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Network game system, a client device, server device, a storage medium

storing the character management program and character management


program

JP3968758B2
JP Grant

Other languagesJapaneseInventor健司
蛭田Original Assignee株式会社光
栄Priority date2005-09-08

Family: US (1) JP (1) KR (1) CN (1)

Date App/Pub Number Status

2005-10- JP2005311813A Expired -


26 Fee
Related

2007- JP2007098063A Application


04-19

2007-08- JP3968758B2 Grant


29

InfoPatent citations (9)Cited by


(19)Legal eventsSimilar
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Description translated from Japanese Claims (22) translated from Japanese

The present invention provides a network game 1. By a plurality of client devices connected
system in which a plurality of characters appear, to the server apparatus via the network
to a method of dispersing the processing relating user to operate, a plurality of player
to a character appearing in the game to a plurality characters that operates according to
of devices.In particular, to a method in which a the input information, a plurality of non-
plurality of characters in order to achieve the player characters that operates
population combat smoothly in a network game automatically, the It appeared plurality
system for fighting each other to form a of characters including a plurality of
population of friend or foe, distributed and characters consisting of a non-player
process treatment and management of each character to escort the plurality of player
character appearing. characters and the plurality of player
characters managed by the plurality of
In recent years, the broadband penetration,
client devices to each other to form a
remarkable advances in communication
population of friend or foe a network
technology and the expansion of the population
that uses the Internet, a plurality of players game system that provides a combat
through the network along with this there is a game,
growing popular participation possible network It said each client device,
game at the same time.As such a network game, A storage unit that registers and stores
for example, distributing a plurality of game the character information including the
players who participated via a network to a position information of the plurality of
plurality of teams, a system for game competition characters, a non-player characters own
in real time have been proposed through the client device managed among the non-
network by a plurality of teams (e.g., Patent player character as an administrative
Document 1 see.). character,
Using the character information stored
JP 2001-353375 JP
in the storage unit, the calculating for

In this network game system, all of the characters each of the managed character as the
in the game to centrally managed on the server character information after changing the

side "server-client system" has been amount of change representing the

adopted.That is, in this network system, a variation of the change and operation of

dedicated server as the center of the host the position of each management

machine, the actual game program main character according to the development
executable and all game data, and the virtual of the game a calculation unit,

space to centrally manage each client device is And a communication unit for

shared, each client device and the game the transmitting the character information

game progresses by the transmission and for each managed character after the

reception of commands and the like. change, which is the operation as


character information packet to the
Therefore, in this network system, when the server apparatus,
game player to key in the client device, the server The server equipment,
receives the key input data, performs all Receiving said transmitted character
processing, after sending back only the drawing information packet, and transmits the
information to the client device, for finally game received character information packet to
player operation action is reflected on the other client devices participating in said
screen.Thus, when the character on the screen to game,
its own operation does not react immediately, the The other client device,
fun of the game, and half is fun, a game player Receiving the character information
can not be absorbed in the game by poor packets the transmitted, stores
operability . character information after the change
based on the received character
On the other hand, there is also a method called
information,
"P2P (peer-to-peer) host system".This method, as
Said each client device, further,
either a client device to a host machine, in which
Based on a change amount of the
will cause the game to progress by
position of each management character
communicating directly with other client devices
that is the calculation, the position of the
connected to the network.For this reason, a high
player character position and other client
processing load on the client device as a host
devices of the player character in which
machine, the character of the action on the
the position and the self client device
screen for the absolutely of the game player
after the operation of the management
operation resulting in a delay.Therefore, it is not
character manages manages obtains the
possible to dispel the problem by P2P host
distance relationship, comprising a
system.
determination unit which determines
In particular, currently, the operation to more whether to manage each management
than 100 bodies are characters in stand-alone is character based on the distance
required to be the action of complex action game relationship among the positions
when operating as a network game, the 100 obtained,
bodies or more characters in an instant to The determination unit,
population battle at the same time.However, in Based on the distance relationship of the
the game management in a conventional manner, positions where the obtained, whether
it is very much traffic, such as character data and each management character manages
motion data, will occur a delay of significant each management character to be
action processing, be established as a game managed in preference to the client
becomes extremely difficult. device to manage the enemy player
character of each management
The present invention has been made in view of
character or it is determined,
the above problems, it is an object of the present
The storage unit of each client device,
invention, in order to operate smoothly those
Remove the registration of the
characters in a network game system in which a
determined management characters not
plurality of characters appear, appearing each
managed by the determination unit,
network game system, a client apparatus to
The communication unit of each client
perform distributed processing and management
device,
of the character, is to provide a server device.
Wherein if the management character is

In order to solve the above problems, according determined to be managed by the other

to an aspect of the present invention, a plurality client device, transmits a character

of client devices connected to a server device via management change packet containing

a network, by the user operating a plurality of character information of the

operating in accordance with the input management character server device by


information and the player character, a network the determination unit,

game system in which a plurality of characters The server equipment,

appear including a plurality of the non-player Receiving said character management

