
and the second player terminal via the network; point computing
processing means for computing, based on present base point, how
much the points of the first player and the second player will
increase or decrease as a result of winning or losing of the game;
point reporting processing means for reporting the increase or
decrease in points due to the wining or losing and calculated by
the point computing processing means to the first player terminal
and the second player terminal; point updating processing means for
adding or subtracting the points computed by the point computation
processing means to the current point of the first player and the
second player in accordance with the wining or losing of the game
in the game processing means, thereby storing as new points in the
player information storage means; dan/kyu rank updating processing
means for retrieving, from the dan/kyu rank information storage
means, the dan/kyu promotion point for the next higher dan/kyu rank
than the dan/kyu rank of a winner of the game and the dan/kyu
demotion point of the dan/kyu rank of a loser of the game,
comparing the retrieved dan/kyu promotion point with the updated
point of the winner, thereby updating the dan/kyu rank of the
winner to the next higher dan/kyu rank and storing in the player
information storage means if the updated point is equal to or
larger than the dan/kyu promotion point, and comparing the
retrieved dan/kyu demotion point with the updated point of the
loser, thereby updating the dan/kyu rank of the loser to the next
lower dan/kyu rank and storing in the player information storage
means if the updated point is equal to or smaller than the dan/kyu
demotion point; and dan/kyu rank reporting processing means for
reporting, to the player terminal used by the player, when the
dan/kyu rank was updated by the dan/kyu rank updating processing
means, that the dan/kyu rank has been updated.
3. The go playing system according to claim 2, wherein the point
computing processing means: retrieves from the player information
storage means the dan/kyu ranks and the current points of the first
player and the second player; compares the dan/kyu ranks of the
first player and the second player; when the dan/kyu ranks are the
same, adds the base point to the current point, thereby computing
points for events where the first player and the second player win,
and subtracts the base point from the current point, thereby
computing points for events where the first player and the second
player lose; and, when the dan/kyu ranks are different, adds, to
the current point, points which are obtained by subtracting, from
the base point, points corresponding to a present adjustment
factor, thereby computing a point for an event where the player
with a higher ranking among the players wins, adds, to the current
point, points which are obtained by adding, to the base point,
points corresponding to the adjustment factor, thereby computing a
point for an event where the player with a lower ranking among the
players wins, subtracts, from the current point, points which are
obtained by adding, to the base point, points corresponding to the
adjustment factor, thereby computing a point for an event where the
player with a higher ranking among the players loses, and
subtracts, from the base point, points which are obtained by
subtracting, from the current point, points corresponding to the
adjustment factor, thereby computing a point for an event where the
player with a lower ranking among the players loses.
4. The go playing system according to claim 3, wherein: the base
point is set in plurality in accordance with a number of games of
the players; the player information storage means further stores
the number of games of the players; and the point computation
processing means retrieves, when computing the point, the number of
games of the first player and the second player from the player
information storage means, thereby computing the point using a base
point in accordance with the number of games.
5. The go playing system according to claim 2, wherein a
computation processing, by the point computation processing means,
for an increase or decrease in a point due to wining or losing and
a reporting processing, by the point reporting processing means, to
each of the player terminals are carried out prior to a play by the
first player and the second player.
6. The go playing system according to claim 3, wherein a
computation processing, by the point computation processing means,
for an increase or decrease in a point due to wining or losing and
a reporting processing, by the point reporting processing means, to
each of the player terminals are carried out prior to a play by the
first player and the second player.
7. The go playing system according to claim 4, wherein a
computation processing, by the point computation processing means,
for an increase or decrease in a point due to wining or losing and
a reporting processing, by the point reporting processing means, to
each of the player terminals are carried out prior to a play by the
first player and the second player.
Description
TECHNICAL FIELD
[0001] The present invention relates to a go playing system whereby
players can play go via a network.
BACKGROUND ART
[0002] Along with the proliferation of the Internet, there has been
the attempt in recent years at realizing a go playing system
whereby players can play via a network rather than playing against
each other directly. Patent documents 1 to 5 are examples of this
type of go playing system.
[0003] When go is played, the rank of playing opponents (referred
to as dan/kyu rank) as a measure thereof is extremely important.
The reason is that normally when competitors of the same or
approximately the same dan/kyu rank are to play, their skills will
be evenly matched, allowing for more enjoyment.
[0004] In the past, as described in the patent documents indicated
below, points have been stored by a prescribed method (e.g., the
ELO system) in accordance with the results of game wins and losses,
and the dan/kyu rank of a player has been raised (promotion) or
lowered (demotion) based on these results. For example, if the
number of points required for promotion to 2 dan is 24,700, then
when a player's points increase from 24,500 to 25,000 as a result
of a game, the player is promoted from 1 dan to 2 dan because
24,700 points has been surpassed. Conversely, when a player's
points decrease from 25,000 to 24,500, the player is demoted from 2
dan to 1 dan because the number of points has fallen below
24,700.
[0005] Specifically, the dan/kyu rank is raised when the points
increase above a prescribed value, and the dan/kyu rank is lowered
when the points fall below a prescribed value, in accordance with
points calculated based on the results of new games. Thus, the
point that serves as the basis for the increase in dan/kyu rank or
decrease in dan/kyu rank is the same. For example, when the points
that serve as a basis for increase in dan/kyu rank or decrease in
dan/kyu rank are set at 24,7000, the promotion from the 1 dan to 2
dan occurs when the points of a player increase above 24,700,
whereas the demotion from 2 dan to 1 dan occurs when the points of
a player fall below 24,700.
