Game network construction method and game network system
    1.
    发明申请
    Game network construction method and game network system 有权
    游戏网络建设方法和游戏网络系统

    公开(公告)号:US20090197682A1

    公开(公告)日:2009-08-06

    申请号:US12078610

    申请日:2008-04-02

    IPC分类号: A63F9/24

    摘要: After a star peer-to-peer network is constructed, a network game is started. While the network game is executed, a mesh peer-to-peer network is gradually constructed by establishing connections between client terminals which have been connected to the star peer-to-peer network. After the network game is started, while the mesh peer-to-peer network is constructed, client terminals which have established connections therebetween transmit and receive game data to and from each other without passing via a host terminal, and client terminals which have not established connections therebetween yet transmit and receive game data to and from each other via the host terminal. Thus, a game network system can be realized, in which a time during which players wait for the network game to start is short and in which processing burdens are not concentrated on a specific user terminal.

    摘要翻译: 建立一个星级对等网络后,开始网络游戏。 在执行网络游戏的同时,通过建立连接到星形对等网络的客户终端之间的连接来逐渐构建网状对等网络。 在开始网络游戏之后,在构建网状对等网络的同时建立连接的客户终端通过主机终端和没有建立的客户端终端彼此之间发送和接收游戏数据 连接之间通过主机终端发送和接收游戏数据。 因此,可以实现游戏网络系统,其中等待网络游戏开始的玩家的时间短,并且处理负担不集中在特定的用户终端。

    GAME SYSTEM, STORAGE MEDIUM AND GAME CONTROLLING METHOD
    2.
    发明申请
    GAME SYSTEM, STORAGE MEDIUM AND GAME CONTROLLING METHOD 有权
    游戏系统,存储媒体和游戏控制方法

    公开(公告)号:US20110105221A1

    公开(公告)日:2011-05-05

    申请号:US12912121

    申请日:2010-10-26

    申请人: Hiroki SOTOIKE

    发明人: Hiroki SOTOIKE

    IPC分类号: A63F9/24

    摘要: A game system includes a server, and the server can communicate with and is connected to a plurality of game apparatuses via a network. In a case that a currently-connecting message is not received from any game apparatus during a communication game, the server determines that the game apparatus prematurely ends the communication game, and adds a bad reputation score of each of the players who is participating in the communication game. Furthermore, if the communication game is ended, and there is a game apparatus that refuses to participate in a next communication game, the bad reputation score of the game apparatus who permits participating in the next communication game is added. For example, the player having a high bad reputation score is refused to participate in the next communication game.

    摘要翻译: 游戏系统包括服务器,并且服务器可以经由网络与多个游戏装置通信并连接到多个游戏装置。 在通信游戏期间没有从任何游戏装置接收到正在连接的消息的情况下,服务器确定游戏装置提前结束通信游戏,并且添加参与了该游戏的每个玩家的不良信誉评分 通讯游戏。 此外,如果通信游戏结束,并且存在拒绝参与下一通信游戏的游戏装置,则添加允许参加下一通信游戏的游戏装置的不良信誉得分。 例如,不良信誉得分高的玩家拒绝参与下一通信游戏。

    Video game with matchmaking based upon denial of communications
    3.
    发明授权
    Video game with matchmaking based upon denial of communications 有权
    基于拒绝通信的配对的视频游戏

    公开(公告)号:US09174127B2

    公开(公告)日:2015-11-03

    申请号:US12912121

    申请日:2010-10-26

    申请人: Hiroki Sotoike

    发明人: Hiroki Sotoike

    摘要: A game system includes a server, and the server can communicate with and is connected to a plurality of game apparatuses via a network. In a case that a currently-connecting message is not received from any game apparatus during a communication game, the server determines that the game apparatus prematurely ends the communication game, and adds a bad reputation score of each of the players who is participating in the communication game. Furthermore, if the communication game is ended, and there is a game apparatus that refuses to participate in a next communication game, the bad reputation score of the game apparatus who permits participating in the next communication game is added. For example, the player having a high bad reputation score is refused to participate in the next communication game.