character, the operating automatically is provided. change packet, and transmits the
received character management change
In this network game system, each client device packet to the other client device,
stores the character information including the The other client device,
position information of the plurality of characters, Network game system and registers the
and registers the non-player characters own client character identified by the received
device managed among the non-player character character information together with the
as an administrative character a storage unit, by received the transmitted character
using the character information stored in the management change packet, stores the
storage unit, the management character as the received character information as the
character information after changing the degree management character.
of change in the degree and the operation of the
change in position of the respective management 2. By a plurality of client devices connected
character according to the development of the to the network user operates, a plurality
game It comprises a calculator for calculating, a of player characters that operates
communication unit for transmitting the character according to the input information,
information for each managed character after the automatically operating a plurality of
change, which is the calculated as the character non-player characters, a plurality of
information packet to the server device, the each. characters including providing a game
but appeared, a plurality of characters
Further, the server apparatus receives the consisting of a non-player character to
character information packets the transmission, escort a plurality of player characters
transmits the received character information and the plurality of player characters
packet to other client devices participating in the that are managed by the plurality of
game.In contrast, the other client device receives client devices to battle each other to
the character information packets the form a group of friend or foe a client
transmission, stores the character information device to participate in the network
game,
after the change based on the received character The client device,
information. A storage unit that registers and stores
the character information including the
According to this, the client device calculates the
position information of the plurality of
degree of change and the change in operation of
characters, a non-player characters own
the position of each management character
client device managed among the non-
according to the development of the game.Thus,
player character as an administrative
the load on the server device were concentrated,
character,
as well as being able to share a plurality of client
Using the character information stored
devices participating the main processing for
in the storage unit, the calculating for
advancing the game in the game, the amount of
each of the managed character as the
communication between the server device and
character information after changing the
the client device it is possible to reduce as much
amount of change representing the
as possible.As a result, it is possible to operate
variation of the change and operation of
immediately plurality of characters on the screen
the position of each management
in accordance with the operation of the
character according to the development
player.Therefore, the player with other players
of the game a calculation unit,
that are connected via a network, can be
A communication unit for transmitting
immersed in realistic overflowing game by
the character information for each
goodness of operability.
managed character after the computed
Each client device is further based on the degree change as the character information
of change in the position of each management packet to the server apparatus,

character which is the arithmetic, position and Based on a change amount of the
other client player character position and its client position of each management character

device after the operation of the respective that is the calculation, the position of the
management character manages obtains a player character position and other client

relative relationship between the position of the devices of the player character in which
player character which device is managed, it may the position and the self client device
include a determination unit which determines after the operation of the management

whether or not to manage each management character manages manages distance


character based on the relative relationship of the obtained relation, and a determination

determined position.At this time, the storage unit section for determining whether or not
of each client device, and deletes the registration to manage each management character

of the determined management characters not based on the distance relationship of the
managed by the determination unit, a positions obtained,
communication unit of each client device, by the The determination unit,

determination unit the management character of Based on the distance relationship of the
the other If it is determined to be managed by positions where the obtained, whether

the client device may transmit a character each management character manages
management change packet containing character each management character to be

information of the management character server managed in preference to the client