Patent document 1: Japanese Laid-open Patent Application No.
2004-298234 Patent document 2: Japanese Laid-open Patent
Application No. 2004-329949 Patent document 3: Japanese Laid-open
Patent Application No, 2001-321570 Patent document 4: Japanese
Laid-open Patent Application No. 2002-78843 Patent document 5:
Japanese Laid-open Patent Application No. 2002-78977
DISCLOSURE OF THE INVENTION
Problems to Be Solved by the Invention
[0006] However, in terms of the basis for the increase in dan/kyu
rank or decrease in dan/kyu rank, a player who has just undergone
an increase in dan/kyu rank is not very likely to win when playing
a competitor who has maintained the same ranking level for a long
period of time and in many cases will lose and immediately decrease
in rank. Specifically, as shown in FIG. 16, the point will
frequently rise above and fall below the dan/kyu promotion or
demotion point. This type of occurrence undermines the willingness
of a playing system used to employ the playing system, and
usability is compromised.
[0007] In addition, in contrast to Japanese or Western chess, when
players of different dan/kyu ranks play go, the game is played by
providing a handicap referred to as an okigo whereby the person
having a lower dan/kyu rank will place a number of pieces on the
board in advance in accordance with the difference in dan/kyu
ranking (normally, one piece (one go stone) for one level of
difference). Accordingly, the dan/kyu ranking in go is an extremely
important element in calculating the handicap during play of actual
games in addition to being an element for expressing the skill of a
player to an objective third party.
[0008] In general, when a player is close to points required for
dan/kyu rank promotion or demotion, will have a high level of skill
at the dan/kyu rank to which currently belongs (dan/kyu promotion
will be possible due to the high level), but the skill at the
dan/kyu rank that is one higher will be low (due to the difference
in skill immediately after dan/kyu) rank promotion relative to
people who have been at the dan/kyu rank for a long time). When
this occurs, the skill level will not be at the level of the
dan/kyu rank that is one level above, in spite of the increase in
dan/kyu rank, and so will tend to lose and immediately undergo a
decrease in dan/kyu rank. Accordingly, will frequently rise above
and fall below the dan/kyu rank promotion and demotion point.
According to the conventional criteria described above, when this
occurs, handicaps will be assigned and removed because will tend to
rise above and fall below the dan/kyu) rank promotion and demotion
point, resulting in loss of usability in this regard.
Means for Solving the Problems
[0009] Thus, the inventors of the present invention have developed
a go playing system whereby the dan/kyu promotion point and dan/kyu
demotion point for the players are not the same but by providing
this difference, rapid changes in dan/kyu rank will not occur.
[0010] In addition, a go playing system was developed in which, in
this type of go playing system, the points subsequent to a win or
loss are calculated by adjusting the points to be added or
subtracted for a win or loss in accordance with the dan/kyu rank of
a player.
[0011] Furthermore, a go playing system was developed in which,
when the number of games is small, a difference is provided in the
reflection of the points to be added or subtracted for a win or
loss, and the number of points subsequent to a win or loss is
calculated on this basis.
[0012] The invention according to a first aspect is a go playing
system in which playing of go is carried out via a network between
a first player terminal used by a first player and a second player
terminal used by a second player, the go playing system comprising:
player information storage means for storing a dan/kyu rank and a
current point of each player; dan/kyu rank information storage
means for storing a dan/kyu promotion point and a dan/kyu demotion
point for each dan/kyu rank, the dan/kyu demotion point being lower
than the dan/kyu promotion point for the same dan/kyu rank by
prescribed points; play processing means for carrying out go play
processing between the first player terminal and the second player
terminal via the network; point computing processing means for
computing based on present base point, how much the points of the
first player and the second player will change as a result of
winning or losing of the game; point reporting processing means for
reporting the changes in points due to the winning or losing and
calculated by the point computing processing means to the first
player terminal and second player terminal; point updating
processing means for carrying out computation processing, using the
points computed by the point computation processing means, on the
current points of the first player and the second player in
accordance with the wining or losing of the game in the game
processing means, thereby storing as new points in the player
information storage means; and dan/kyu rank updating processing
means for retrieving, from the dan/kyu rank information storage
means, the dan/kyu promotion point for the next higher dan/kyu rank
than the dan/kyu rank of a winner of the game and the dan/kyu
demotion point of the dan/kyu rank of a loser of the game,
comparing the retrieved dan/kyu promotion point with the updated
point of the winner, thereby updating the dan/kyu rank of the
winner to the next higher dan/kyu rank and storing in the player
information storage means if the updated point satisfies a dan/kyu
promotion standard, and comparing the retrieved dan/kyu demotion
point with the updated point of the loser, thereby updating the
dan/kyu rank of the loser to the next lower dan/kyu rank and
storing in the player information storage means if the updated
point satisfies the dan/kyu demotion standard.
[0013] According to the present invention, it is possible to
prevent situations in which a player who has just increased in
dan/kyu ranking is immediately decreased in dan/kyu ranking by
means of a go playing system configuration in which the promotion
point and demotion point are set so as to have a gap. In other
words, a player that is near the dan/kyu promotion or demotion
point will have a high level of skill at the dan/kyu rank to which
the player currently belongs (dan/kyu promotion is possible due to
the high level), but the skill at the dan/kyu rank that is one
higher will be low (due to the difference in skill immediately
after dan/kyu rank promotion relative to people who have been at
the dank/kyu rank for a long time). When this occurs, in spite of
the increase in dan/kyu rank, the player will tend to lose and
immediately undergo a decrease in dan/kyu rank. Accordingly, the
player will frequently rise above and fall below the dan/kyu rank
promotion and demotion point.