    摘要翻译: 游戏系统包括服务器,并且服务器可以经由网络与多个游戏装置通信并连接到多个游戏装置。 在通信游戏期间没有从任何游戏装置接收到正在连接的消息的情况下,服务器确定游戏装置提前结束通信游戏,并且添加参与了该游戏的每个玩家的不良信誉评分 通讯游戏。 此外,如果通信游戏结束,并且存在拒绝参与下一通信游戏的游戏装置,则添加允许参加下一通信游戏的游戏装置的不良信誉得分。 例如,不良信誉得分高的玩家拒绝参与下一通信游戏。

    INFORMATION PROCESSING SYSTEM INCLUDING DEVICE HAVING MOTION SENSING FUNCTION, STORAGE MEDIUM STORING PROGRAM DIRECTED THERETO, AND INFORMATION PROCESSING DEVICE
    4.
    发明申请
    INFORMATION PROCESSING SYSTEM INCLUDING DEVICE HAVING MOTION SENSING FUNCTION, STORAGE MEDIUM STORING PROGRAM DIRECTED THERETO, AND INFORMATION PROCESSING DEVICE 审中-公开
    信息处理系统,包括具有运动感测功能的设备,与其指定的存储媒体存储程序和信息处理设备

    公开(公告)号:US20100256949A1

    公开(公告)日:2010-10-07

    申请号:US12560603

    申请日:2009-09-16

    IPC分类号: G01C22/00

    摘要: An information processing system including a device capable of transmitting sensing information in accordance with a result of sensing of motion and receiving data for performing various types of processing in accordance with the sensing information is provided. In a character selection screen, in addition to a “course 1” and a “course 2”, additionally obtained “course 3” and “course 4” are displayed in a selectable manner. Namely, the number of steps or the like sensed as a user walks while wearing a pedometer in advance is returned from the pedometer to a game device, so that a new course in addition to a course determined depending on a stage in a get and growth game in the game device can be selected.

    摘要翻译: 提供了一种信息处理系统,其包括能够根据感测信息来检测运动和接收数据的结果来发送感测信息的装置。 在字符选择画面中,除了“课程1”和“课程2”之外,以可选择的方式显示另外获得的“课程3”和“课程4”。 即,预先佩戴计步器时作为用户行走的步骤等的次数从计步器返回到游戏装置,使得除了根据获得和成长阶段确定的课程之外的新课程 游戏中的游戏设备可以选择。

    Image processing device and method, and program therefor
    5.
    发明授权
    Image processing device and method, and program therefor 有权
    图像处理装置及方法及程序

    公开(公告)号:US06738064B2

    公开(公告)日:2004-05-18

    申请号:US09986769

    申请日:2001-11-09

    申请人: Hiroki Sotoike

    发明人: Hiroki Sotoike

    IPC分类号: G06T1500

    CPC分类号: G06T15/80

    摘要: Provided are image processing devices and methods by which, a polygon analogous to its actual image can be produced through a shading process without placing a heavy load on devices even when there is a light source inside of the polygon, and programs therefor. A color data input section 11 reads coordinate values of each vertex of the polygon from a memory, for example, and rounds those if needed. The values are then regarded as color data of each vertex of the polygon. A gradation section 12 carries out the shading process based on the coordinate values thus set as the color data so that the coordinate values of each pixel in the polygon are derived. A distance calculation section 13 receives coordinate values of a specific point which will be the basis for the shading process, and rounds those if needed. In accordance with the resultant coordinate values, calculated is a distance-between-two-point D between the specific point and each pixel of the polygon. With reference to the color data of the specific point, a color data determination section 14 determines the color data for each pixel of the polygon inclusive of the vertexes in accordance with the distance-between-two-point.