device. device to manage the enemy player


character of each management
In contrast, the server device receives the character or it is determined,
character management change packet, the Wherein the storage unit,
received character management change packet Remove the registration of the
transmitted to the other client devices, the other determined management characters not
client device, the transmitted character managed by the determination unit,
management change packet It receives, stores The communication unit
the received character information may be If the management character by the
registered in the character identified as a determination unit determines to be
managed by the other client device, the
managed character by character information the character management change packet,
received. in order to transmit to the other client
device via the server device, the
According to this, the relative relationship
management character client device and
between the position of the player character
transmits the character management
position and other client devices of the player
change packet containing character
character position and its client device
information to the server device.
management character managed to manage the
non-player character in accordance with the 3. A the client device, further,
progress status of the game client device to be Client device according to claim 2,
managed is properly identified.In this way, by characterized in that it comprises
switching appropriately the client device to an image generating unit that
manage the non-player character in accordance generates an image relating to a
with the situation of the game, to optimize the character specified by the
process distribution of the whole system, it is character information based on
possible to advance the game more the generated character
smoothly.Here, the "management" refers, for information.
example, it refers to be carried out in the client
device side processing such as reproduction of the 4. The determination unit,
non-player character both coordinate calculation Based on the distance relationship
and motion during attack protection. of the determined position, to
determine whether the managing
In particular, the network game system, combat each administrative character to
each other with a plurality of characters consisting be managed from the
of a non-player character to escort the plurality of management character to the
player characters and the plurality of player client device which manages the
characters managed by the plurality of client player characters positioned
devices to form a population of friend or foe it is within a predetermined range
advantageous in the case of a system that client device according to any of
provides a game to be.In such a collective combat claims 2 or claim 3, characterized.
game, for example, of the 80 bodies to 128
bodies about so many characters appear on the 5. The determination unit,
screen at the same time.For this reason, in order Claims, characterized in that
to avoid a delay of game, optimization of process determining whether to manage
distribution is essential. the respective management
character to be managed in the
Also, the network game system, in addition to the client device based on the
above combat game, a system for providing a distance relationship between the
game in which a plurality of player characters and obtained position, manages the
the plurality of non-player characters managed by closest player character to the
the plurality of client devices to cooperate with each management character client
each other to form a group it may be.Specific device as claimed in any one of
examples of the system, by operating their own claim 2-4.
player character increases the parameters such as
the level and ability of the player character by 6. The determination unit,
working like with a plurality of non-player Position of the player character
characters, other connected via a network game that the other client device is
system to compete for success in life and other managed, said even if the closest
player characters who operates the client device to each management character,
and the like.Alternatively, the player character located near the respective
operated by the player is, with the cooperation of management character more than
a plurality of non-player characters, and the other a predetermined distance from
the position of the player
player characters and chats over a network, and a character own client device
game to enjoy communication. manages unless, the client device
according to claim 5 in which the
In order to solve the above problems, according
own client device and judging that
to another aspect of the present invention, a
manages the respective
plurality of the supporting role of the plurality of
management character.
player characters and the plurality of player
characters managed respectively by the plurality 7. Wherein the predetermined
of client devices connected to the network the distance is a client of claim 6,
client device to participate in the network game in characterized in that the
which a plurality of character consisting of a non- determination of the switching
player characters appear is provided.Specifically, between the client device which
the client device includes a storage unit for manages the administrative
storing character information including location character is set to a value that is a
information of the plurality of characters, and margin for preventing frequent
registers the non-player characters own client caused by the determination unit
device managed among the non-player character machine.
as an administrative character When, by using the
character information stored in the storage unit, 8. Said predetermined distance,
for each of the managed character as the when the other relationship of
character information after changing the degree client devices and the player
of change in the degree and the operation of the character managing the each
change in position of the respective management management character is friend or
character according to the development of the foe may be set to a shorter value
game and a calculator for calculating. than the case that relationship is
ally between client device
The client device may further comprise an image according to claim 7,
generator for generating an image related to the characterized.
character specified by the character information
based on the generated character information. 9. The determination unit,
Wherein each management
According to this, the degree of change and the character, without distinguishing
change operation of the position of each whether it is the character of the
management character according to the ally or an enemy character to the
development of the game is calculated on the player character managed by the
client device side.Thus, conventionally, it can be own client device, based on
shared by a plurality of client devices participating the distance relationshipof the
the main processing load on the server device is operational position, each client
focused on the game.This can reduce as much as device according to claim 2,
possible even communication amount between wherein the determining whether
the server device and the client device.As a to manage administrative
result, the player, while viewing the plurality of character.
characters on the screen to operate immediately
in accordance with the operation of the player, it 10. The determination unit,
is possible to play fun with realistic full of game. Player character that the other
client device is managed, the a
Said client device, based on the degree of change enemy player character each
in the position of each management character management character and its
which is the arithmetic, position and other client client device manages, and certain
devices of the player character position and its player character that the other
client device after the operation of the respective client device managed by the
management character manages management respective management character
the relationship between the position of the player when located within range,
character to be determined, may include a regardless of the distance
determination unit determining whether or not to relationship between the obtained
manage each management character based on position, the client device
the relative relationship between the position according to claim 2, wherein the
determined above. other client device and judging
that manages the respective
According to this, the relative relationship
management character .
between the position of the player character
position and other client devices of the player 11. A the client device, further,
character position and its client device If the respective managed
management character managed to manage the character by the determination
non-player character in accordance with the unit determines to be managed by
progress status of the game client device to be the other client device, a
managed is properly identified.Further, according communication unit for
to this, the respective non-player characters are transmitting the character
managed in a distributed to one of the client management change packet
devices participating in said network game.In this containing character information
way, by switching appropriately the client device of the determined management
to manage the non-player character in character server device ,
accordance with the game situation, to optimize Wherein the storage unit,
the process distribution of the whole system, it is Client device according to claim 2,
possible to advance the game more smoothly. characterized in that deletes the
registration of the determined
At this time, the determination unit, based on the
management characters to be
relative relationship of the positions obtained
managed by the other client
above, to manage the respective management
device.
character to be managed to the client device
which manages the player characters located 12. The communication unit
within a predetermined range from each of the Receiving a character
management character whether may be management change packet
determined. transmitted from other client
devices connected to the server
Further, the determination unit, based on the
device via the network,
relative relationship of the positions obtained
Wherein the storage unit,
above, each management character, each
Client device according to claim
management to be managed in preference to the
11, characterized in that register
client device to manage the enemy player
storing character information
character of each management character it may
included in the character
be determined whether to manage the character.
management change said
If this network game system is a group combat received packet, the character
game, the player character, it does not attack the specified by the character
non-player character of ally.In other words, when information as a management
operating the player character in accordance with character.
an input operation of the player, in response to
13. The other client devices are more
operation of the player character (attack), the
connected via a network,
client device, without responding to input
Wherein among the other client
operation by a player, to automatically operate (
devices, the player character first
that is, the necessary) character operations to
other client device to manage is
operate in response to attacks is only non-player
the enemy, when the player
character of the enemy nearby player
character second other client
character.Therefore, in the present invention, the
device to management is ally,
client device itself to manage the player character
The determination unit,
to attack has to be preferentially manage non- Based on the distance
player character of the enemy nearby player relationshipof the determined
character.As a result, in accordance with the position, whether to manage the
operation of the player, by the own client device, respective management character
the change in value of the operation of the own as the respective management
player character with enemy non-player character character is managed in
is calculated instantaneously, reflected on the preference to the first other client
screen the results in real time attack to avoid the devices than the second other
processing fall, the immersive game development client devices client device
can be provided immediately to the player. according to claim 2,
characterized in that to
Further, the determination unit, based on the
determine.
relative relationship of the positions obtained
above, determine whether to manage the 14. The determination unit,
respective management character to be managed Client device according to claim 3,
in the client device to manage the closest player wherein said determining whether
character to each management character it may to manage each management
be. character every predetermined
period.
Non-player character become necessary
processing for the game progress for the player 15. Wherein each non-player
character that operates in response to the player's character,
operation is often a non-player character in the Client device according to claim 2,
vicinity of the player character.Therefore, in the characterized in that managed
present invention, the same device as the client distributed to any of the client
device which manages the player character devices participating in the
preferentially managed regardless friend or foe of network game.
the non-player character in the vicinity of the
player character.As a result, it is possible to 16. By a plurality of client devices connected
advance the game smoothly. to the server apparatus via the network
user to operate, a plurality of player
The determination unit, the position of the player characters that operates according to
character which the other client device is the input information, a plurality of non-
managed, said even if the closest to each player characters that operates
management character, each managing a given automatically, the a network game
distance or more from the position of the player system for providing a game in which a
character own client device manages unless close plurality of characters inclusive
to the character, its own client device may be appeared, a plurality of player
determined to manage the respective characters managed by the plurality of
management character. client devices and the plurality of non-
player characters to cooperate with each
Thus, upon switching of Managing character, by
other to form a group,
providing a predetermined margin (the
It said each client device,
predetermined distance), it is possible to prevent
A storage unit that registers and stores
the switching of the management of the
the character information including the
management character occurs frequently.At this
position information of the plurality of
time, the predetermined distance is preferably the
characters, a non-player characters own
determination of switching the control of each
client device managed among the non-
management character is set to a value that does
player character as an administrative
not occur frequently.The predetermined distance,
character,
when the relationship between the player
Using the character information stored
character and the respective management
in the storage unit, the calculating for
characters above the other client device to
each of the managed character as the
management is friend or foe is set to a shorter character information after changing the
value than the case that relationship is ally amount of change representing the
between the better.The determination unit may variation of the change and operation of
determine a management switching of each the position of each management
management character by elements other than character according to the development
distance.For example, when the non-player of the game a calculation unit,
character is allocated in advance to a particular And a communication unit for
client device may switch the management in transmitting the character information
accordance with the arrangements. for each managed character after the
change, which is the operation as
Further, the determination unit, each
character information packet to the
management character, without distinguishing
server apparatus,
whether it is the character of the ally or an enemy
The server equipment,
character to the player character managed by the
Receiving said transmitted character
own client device, in the operational position
information packet, and transmits the
based on the relative relationship it may be
received character information packet to
determined whether to manage the respective
other client devices participating in said
management character.
game,