[0014] In go, because the dan/kyu rank directly results in a
handicap as described above, it is undesirable for the dan/kyu rank
to frequently rise and fall. However, with the configuration of the
present invention, there is no dan/kyu rank demotion immediately
after dan/kyu rank promotion, and the usability thereof is thus
increased.
[0015] The invention according to a second aspect is a go playing
system in which playing of go is carried out via a network between
a first player terminal used by a first player and a second player
terminal used by a second player, the go playing system comprising:
player information storage means for storing a dan/kyu rank and a
current point of each player; dan/kyu rank information storage
means for storing a dan/kyu promotion point and a dan/kyu demotion
point for each dan/kyu rank, the dan/kyu demotion point being lower
than the dan/kyu promotion point for the same dan/kyu rank by
prescribed points; play processing means for carrying out go play
processing between the first player terminal and the second player
terminal via the network; point computing processing means for
computing, based on present base point, how much the points of the
first player and the second player will increase or decrease as a
result of winning or losing of the game; point reporting processing
means for reporting the increase or decrease in points due to the
wining or losing and calculated by the point computing processing
means to the first player terminal and the second player terminal;
point updating processing means for adding or subtracting the
points computed by the point computation processing means to the
current point of the first player and the second player in
accordance with the wining or losing of the game in the game
processing means, thereby storing as new points in the player
information storage means; dan/kyu rank updating processing means
for retrieving, from the dan/kyu rank information storage means,
the dan/kyu promotion point for the next higher dan/kyu rank than
the dan/kyu rank of a winner of the game and the dan/kyu demotion
point of the dan/kyu rank of a loser of the game, comparing the
retrieved dan/kyu promotion point with the updated point of the
winner, thereby updating the dan/kyu rank of the winner to the next
higher dan/kyu rank and storing in the player information storage
means if the updated point is equal to or larger than the dan/kyu
promotion point, and comparing the retrieved dan/kyu demotion point
with the updated point of the loser, thereby updating the dan/kyu
rank of the loser to the next lower dan/kyu rank and storing in the
player information storage means if the updated point is equal to
or smaller than the dan/kyu demotion point; and dan/kyu rank
reporting processing means for reporting, to the player terminal
used by the player, when the dan/kyu rank was updated by the
dan/kyu rank updating processing means, that the dan/kyu rank has
been updated.
[0016] The invention according to the first aspect can also be
configured according to this aspect. With such a configuration,
similar effects as with the invention according to the first aspect
can be achieved.
[0017] The invention of according to a third aspect is a go playing
system wherein the point computing processing means: retrieves from
the player information storage means the dan/kyu ranks and the
current points of the first player and the second player; compares
the dan/kyu ranks of the first player and the second player; when
the dan/kyu ranks are the same, adds the base point to the current
point, thereby computing points for events where the first player
and the second player win, and subtracts the base point from the
current point, thereby computing points for events where the first
player and the second player lose; and, when the dan/kyu ranks are
different, adds, to the current point, points which are obtained by
subtracting, from the base point, points corresponding to a present
adjustment factor, thereby computing a point for an event where the
player with a higher ranking among the players wins, adds, to the
current point, points which are obtained by adding, to the base
point, points corresponding to the adjustment factor, thereby
computing a point for an event where the player with a lower
ranking among the players wins, subtracts, from the current point,
points which are obtained by adding, to the base point, points
corresponding to the adjustment factor, thereby computing a point
for an event where the player with a higher ranking among the
players loses, and subtracts, from the base point, points which are
obtained by subtracting, from the current point, points
corresponding to the adjustment factor, thereby computing a point
for an event where the player with a lower ranking among the
players loses.
[0018] When there is a dan/kyu rank between players, normally a
handicap referred to as an okigo is provided, but this [handicap]
need not be provided. Thus, when a handicap is not provided, there
is a difference in skill level between the players, so directly
increasing or decreasing the points is undesirable. Thus, as
described in the present invention, points can combined with an
adjustment factor, thereby improving usability.
[0019] The invention according to a fourth aspect is a go playing
system wherein the base point is set in plurality in accordance
with a number of games of the players; the player information
storage means further stores the number of games of the players;
and the point computation processing means retrieves, when
computing the point, the number of games of the first player and
the second player from the player information storage means,
thereby computing the point using a base point in accordance with
the number of games.
[0020] According to this invention, a configuration may be used in
which the base point also change in accordance with the number of
games. This is because the points may be more accurately reflected
in cases where there have been few games.
[0021] The invention according to a fifth aspect is a go playing
system wherein a computation processing, by the point computation
processing means, for an increase or decrease in a point due to
wining or losing and a reporting processing, by the point reporting
processing means, to each of the player terminals are carried out
prior to a play by the first player and the second player.
[0022] By reporting the win or loss points prior to the game, a
feeling of tension and expectation can be imparted to the players,
thereby improving enjoyment.
EFFECT OF THE INVENTION
[0023] The go playing system of the present invention can improve
usability by preventing frequent increases and decreases in dan/kyu
ranking, because the point of a player will not frequently increase
and decrease in a short period of time across the dan/kyu promotion
and demotion points.
[0024] Thus, a playing system is produced that is provided with the
characteristics of a go game that is handicapped using the dan/kyu
ranks, allowing enjoyment of the game to be increased relative to
the past.