    摘要翻译: 提供了图像处理装置和方法,通过该图像处理装置和方法,即使在多边形内部存在光源的情况下,也可以通过遮蔽处理来生成与其实际图像类似的多边形,而不会在装置上施加沉重的负载,并且对其进行编程。 颜色数据输入部11例如从存储器读取多边形的各顶点的坐标值,并根据需要进行舍入。 然后将这些值视为多边形的每个顶点的颜色数据。 灰度部分12基于由此设置的颜色数据的坐标值执行阴影处理,从而导出多边形中的每个像素的坐标值。 距离计算部13接收作为阴影处理的基础的特定点的坐标值,并根据需要进行舍入。 根据得到的坐标值,计算出特定点与多边形的每个像素之间的两点之间的距离D。 参考特定点的颜色数据,颜色数据确定部分14根据两点之间的距离来确定包括顶点的多边形的每个像素的颜色数据。

    Game network construction method and game network system
    8.
    发明授权
    Game network construction method and game network system 有权
    游戏网络建设方法和游戏网络系统

    公开(公告)号:US08079908B2

    公开(公告)日:2011-12-20

    申请号:US12078610

    申请日:2008-04-02

    IPC分类号: A63F9/24 G06F15/16

    摘要: After a star peer-to-peer network is constructed, a network game is started. While the network game is executed, a mesh peer-to-peer network is gradually constructed by establishing connections between client terminals which have been connected to the star peer-to-peer network. After the network game is started, while the mesh peer-to-peer network is constructed, client terminals which have established connections therebetween transmit and receive game data to and from each other without passing via a host terminal, and client terminals which have not established connections therebetween yet transmit and receive game data to and from each other via the host terminal. Thus, a game network system can be realized, in which a time during which players wait for the network game to start is short and in which processing burdens are not concentrated on a specific user terminal.

    摘要翻译: 建立一个星级对等网络后,开始网络游戏。 在执行网络游戏的同时,通过建立连接到星形对等网络的客户终端之间的连接来逐渐构建网状对等网络。 在开始网络游戏之后,在构建网状对等网络的同时建立连接的客户终端通过主机终端和没有建立的客户端终端彼此之间发送和接收游戏数据 连接之间通过主机终端发送和接收游戏数据。 因此,可以实现游戏网络系统,其中等待网络游戏开始的玩家的时间短,并且处理负担不集中在特定的用户终端。

    Video game using short range communications to establish pairing and alternate communications during multiplayer gameplay
    10.
    发明授权
    Video game using short range communications to establish pairing and alternate communications during multiplayer gameplay 有权
    使用短距离通信的视频游戏,以便在多人游戏中建立配对和替代通信

    公开(公告)号:US08708829B2

    公开(公告)日:2014-04-29

    申请号:US12721864

    申请日:2010-03-11

    IPC分类号: H04W12/08 H04W12/06

    摘要: Each game apparatus participating in a network system has a wireless communication module for performing a one-to-many wireless communication with reference to identifying information and a local communication module for performing a one-to-one infrared communication without referring to it. In a case that the one-to-many wireless communication is performed, pairing processing is executed in a tournament method such that a master and a slave are first decided between its own game apparatus and any one of the game apparatuses over the local communication module, and identifying information stored on the slave side is collected into the master side. In a case that its own game apparatus becomes the only master game apparatus as a result of a series of pairing processing, it transmits a signal including identifying information of all the game apparatuses over the wireless communication module whereas in a case that its own game apparatus becomes the slave apparatus, it receives the signal.

    摘要翻译: 参与网络系统的每个游戏装置具有参考识别信息执行一对多无线通信的无线通信模块和用于执行一对一红外通信的本地通信模块,而不参考它。 在执行一对多无线通信的情况下,以比赛方法执行配对处理,使得首先在自己的游戏装置和通过本地通信模块的任何一个游戏装置之间确定主机和从机 并且存储在从属侧的识别信息被收集到主机侧。 在其自己的游戏装置成为作为一系列配对处理的结果的唯一的主游戏装置的情况下,通过无线通信模块发送包括所有游戏装置的识别信息的信号,而在其自己的游戏装置 成为从设备,它接收信号。