Further, the determination unit, a player character The other client device,

which the other client device is managed, a Receiving the character information

enemy player character which the respective packets the transmitted, stores
management character and its client device character information after the change
managed, the player character which the other based on the received character

client device to manage when located within a information,

predetermined range of each management Said each client device, further,

character, regardless of the relative relationship Based on a change amount of the


positions obtained above, it said other client position of each management character

device may be determined to manage the that is the calculation, the position of the

respective management character. player character position and other client


devices of the player character in which
A said client device, further, when the respective the position and the self client device
management character is determined to be after the operation of the management
managed by the other client device by the character manages manages obtains the
determination unit, a character management distance relationship, comprising a
change packet containing character information of determination unit which determines
the determined management character a whether to manage each management
communication unit that transmits to the server character based on the distance
device, the storage unit may be adapted to delete relationship among the positions
the registration of the determined management obtained,
characters to be managed by the other client The determination unit,
device. Based on the distance relationship of the
positions where the obtained, whether
Also, the character the communication unit
each management character manages
receives a character management change packet
each management character to be
transmitted from other client devices connected
managed in preference to the client
to the server apparatus via the network, the
device to manage the enemy player
storage unit is included in the character
character of each management
management change packet thus received storing
character or it is determined,
information, it may be registered characters
The storage unit of each client device,
identified as the management character by the
Remove the registration of the
character information.
determined management characters not
managed by the determination unit,
According to this, the character information after The communication unit of each client
change each client device is calculated, via the device,
server device transmits to another client device, Wherein if the management character is
in response to this, another client device, the determined to be managed by the other
transmitted data of the storage unit by updating client device, transmits a character
the character information, in all of the client management change packet containing
device, it is possible to maintain the integrity of character information of the
the data for all the character information. management character server device by
the determination unit,
Also, the other client devices are more connected
The server equipment,
via a network, among the other client devices, a
Receiving said character management
player character first other client device to
change packet, and transmits the
manage the enemy, second other client device
received character management change
management If the player character that is
packet to the other client device,
friendly, the determination unit, based on the
The other client device,
relative relationship of the positions obtained
Network game system and registers the
above, each management character than the
character identified by the received
second other client device in preference to the
character information together with the
first other client devices it may be determined
received the transmitted character
whether to manage the respective management
management change packet, stores the
character to be managed.
received character information as the
Further, the determination unit may determine management character.