BRIEF DESCRIPTION OF THE DRAWINGS
[0025] FIG. 1 is a diagram showing an example of the system
configuration of the go playing system of the present
invention;
[0026] FIG. 2 is a diagram showing the hardware configuration of
the computer terminal where the go playing system is run;
[0027] FIG. 3 is a flowchart showing an example of the processing
sequence of the present invention;
[0028] FIG. 4 is a flowchart showing an example of the processing
sequence of the present invention;
[0029] FIG. 5 is a schematic view of the player information storing
means;
[0030] FIG. 6 is a schematic view of the dan/kyu rank information
storage means;
[0031] FIG. 7 is an example of a screen that is displayed
subsequent to log-in;
[0032] FIG. 8 is an example of a screen showing a listing of
players that have accessed the playing system;
[0033] FIG. 9 is an example of a screen that is displayed to the
opposing player;
[0034] FIG. 10 is an example of a screen that is displayed when an
opposing player has refused a game after the game has been
requested;
[0035] FIG. 11 is an example of the go playing screen;
[0036] FIG. 12 is an example of a prior report screen;
[0037] FIG. 13 is a schematic view showing the difference in dan
promotion and demotion point;
[0038] FIG. 14 is a schematic view showing adjustment factors;
[0039] FIG. 15 is a schematic view of the base point when there
have been few games; and
[0040] FIG. 16 is a schematic view showing a conventional system in
which the dan promotion and demotion point are the same.
DESCRIPTION OF SYMBOLS
[0041] 1 GO PLAYING SYSTEM [0042] 2 PLAY PROCESSING MEANS [0043] 3
POINT COMPUTATION PROCESSING MEANS [0044] 4 POINT REPORTING
PROCESSING MEANS [0045] 5 POINT UPDATING PROCESSING MEANS [0046] 6
DAN/KYU RANK UPDATING PROCESSING MEANS [0047] 7 DAN/KYU RANK
REPORTING PROCESSING MEANS [0048] 8 PLAYER INFORMATION STORAGE
MEANS [0049] 9 DAN/KYU RANK INFORMATION STORAGE MEANS [0050] 10
PLAYER TERMINAL [0051] 11 NETWORK [0052] 20 INPUT DEVICE [0053] 21
OUTPUT DEVICE [0054] 22 COMMUNICATION DEVICE [0055] 23 COMPUTATION
PROCESSING DEVICE [0056] 24 STORAGE DEVICE
BEST MODE FOR CARRYING OUT THE INVENTION
[0057] An example of the system configuration for a go playing
system 1 of the present invention ("playing system 1" below) is
shown in FIGS. 1 and 2. FIG. 1 is a diagram that shows the
schematic functions of the playing system 1, and FIG. 2 is a
diagram of the hardware configuration of a computer terminal on
which the playing system 1 is run.
[0058] The playing system 1 functions via computer terminals that
can send and receive data via a network 11 and a computer terminal
that is used by each player. The computer terminal that runs the
playing system 1 is preferably, but not necessarily, a server. The
server can also be contained in the computer terminal in this
specification. The computer terminal, as shown in FIG. 2, has an
input device 20, an output device 21, a communication device 22, a
computational processing device 23, and a storage device 24.
[0059] A keyboard, mouse, or the like whereby data is input to the
computer terminal is an example of the input device 20. A display,
printer, speaker, or other output device 21 that displays the
results of the computational processing of the computer terminal
may be cited as an example of the output device 21. The
communication device 22 is a device that transmits and receives
data between player terminals 10 via a network 11; and the
computational processing device 23 is a device that runs the
program's computational processing, examples of which are a CPU,
register, and the like. The storage device 24 is a device that
stores the data used by the program or the program itself, and
examples include RAM, a hard disk, a magnetic disk, an optical
disk, and a magneto-optical disk.
[0060] The computational processes of each of the means shown in
FIG. 1 are performed by the computational processing means 23 when
the program (go playing program) that runs the playing system 1 of
the present invention is read into the computational processing
device 23, and the playing system 1 of the present invention is run
on the computer terminals. In addition, the data for each of the
storage means used by the playing system 1 is stored in the memory
device 24 in various storage formats such as databases or data
files.
[0061] The playing system 1 has a play processing means 2, a point
computation processing means 3, a point reporting processing means
4, a point updating processing means 5, a dan/kyu rank updating
processing means 6, a dan/kyu rank reporting processing means 7, a
player information storage means 8, and a dan/kyu rank information
storage means 9.
[0062] The play processing means 2 is a means whereby playing of
the go game by the players is executed. Specifically, a log-in to
the playing system 1 is controlled by each of the player terminals
10, and a play request is received from the player terminal 10
(player terminal 10 of player A) and sent to the player terminal 10
of the opponent (player terminal 10 of player B). When a game
acceptance notification is received from the player terminal 10 of
player B, the results are also sent to the player terminal 10 of
player A, and go play processing is carried out via the network 11
between the player terminals 10 of player B and player A. When a
game refusal notification is received from the player terminal 10
of player B, the results are sent to the player terminal 10 of
player A.
[0063] Go play processing can be carried out using the go playing
system 1 via a common known network 11. Information from the
receiver is received from one player terminal 10 and is sent to the
player terminal 10 of the opponent, and goes play thus occurs via
the network 11, with the moves of the players reflected on a
virtual go board.
[0064] The point computation processing means 3 is a means for
computing the amount in which the points are to increase or
decrease when a player is playing against an opponent. Computation
of points depends on the number of previous games of the first
player and the second player. For example, if the number of
previous games is 1 to 50, the points will increase or decrease by
150 points; if the number of games is 51 to 100, the points will
increase or decrease by 120 points; and if there are 101 or more
games, then the points will increase or decrease by 100 points. In
other words, the prescribed points are added to the point prior to
the game in accordance with the number of games if the game is won,
and the prescribed points are subtracted from the point prior to
the game in accordance with the number of games if the game is
lost. When there are few games, such as, for example, 1 to 20,
there will be cases where strength is not evaluated appropriately,
and computation may therefore be carried out by a computational
formula other than adding and subtracting the prescribed number of
point.
[0065] The above points are used for a case in which the opponent
has the same dan/kyu rank, but there are also cases where the
dan/kyu rank of the opponent is different. In cases where
handicapping such as okigo is not carried out, the points to be
added or subtracted can be additionally adjusted. For example, when
there is no difference in dan/kyu rank, the adjustment factor is
.+-.0% (no adjustment), when the dan/kyu rank difference is 1
dan/kyu, the adjustment factor is .+-.16%, when the dan/kyu rank
difference is two dan/kyu, the adjustment factor is .+-.28%, and
when the dan/kyu rank difference is 3 dan/kyu, the adjustment
factor is .+-.36%, where the points are multiplied by the
adjustment factor. The adjustment factor is negative when the
upper-level player defeats the lower-level player, and multiplying
the original points (base point) by a percentage determined by
subtracting the prescribed adjustment factor. When the lower-level
player defeats the upper-level player, the adjustment factor is
positive, and multiplying the original point (base point) by a
percentage produced by adding the prescribed adjustment factor.
[0066] For example, when the dan/kyu rank difference is one dan and
the number of games of both of the opponents is 101 or greater, 116
points (100.times.(1+0.16)) is added to the lower-ranked player if
the lower-ranked player defeats the upper-ranked player (for the
losing upper-ranked player, the prescribed 100 points may
subtracted without modification, or 116 points, which are obtained
by multiplication of 100 points by the adjustment factor of 16%,
may be subtracted). In addition, when the dan/kyu rank difference
is 2 den and the number of games of both opponents is 101 or
greater, 72 points (100.times.(1-02.8)) is added to the upper-level
player if the upper-ranked player defeats the lower-ranked player
(for the losing lower-ranked player, the prescribed 100 points may
be subtracted without modification, or 72 points, which are
obtained by multiplication of 100 points by the adjustment factor
of 28%, may be subtracted). A schematic view of adjustment factors
is shown in FIG. 14.
[0067] By changing the points that are to be added or subtracted in
accordance with the dan/kyu rank difference, a feeling of mutual
anxiety will be provided, even when there is a difference in
dan/kyu rank. The point that is used as the basis for changes in
accordance with this adjustment factor (base point) are set
beforehand by the manager that manages the playing system 1, and
are stored in the storage device 24. The manager performs the
settings by inputting them from the input device 20.
[0068] The point reporting processing means 4 is a means for
receiving the points to be added or subtracted, as calculated by
the point computation processing means 3, when a player has played
an opponent, receiving the dan/kyu promotion point and dan/kyu
demotion point of the players from the point computation processing
means 3, and sending to the player terminals 10 of each of the
players. This report may be made prior to playing. This is done
because a report prior to playing can bring about an expectant feel
in the players. The dan/kyu promotion point and dan/kyu demotion
point used herein refer to the point that constitutes a basis for
dan/kyu promotion when a player's point is equal to or greater than
the specified point, and the dan/kyu demotion point refers to the
point that constitute a basis for dan/kyu demotion when a players
point is equal to or less than the specified point.
[0069] The point updating processing means 5 is a means for
receiving the win and loss results from the playing processing
means 2 after play by the two players is completed, increases or
decreases each of the players point by the points calculated by the
point computation processing means 3 in accordance with the
results, and stores in the player information storage means 8 as
the new points.
[0070] The dan/kyu rank updating processing means 6 is a means for
receiving the win and loss results from the playing processing
means 2 after play by the two player is completed, and collates the
players' point that has been updated by the point updating
processing means 5 in accordance with the results, as well as the
dan/kyu promotion point and the dan/kyu demotion point stored in
the dan/kyu rank information storage means 9. If the winning player
has surpassed the dan/kyu promotion point, then the dan/kyu rank of
the player is updated to the new dan/kyu rank and stored in the
player information storage means 8. If the player has fallen below
the dan/kyu demotion point, then the dan/kyu rank of this player is
updated to the new dan/kyu rank and stored in the player
information storage means 8.
[0071] The dan/kyu rank reporting processing means 7 is a means for
receiving the updated results when the dan/kyu rank of a player has
been updated by the dan/kyu rank updating processing means 6, and
sends a report regarding the new dan/kyu rank to the player
terminal 10 of the player.
[0072] The player information storage means 8 stores player
attribute data (e.g., name or other identification information,
address, contact details, e-mail address, sex, age), dan/kyu rank,
point, number of past games, number of wins, and number of losses.
A schematic view of the player information storage means 8 is shown
in FIG. 5.
[0073] The dan/kyu rank information storage means 9 is a means for
storing the dan/kyu promotion point and dan/kyu demotion point for
each dan/kyu rank. FIG. 6 presents a schematic view of the dan/kyu
rank information storage means 9. The dan/kyu demotion point is
smaller by exactly a prescribed number than the dan/kyu promotion
point for the same dan/kyu rank. The prescribed point denotes
points of two or more units based on the minimum point units
(minimum point unit that is the object of computational processing
to determine points; one unit when the minimum unit is an integer,
or 0.1 unit when the minimum unit extends to one decimal point).