whether to manage the respective management


17. By a plurality of client devices connected
character every predetermined period.The
to the network user operates, a plurality
determination unit, in conjunction with the timing
of player characters that operates
for scanning the display screen for displaying the
according to the input information,
game, may be subjected to the
automatically operating a plurality of
determination.Here, the scanning timing of the
non-player characters, a plurality of
screen, a timing of the vertical blanking
characters including providing a game
interruption occurs.Further, required as an
but appeared, a plurality of characters
example of a predetermined period, but the
consisting of a non-player character to
period of time in 1/60 seconds that matches the
escort a plurality of player characters
vertical blanking period of the monitor (16.6 ms)
and the plurality of player characters
and the like, not necessarily a timing of a
that are managed by the plurality of
predetermined period screen scanning rather,
client devices to battle each other to
suitable predetermined period according to the
form a group of friend or foe network
load of processing in the determination unit, for
game that the a character management
example, may be 1/30 second or 1/20
program for causing a computer to
second.Incidentally, the determination unit,
execute,
instead of determining a time for all of the
A process of each storing character
management character every predetermined
information including position
period, it may be determined by several steps at
information of the plurality of characters
predetermined periods by dividing all
in the storage unit of each client device,
administrative character to a predetermined
Processing for each registered in the
number.
storage unit of each client device the
In order to solve the above problems, according non-player character as an
to another aspect of the present invention, a administrative character own client
plurality of player characters and the plurality of device managed among the non-player
player characters of a plurality comprising a characters,
plurality of non-player characters to be supporting Using the character information stored
role of the plurality of player characters server in the storage unit of each client device,
equipment is provided to manage a network after changing the amount of change
game in which characters appear. the representing the change and the
change in operation of the position of
Specifically, the server device includes a storage
each management character according
unit for storing the identification information of
to the development of the game for
the client apparatus for managing the location
each client device a process of
information and the plurality of characters of the
calculating for each of the managed
plurality of characters to be managed by a
character as the character information,
plurality of client devices connected to the
A process of transmitting to the server
network , based on the identity of the client
device the character information for
device to manage each of the position information
each managed character after the
and the respective non-player characters included
computed change as the character
in the character information, the non-player
information packet,
character position and each client device of the
Based on a change amount of the
player character that the client device to manage
position of each management character
to manage obtains a relative relationship between
that is the calculation, the position of the
the position above a determination unit client
player character position and other client
device to manage the non-player character based
devices of the player character in which
on the relative relationship between the obtained
the position and the self client device
position, the character management on the
after the operation of the management
determined client device to manage the
character manages manages seek
respective non-player characters through to send
distance relationship, based on the
a change packetAnd a part.
distance relationship of the positions

According to this, the management process of obtained, each management character,

switching all the characters are performed by the wherein the managing character to be

server device, and the result is sent at once to the managed in preference to the client

client device.Thus, if the server device of the device to manage the player character
distance and the client device to full client device of the enemy in the management
performance or other communication character and it determines whether to
environment is and communication failure in the manage,
case of the same does not occur, the delay A result of the determination, the
management switching process occurring in each process of deleting the registration of
client device, theoretically, It is considered almost the management character is

at the same time.Therefore, it is possible to determined not managed from the

operate a number of characters on the screen storage unit,

more natural.Further, the management switching A result of the determination, if the

of all characters for performing on the server side, management character is determined to
it is possible to maintain the integrity of the data be managed by the other client device, a
accurately and easily.In this case, the delay time character management change packet,
for switching the character management is only in order to transmit to the other client
the communication time from the server device to device via the server device, the
the client device.Therefore, the communication management character character
management switching process of the character management program for the process of

when performing communication delay as transmitting the character management

compared with the case where at the client device change packet containing character

(the management changing processing of the information to the server apparatus


character at the client device, to change the characterized by causing a computer to
destination client device via the server from the execute the.
change based on the client device to the
18. By a plurality of client devices connected
communication time for consuming. that is, in this
to the network user operates, a plurality
case, compared with the case in which the
of player characters that operates
management changing process on the server
side, it takes almost twice as communication according to the input information,
time.) it is advantageous in that less.As an automatically operating a plurality of
example of the identification information of the non-player characters, a plurality of
client apparatus for managing the character characters including providing a game
include the management source of the client but appeared, a plurality of characters
number which is previously registered. consisting of a non-player character to
escort a plurality of player characters
In order to solve the above problems, according
and the plurality of player characters
to another aspect of the present invention, a
that are managed by the plurality of
plurality of client devices connected to the
client devices to battle each other to
network, by the user operating a plurality of
form a group of friend or foe a
players operating in response to the input
computer-readable storage medium
information and character, character management
storing a character management
program for executing the network game on a
program for executing the network
computer in which a plurality of non-player
game computer,
characters, a plurality of characters including a
A process of each storing character
appear to operate automatically are provided.
information including position
Specifically, the management and processing for information of the plurality of characters
each storing character information including in the storage unit of each client device,
location information of the plurality of characters Processing for each registered in the
in the storage unit of each client device, the non- storage unit of each client device the
player characters own client device managed non-player character as an
among the non-player characters character administrative character own client

processing for each registered in the storage unit device managed among the non-player

of each client device as using the character characters,

information stored in the storage unit of each Using the character information stored

client device, the position of each management in the storage unit of each client device,
character according to the development of the after changing the amount of change
game for each client device the extent of the the representing the change and the
degree of change and the operation changes as change in operation of the position of
the character information of the changed each management character according
character management program characterized by to the development of the game for
executing a process of calculating for each of the each client device a process of

management characters, to a computer is calculating for each of the managed

provided. character as the character information,


A process of transmitting to the server
In the above character management program, device the character information for
based on the degree of change in the position of each managed character after the
each management character which is the computed change as the character
arithmetic, position and other client devices of the information packet,
player character position and its client device after Based on a change amount of the
the operation of the respective management position of each management character
character managed seeking management that is the calculation, the position of the
relationship between the position of the player player character position and other client
character which has been determined and the devices of the player character in which
process of determining a client device to manage the position and the self client device
each management character based on the relative after the operation of the management
relationship between the positions obtained character manages manages seek
above, and is managed by the other client devices distance relationship, based on the
transmits a registration management character distance relationship of the positions
and process of deleting from the storage unit of obtained, each management character,
the own client device, a character management wherein the managing character to be
change packet containing character information of managed in preference to the client
the determined management characters to be device to manage the player character
managed by the other client device to the server of the enemy in the management
device so as to execute processing and, to a character and it determines whether to
computerIt may be. manage,
A result of the determination, the
In order to solve the above problems, according
process of deleting the registration of
to another aspect of the present invention, a
the management character is
plurality of client devices connected to the
determined not managed from the
network, by the user operating a plurality of
storage unit,
players operating in response to the input
A result of the determination, if the
information and character, computer-readable
management character is determined to
storage medium storing a character management
be managed by the other client device, a
program for executing a plurality of non-player
character management change packet,
characters, a network game in which a plurality of
in order to transmit to the other client
characters appear containing the computer to
device via the server device, the
operate automatically are provided.
management character computer
Specifically, the management and processing for readable storage medium storing a
each storing character information including character management program,
location information of the plurality of characters characterized in that the character
in the storage unit of each client device, the non- management change packet containing
player characters own client device managed character information to execute a
among the non-player characters character process of transmitting to the server