Accordingly, the dan/kyu promotion point is dan/kyu demotion point
is set so that they are not at the same point or at adjacent point
in terms of the minimum unit. When the point is expressed as
integers, the dan/kyu promotion point and dan/kyu demotion point
are separated by two points or more, sc that when the dan/kyu
promotion point are 10,000, the dan/kyu demotion point are 9,998 or
below.
[0074] Each of the means in the present invention are only
distinguished theoretically based on function, and may occupy the
same region in terms of physical or actual. Various types of
formats may be used as the data storage format in the storage
means, and databases or data files are examples.
[0075] Next, an example of the processing sequence of the playing
system 1 of the present invention is described using the flowcharts
of FIGS. 3 and 4 and the system configuration diagrams of FIGS. 1
and 2. This example shows a case in which player A and player B are
playing, and the conditions shown in FIG. 5 describe the players.
In this example, a case is described in which each of the players
has a dan ranking, but the process is run in the same manner for
kyu rankings. The processes indicated by the broken lines in the
flowcharts of FIGS. 3 and 4 denote alternative processes either one
of which is carried out.
[0076] Player A and player B perform the prescribed operations from
the respective player terminals 10, accessing the playing system 1
via the network 11 and inputting IDs, passwords, and other such
identification data in order to send log-in requests. At this time,
the identification data is sent from each of the player terminals
10.
[0077] The player processing means 2 that has received the log-in
requests and identification data via the communication device 22
collates the received identification data and the identification
data stored in the player information storage means 8, and log-in
is allowed when there is a match. When there is no match,
instructions to re-enter are sent. In this manner, each of the
players logs in (S100, S110).
[0078] At each of the player terminals 10, a screen of the type
shown in FIG. 7 is displayed after logging into the playing system
1, and, by selecting "play" therefrom, a table of players that have
currently accessed the playing system 1 is displayed. This screen
is shown in FIG. 8. The player (player A in this case) selects the
opponent that he or she desires to play (player B in this case),
and, by pressing the "request" button in FIG. 8, a play request is
sent from the player terminal 10A to the playing system 1 via the
network 11 (S120).
[0079] The play request from the player terminal 10A is received by
the playing processing means 2 via a communication device 22, and
the playing processing means 2 sends a notification to the player
terminal 10B via the communication device 22 that there is a play
request (S130). At this time, the identification data (e.g., handle
name) or data such as the dan/kyu rank and number of prior games
for the player A that has made the play request may be retrieved
from the player information storage means 8 and sent in combined
form. When the play request received from the playing system 1 is
received by the player terminal 10B, the specified display shown in
FIG. 9 is produced, and the player B thereby ascertains that the
request has been made. When the player B has investigated whether
or not to accept the request (S150) and presses the "decline"
button shown in FIG. 9 in order to decline, notification thereof is
then sent from the player terminal 10B via the network 11 to the
playing system 1 (S160).
[0080] The playing processing means 2 that has received the
"decline" notification sent from the player terminal 10B via the
communication device 22 then sends this notification via the
communication device 22 to the player terminal 10A of player A that
has made the request (S170). When the "decline" notification sent
from the playing system 1 is received by the player terminal 10A,
the screen shown in FIG. 10 is displayed at the player terminal 10A
(S180). The player A thereby ascertains that the play request has
been turned down and can search for another player (S190).
[0081] On the other hand, when, as a result of the investigation
carried out in S150, the player B accepts the play request and
presses the "accept" button in FIG. 9, notification thereof is sent
from the player terminal 10B via the network 11 to the playing
system 1 (S200).
[0082] The playing processing means 2 that has received the
"accept" notification sent from the player terminal 10 via the
communication device 22 then sends this notification via the
communication device 22 to the player terminal 10A of player A that
has made the request (S210). When the "accept" notification sent
from the playing system 1 is received by the player terminal 10A,
the play screen shown in FIG. 11 is shown at the player terminal
10A (S220). At this time, the play screen shown in FIG. 11 is then
shown on the screen of the player terminal 10B as well.
[0083] When the "accept" notification is received by the playing
processing means 2 from the player terminal 108 (S210), the point
computation processing means 3 computes the amount in which the
respective point is to be increased or decreased based on the
player information storage means 8 when a win or loss occurs as a
result of player A and player B playing (S230).
[0084] Specifically, the dan/kyu ranks, point, and number of games
for player A and player B are first retrieved from the player
information storage means 8 by the point computation processing
means 3. Then, if player A and player B are both at 2 dan and the
number of games is 101 or greater, the adjustment factor will be
.+-.0% (no adjustment). Thus, a computation is carried out whereby
100 is added to the current point for player A (26,750) to produce
26,850 points if player A should win, and 100 is subtracted from
the current point (26,750) of player A to produce 26650 points if
player A should lose; whereas 100 is added to the current point of
player B (24,450) to produce 24,550 points if player B should win,
and 100 points are subtracted from the current point of player B
(24,450) to produce 24,350 points if player B should lose. The
points added for a win and the points subtracted for a loss may be
the same, but the points may also be different. In addition, 100
points represent an example and are not limiting.
[0085] The point computation processing means 3 retrieves the
promotion point for the dan/kyu rank that is one higher than the
current dan/kyu rank and the demotion point of the current dan/kyu
rank of the player from the dan/kyu rank information storage means
9, and also computes the number of points required for promotion
and the number of points required for demotion. Because player A
and player B are both at 2 dan, the point computation processing
means 3 retrieves the 2 dan demotion point (24,400) and the
promotion point (26,800) for the dan/kyu rank (3 dan) that is one
higher than 2 dan from the dan/kyu rank information storage means
9, compares them with the current point, and performs a
computation.