processing for each registered in the storage unit device to the computer.

of each client device as using the character


19. By one or more client devices connected
information stored in the storage unit of each
to the server apparatus via the network
client device, the position of each management
the user operates one or a plurality of
character according to the development of the
player characters that operates
game for each client device the extent and the
according to the input information, a
action computer-readable storage medium storing
plurality of non-player to operate
a character management program for the process
automatically and character, appeared
of calculating for each of the managed character
plurality of characters including said one
as the character information after change degree,
or more one or a plurality of player
characterized by causing a computer to execute
characters and the one or more players
the changes in a change of It is provided.
of one or more non-player characters to
In the character management program computer- escort the characters to be managed by
readable storage medium storing a player the client device forming a friendly
character based on the degree of change in the population, and one or a plurality of
position of each management character that is non-player characters to escort the
the operation, position and self client device after server character 1 or a plurality of
the operation of the management character servers characters managed by the
manages position and other determined the server device to form at least one
relative relationship between the position of the enemy population or ally population
player character that the client device is network to provide a game to battle
managed, the the process of determining the each otherA game system,
client device to manage each management It said each client device,
character based on the relative relationship A storage unit that registers and stores
between the position determined, the other client the character information including the
device including a process of registering the position information of the plurality of
management characters of which lengths are characters, a non-player characters own
determined to be managed to remove from the client device managed among the non-
storage unit of the own client device, the player character as an administrative
character information of the determined character,
management characters to be managed by the Using the character information stored
other client device by the character management in the storage unit, the calculating for
processing to send the change packet to the each of the managed character as the
server equipmentWhen, it may be a computer- character information after changing the
readable storage medium storing a character amount of change representing the
management program for causing a computer to variation of the change and operation of
execute a. the position of each management
character according to the development
According to this, the client device calculates the
of the game a calculation unit,
change and the change in operation of the
And a communication unit for
position of each management character according
transmitting the character information
to the development of the game.Thus, it is
for each managed character after the
possible to share the main processing that occurs
change, which is the operation as
in order to proceed with the game to a plurality of
character information packet to the
client devices participating in the game, it is
server apparatus,
possible to reduce the amount of communication
The server equipment,
between the server device and a client device as
Receiving said transmitted character
much as possible.As a result, while viewing the
information packet, and transmits the
plurality of characters on the screen to operate
received character information packet to
immediately in response to the operation by the
other client devices participating in said
player, the player can enjoy realistic overflowing
game,
game.
The other client device,

In order to solve the above problems, according Receiving the character information

to another aspect of the present invention, one or packets the transmitted, stores
more client devices connected to a server device character information after the change
via a network, the user operates, the input based on the received character
information one or a plurality of player characters information,
that operates in response, a network game The server device further,
system in which a plurality of characters appear A storage unit that registers and stores
including a plurality of the non-player character, the character information including the

the operating automatically is provided. position information of the plurality of


characters, a non-player characters own
In this network game system, each client device server device managed among the non-
stores the character information including the player character as an administrative
position information of the plurality of characters, character,
and registers the non-player characters own client Using the character information stored
device managed among the non-player character in the storage unit, the calculating for
as an administrative character a storage unit, by each of the managed character as the
using the character information stored in the character information after changing the
storage unit, the management character the amount of change representing the
degree of change in the degree and the operation variation of the change and operation of
of the change in position of the respective the position of each management
management character according to the character according to the development
development of the game as the character of the game a calculation unit,
information after change a calculator for Network game system characterized in
calculating for each, and a communication unit for that it comprises a communication unit
transmitting the character information for each that transmits to all the client devices
managed character after the change, which is the participating in said game character
calculated as character information packet to the information for each managed character
server device, the server device, the transmitted
character information packet It receives the after the computed change as the
received character information packetSent to character information packet.
other client devices participating in the game,
other client devices participating in the game, 20. Wherein the plurality of characters
receives the character information packets the appearing in the game may
transmitted, after the change based on the further include the operation
received character information and stores the automatically to one or more
character information. server characters under control of
the server device,
In this case, the server device includes a storage The server device further,
unit for storing character information including Based on a change amount of the
position information of the plurality of characters, position of each management
and registers the non-player characters own character that is the calculation,
server device managed among the non-player the player character position and
character as an administrative character, using the client device of any of the
the character information stored in the storage server character position and its
unit, the calculating for each of the managed own server device after the
character as the character information after operation of the management
changing the degree of change in the degree and character manages manages or
the operation of the change in the position of other determined distance
each management character according to the relationship between the position
development of the game a calculation unit, a of the server character, includes a
communication unit for transmitting the character determination unit determines for
information for each managed character after the each of the server character
change, which is the operation on all the client whether to manage each
devices participating in said game as a character management character based on
information packet may comprise. the distance relationship of the
determined position,
According to this, even if the user to participate in
Storage unit of the server device,
the game is not enough (for example, even as
The un-registering management
was one user to participate in the game), there
character is determined not
are no user operating the player character and
managed by the determination
the non-player character associated with the
unit of the server device,
player character for the server device,
The communication unit of the
automatically manipulating those characters.As a
server device,
result, even if not enough participants, the user
The transmitted when the
can enjoy unwind during their game.Further, by
managed character is determined
separating the character managed by the
to be managed by the client
character and a server device managed by the
device by the determination unit
client device, to distribute the processing of the
of the server device, a character
entire system, which makes it possible to advance
management change packet
the game smoothly.Note that the player character
containing character information
that the server device is automatically operated
of the management character to
may be plural.
the client device,
Wherein the plurality of characters appearing in The client device,
the game, further the comprising automatically Receives the transmitted
operating to one or more servers characters character management change
under control of the server device, the server packet, according to claim 19,
device is further of the position of each characterized in that to register
management character which is the arithmetic the character identified as a
based on the degree of change, said the position managed character by the
of any of the player character or other server received character information
character position and the client device server and stores the received character
character manages the position and its own information network game
server device after the operation of the system.
management character manages the relative
relationship calculated, determination unit for 21. One or more client devices connected to
each of the server character whether to manage a server device via a network, the user
each management character based on the relative operates one or a plurality of player
relationship between the obtained position, may characters that operates according to