[0086] As a result, for player A, it is computed that there are 50
points to reach the promotion point for 3 dan (promotion point for
the next higher level minus the current point), and 2350 points to
reach the demotion point from 2 dan (current point minus the
demotion point for the current dan rank). Next, an additional
comparison is made with the points for winning in S230, and because
the point for a win is greater than the promotion point for the
next higher dan rank (3 dan), the point computation processing
means 3 determines that a win will bring about a promotion to 3
dan.
[0087] For player B, it is computed that there are 2350 points to
reach the promotion point for 3 dan and 50 points to reach the
demotion point from 2 dan. A comparison is then made with the point
resulting from a loss in S230, and, because the point for a loss
are less than the demotion point for the current dan rank (2 dan),
the point computation processing means 3 determines that a loss
will bring about a demotion to 1 dan.
[0088] The point increase or decrease calculated in this manner by
the point computation processing means 3, the current point, the
promotion point, the demotion point, and an indication of whether
there will be a promotion or demotion are sent by the point
reporting processing means 4 via the communication device 22 to
each of the player terminals 10 (player terminal 10A and player
terminal 10B) (S240). Accordingly, a report is made to the player
terminal 10A that there are 26,750 current point, that 100 points
are to be added as points for winning, that 100 points are to be
subtracted as points for losing, that 26,850 points will result
from winning, that 26,650 points will result from losing, that the
3 dan promotion point is 26,800, that the 2 dan demotion point is
24,4000, and that promotion to 3 dan will occur in the case of a
win. In addition, a report is made to the player terminal 10B that
there is 24,450 current point, that 100 points are to be added as
points for winning, that 100 points are to be subtracted as points
for losing, that 24,550 points will result from winning, that
24,350 points will result from losing, and that demotion from 2 dan
will occur in the case of a loss (specifically, demotion to 1
dan).
[0089] These reports are received at the player terminal 10A and
the player terminal 10B via a network 11 (S250). This notification
is displayed on the screen of the player terminal 10A and the
player terminal 10B (S260). The screen is shown in FIG. 12. FIG.
12A is the prior notification to player A, and FIG. 12E is the
prior notification to player B. In this manner, points resulting
from a win or loss and the like are reported prior to playing, so
that a feeling of expectation for a promotion or anxiety regarding
a demotion can be elicited in the players, thereby enhancing the
play.
[0090] After the screen shown in FIG. 12 is displayed at the player
terminal 10A and player terminal 11B, player A and player B play a
game of go as in the prior art on the playing screen shown in FIG.
11 (S270). Although the playing processing means 2 runs the
processes for the game, implementation can also be carried out in a
conventional manner.
[0091] Upon completion of the game between player A and player B
(S280), the points calculated by the point computation processing
means 3 in S230 are added or subtracted with respect to the
existing point stared in the player information storage means 8 by
the point updating processing means 5, thereby updating [the
values] to produce new points (S290). For example if player A won,
then 100 points are added to the points for player A, and thus the
point for player A will be updated to 26,850 points by the player
information storage means 8 and stored. In this case, player B has
lost, and 100 points are therefore subtracted from the point of
player B. Accordingly, the point for player B in the player
information storage means 8 are updated to 24,350 points and
stored.
[0092] On the other hand, if player A has lost, then 100 points are
subtracted from the point for player A, and the point for player A
in the player information storage means 8 are updated to 26,650
points and stored. In this case, player B wins, and so 100 points
are added to the point for player B. Accordingly, the point for
player A in the player information storage means 8 are updated to
24,550 and stored.
[0093] When the new point is updated in this manner, the dan/kyu
rank updating processing means 6 collates the updated point stored
in the player information storage means 8 and the dan/kyu promotion
point and dan/kyu demotion point stored in the dan/kyu rank
information storage means 9 (S300), and determines whether or not
there is to be a change in dan/kyu rank.
[0094] When player A wins, the updated point for player A is 26,
850 point. Upon collation with the promotion point to one higher
dan ranking (3 dan) than the current dan ranking, the updated point
(26,850) is therefore greater than the promotion point for the dan
ranking that is one higher (26,800). The dan/kyu rank updating
processing means 6 thus determines that player A is to be promoted
to 3 den. Accordingly, the dan/kyu rank updating processing means 6
updates the dan/kyu rank of player A from 2 dan to 3 den in the
player information storage means 8. In addition, because player B
has lost in this case, the updated point for player B is 24350
points. Upon collating with the demotion point for the current den
ranking, the updated point (24,350) is less than the current dan
ranking demotion point (24,400). The dan/kyu rank updating
processing means 6 thus determines that player B is to be demoted
from 2 dan. Accordingly, the dan/kyu rank updating processing means
6 updates the dan/kyu rank for prayer B from 2 dan to 1 dan in the
player information storage means 8.
[0095] When player A loses, the updated point for player A is
26,650 point. Upon collating with the demotion point from the
current dan ranking (2 dan), the updated point (26,650) is
therefore greater than the demotion point for the current dan
ranking (24,400). The dan/kyu rank updating processing means 6 can
thus determine that there is to be no change in the ranking for
player A. In addition, because player B has won in this case, the
updated point for player B is 24550 point. Upon collation with the
promotion point for the dan ranking that is one higher than the
present dan ranking (3 dan), the updated point (24,550) is less
than the promotion point for the next higher den ranking (26,800).
The dan/kyu rank updating processing means 6 can thus determine
that there is to be no change in the den ranking for player B.