comprise a. the input information, a plurality of non


operating automatically player character
At this time, the storage unit of the server device, and, appeared plurality of characters
the un-registering server device determination including, said one or more one or more
not managed by unit and the determined non-player character that one or a
management character, the communication unit plurality of player characters managed
of the server device, the management character by the client device to escort the one or
by judging unit of the server device There more player characters There was
transmits the case where it is determined to be formed a friendly population, and
managed by the client device, a character forming at least one of the one or more
management change packet containing character non-player characters and enemy
information of the management character to the population or ally population escort the
client device, the client device receives the server character 1 or a plurality of
transmitted character management change servers characters managed by the
packet and may be registered in the character server device networks to provide a
identified as a managed character by the received game to battle each other TeA character
character information and stores the received management program for executing the
character information. Kugemu the computer,
A process of each storing character
According to this, the management character
information including position
server device is managed determines whether the
information of the plurality of characters
server apparatus switches its management to
in the storage unit of each client device,
other devices for each server character.Here, if
Processing for each registered in the
the server device manages a plurality of servers
storage unit of each client device the
characters, in the storage unit, for each server
non-player character as an
character information managing character (non-
administrative character own client
player character) included in the platoon of
device managed among the non-player
information and each server characters of the
characters,
server character storage It is, as updated from
Using the character information stored
time to time.
in the storage unit of each client device,
Also, the network game system, wherein one or a after changing the amount of change
plurality of one or more non-player character that the representing the change and the
one or a plurality of player characters are change in operation of the position of
managed by the client device to escort the one or each management character according
more player characters to form a ally population to the development of the game for
and, a game in which one or a plurality of non- each client device a process of
player characters to escort the server character 1 calculating for each of the managed
or a plurality of servers characters managed by character as the character information,
the server device to combat each other to form at A process of storing the character
least one enemy population or ally population it information including the position
may be a system for providing. information of the plurality of characters
in the storage unit of the server device,
In order to solve the above problems, according A process of registering in the storage
to another aspect of the present invention, one or section of the server equipment non-
more client devices connected to a server device player characters own server device is
via a network, the user operates, the input managed as management character of
information one or a plurality of player characters the non-player characters,
that operates in response, character management Using said character information stored
program for executing the network game on a in the storage unit of the server device,
computer in which a plurality of non-player the character of the changed amount of
characters, a plurality of characters including a change the representing the change and
appear to operate automatically are provided. the change in operation of the position
of each management character
The character management program further non-
according to the development of the
player character processing for each storing
game to the server device a process of
character information including position
calculating for each of the management
information of the plurality of characters in the
character as information,
storage unit of each client device, the self client
Character management program for
device of the non-player characters managed the
causing a computer to execute the.
use and processing of each registered in the
storage unit of each client device as a 22. Wherein the plurality of characters
management character, the character information appearing in the game, further
stored in the storage unit of each client device, comprising automatically
wherein each of the management in accordance operating to one or more servers
with the development of the game for each client characters under control of the
device a process of calculating for each of the server device,
managed character as the character information A the character management
after changing the degree of change in the degree program, and
and the operation of changing the position of the Based on a change amount of the
character may be caused the computer to position of each management
execute. character that is the calculation,
the position of any of the player
The character management program further
character position and the client
includes a process of storing character
device server characters managed
information including position information of the
to the position and the own server
plurality of characters in the storage unit of the
device after the operation of the
server device, the non-player characters own
management character manages
server device managed among the non-player
distance relationship determined,
character a process of registering in the storage
processing for determining a
unit of the server device as a management
server device or a client device to
character using said character information stored
manage for each of the server
in the storage unit of the server device, the
character each management
position of the respective management character
character based on the distance
according to the development of the game to the
relationship between the obtained
server device a process of calculating for each of
position of the,
the managed character the degree of change in
A process of deleting the
the degree and the operation of changing the
registration of the determined
character information after a change in, may be
management characters to be
made to the computer to execute.
managed by the client device from
At this time, the plurality of characters appearing the storage unit of the own server
in the game may further comprise automatically equipment,
operating to one or more servers characters According to claim 21,
under control of the server device.Further, the characterized in that to execute a
character management program further based on process of transmitting the
the degree of change in the position of each character management change
management character that is the operation of packet including the character
one of the servers character the position and the information of the determined
own server device after the operation of the management characters to be
management character manages obtains a managed by the client device to
relative relationship between the position of the the client device, to the computer
player character position and the client device is character management program.
managed, and process for determining a server
device or a client device to manage each
management character for each of the server
character based on the relative relationship of the
obtained position, a process of deleting the
registration of the determined management
characters to be managed by the client device
from the storage unit of the own server
equipment, including the character information of
the determined management characters to be
managed by the client device character
transmitting a management change packet to the
client deviceThat process and may be caused the
computer to execute.