[0096] For the player that has won, the dan/kyu rank updating
processing means 6 collates the updated point and the promotion
point for the next higher dan ranking. If the updated point is
equal to or greater than the promotion point for the next higher
den ranking, the dan ranking of the winning player is updated to or
higher dan ranking, and this is stored in the player information
storage means 8. For the losing player, the dan/kyu rank updating
processing means 6 collates the updated point with the demotion
point of the current dan ranking, and if the updated point is less
than (or less than or equal to) the demotion point, then the dan
ranking of the losing player is updated to the next lower dan
ranking and stored in the player information storage means 8. In
other cases, no updating of the den ranking occurs.
[0097] By providing a gap between the promotion point and demotion
point so that the promotion point and demotion point are not the
same, the past tendency for the raising and lowering of dan/kyu
rankings can be prevented. In addition, because the difference in
dan/kyu ranking in go has a direct influence on handicapping, the
dan/kyu rankings accurately reflect skill more so than in Japanese
or Western chess, which is desirable. In the past, the dan/kyu
rankings tended to increase and decrease because the promotion
point and demotion point were the same, making it difficult to
accurately assign a handicap. However, because the point is
different as described in the present invention, skill is more
accurately reflected because demotion will not occur immediately,
even when a loss occurs soon after a promotion.
[0098] A schematic view of the present invention in which the
promotion point and demotion point are different is shown in FIG.
13.
[0099] When the dan/kyu rank updating processing means 6 determines
the promotion and demotion point in S300 and the updated point are
above the promotion point, then the dan/kyu rank reporting
processing means 7 sends a report that the dan/kyu rank has been
updated to the player terminal 10 of the winning player via the
communication device 22 (S310, S320). This report is received by
the player terminal 10 of the winning player (S330), and the new
dan/kyu rank is displayed on the screen (S340).
[0100] When the dan/kyu rank updating processing means 6 determines
the dan promotion point and den demotion point, the dan/kyu rank
reporting processing means 7 sends a report that the dan/kyu rank
has been updated via the communication device 22 to the player
terminal 10 of the losing player, whose updated point is below the
demotion point (S350, S360). This report is received by the player
terminal 10 of the losing player (S370), and the new dan/kyu rank
is displayed on the screen (S380).
[0101] The playing system 1 of the present invention is implemented
by the processes described above.
[0102] In the point computation processing means 3 in S230, a case
was described in which players were at the same dan/kyu rank, but
the dan/kyu ranks are different when player A and player C are
playing. Accordingly, the adjustment factor shown in FIG. 14 is an
element of the computation.
[0103] Specifically, first the point computation processing means 3
retrieves the dan/kyu rank, point, and number of games for player A
and player C from the player information storage means 8. Next,
given that player A is 2 dan and player C is 4 dan, and the number
of games for both is 101 or greater, an adjustment factor of
.+-.28% is used because the difference in dan ranking is two dan.
Thus, computations are performed whereby, if player A wins, then
128 (100.times.(1+0.28)) is added to the current point for player A
(26,750) to produce 26,878 points, whereas if player A loses, then
78 (=100.times.(1-0.28)) is subtracted from the current point for
player A (26,750) to produce 26,672 points. If player C wins, then
78 (100.times.(1-0.28)) is subtracted from the current point for
player C (29,500) to produce 29,578 points, whereas if player C
loses, then 128 (100.times.(1+0.28)) is subtracted from the current
point for player C (29,500) to produce 29,372 points.
[0104] In other words, when the player having a lower dan ranking
beats the upper player wins, points determined by adding the
adjustment factor points to the base point are added to the current
point, whereas if the lower player loses to the upper player, the
points obtained by subtracting the adjustment factor points from
the base point are subtracted from the current point. On the other
hand, if the player having a higher dan ranking beats the lower
player, then points produced by subtracting the adjustment factor
points from the base point are added to the current point, whereas
if the upper player loses to the lower player, then the points
determined by adding the adjustment factor points to the base point
are subtracted from the current point.
[0105] Normally, it is highly likely that a player having a higher
dan ranking will beat a player having a lower dan ranking. Thus, by
including the adjustment factor, adjustment factor points are added
to the base point as a victory bonus if the player with the lower
dan ranking wins. Even if the player with the lower dan ranking
loses, as is normally the case, the points are determined by
subtracting the adjustment factor from the base point. In addition,
because it is normally the case that the person with the higher dan
ranking will win, the adjustment factor points are subtracted from
the base point, whereas if the person with the higher dan ranking
loses, the adjustment factor points are added to the base point as
a penalty. With this type of configuration, it is possible for the
game to be played with a feeling of anticipation and anxiety
between [the players], even if there is a difference in dan
ranking.
[0106] When few games have been played, the base point themselves
may be increased or decreased as shown in FIG. 15.
[0107] In addition, when an adjustment factor is added in this
manner, a handicap (okigo) need not be employed, even when there is
a difference in dan ranking between players. It an okigo is to be
used, then the handicap can be added to the game from the start,
and it is therefore considered unnecessary to adjust the final
points of the game.
INDUSTRIAL APPLICABILITY
[0108] The go playing system 1 of the present invention can improve
usability by preventing frequent increases and decreases in dan
ranking, because the point of a player will not frequently increase
and decrease in a short period of time between the dan/kyu
promotion and demotion point.
[0109] Thus, a playing system 1 is produced that approximates the
characteristics of a game that is handicapped in accordance with
dan/kyu ranks, which allows the enjoyment of the game to be
improved relative to the past.
* * * * *