The character management program, the one or


more one or more non-player character that one
or a plurality of player characters to escort the
one or more player characters are managed by
the client device to form a friendly population,
and the a program to provide a game in which
one or more non-player characters to escort the
server character 1 or a plurality of servers
characters are managed by the server device is
fighting each other to form at least one enemy
population or ally population it may be.

According to this, even if the user to participate in


the game is not enough (for example, even as
was one user to participate in the game), a non-
player in which the player character and the self
of the server device the user is not to operate to
manage for characters, the server device
automatically manipulate those characters.As a
result, even if not enough participants, the user
can enjoy unwind during their game.Further, by
separating the character managed by the
character and a server device managed by the
client device, to distribute the processing of the
entire system, which makes it possible to advance
the game smoothly.

According to the present invention described


above, the network game system in which a
plurality of characters to operate smoothly those
characters in the network game system appearing
to execute in a distributed processing and
management of each character appearing, client
device, it is possible to provide a server device
and a program for controlling these.

Reference will now be described in detail


preferred embodiments of the present
invention.Note omitted, in the following
description and accompanying drawings,
constituent elements having the same
configuration and function are denoted by the
same reference numerals, and redundant
description.

(First Embodiment)
(Overall configuration of a network game
system)
First, the overview of the game executed in the
entire structure and system of the network game
system according to a first embodiment of the
present invention will be described with reference
to FIG.

Network game system 10, the network game


server (hereinafter referred to as the game
server.) 100 and a plurality of gaming machine
200 is configured to include (200a, 200b, 200c)
and the.Here, PC 200 a also, since the function as
a game machine 200, the following description
includes the game machine 200.The game server
100 and a plurality of gaming machines 200 are
connected via a network (communication line)
300 such as the Internet.

The game server 100, to control the progression


and management of the network
game.Specifically, the game server 100 mainly
cheat measures, i.e., a determination and
integrity check of the elimination and receiving
data of the presence or absence of fraud.Further,
the game server 100, and receives various data
from each of the game machines 200,
concurrently transmits various data to the other
game machine 200.The game server 100, and
player physical strength information of a
character management (which player is what you
have) is operated by and player of the other item
information is stored and managed.The game
server 100 is an example of a side to provide a
network gaming computer (server device), one of
the connected client device to a network 300
(game device) may function as the game server
100.

Game machine 200 performs a network game in


accordance with an operation of the player.Game
machine 200, out of the character appearing in a
network game, to manage the management
character, which will be described later.Character
appearing in the network game is intended to be
managed in any of the game machine 200, it is
not that the same character is managed by a
plurality of gaming machines 200.

Further, each of the game machines 200


continues to send the character information of the
character it manages, via the game server 100 to
another game machine 200.Here, the character
information is motion information and the like
indicating the status of the character of the
character.Further, each of the game machines 200
starts its motion processing upon receiving the
character information transmitted from another
game machine 200 (operation processing of the
character in the game).The game machine 200
performs the collision judgment (hit
determination, collision determination) at the
same timing as motion.

Gaming machine 200 is an example of a side of a


computer (client device) to receive a service from
the game server 100, even home game apparatus
may be a mobile game machine.Other examples
of client devices, in addition to mobile devices of a
personal computer (PC) (e.g., a cellular phone,
PDA (Personal Digital Assistants)) may be a user
terminal such.Each gaming machine 200 is
connected to the network 300 by TCP / IP
communication protocol such as the, for each
different IP address is assigned, each player is to
each identify a game machine 200 transmit and
receive various data can.

The game machine 200, for example, as shown in


FIG. 2, the game machine body 200a1 and the
controller pads 200a2 (input device) may be
configured from a television monitor 200a3
Prefecture.Program used in a game machine
200a, image, various data such as music CD-ROM
400 (or, DVD) if it is recorded in a recording
medium such as a player (user), a recording of
such CD-ROM 400 it is possible to start the game
by inserting the medium to the game machine
main body 200 a 1.

(Overview of the network game system)


In the thus configured network game system 10,
a plurality of player characters managed
respectively by the plurality of gaming machines
200, and, a plurality of characters comprising a
plurality of non-player characters each of the
plurality of player characters becomes small role
It appeared to network game is provided.By the
player of each game machine 200 to operate the
player characters each, the game progresses
plurality of characters operated in the game.In
the following embodiments, as the network game
provided by the network game system 10, a
plurality of characters consisting of a non-player
character to escort the plurality of player
characters and the plurality of player characters
to form a population of friend or foe It will be
described as an example the game to battle each
other.

(Group combat network game)


First, an overview of this game.There the player,
by operating the own player character by using a
self-game machine 200 connected to the network
300, the own platoon constituted the player
characters in a plurality of teammate computer
character was platoon (non-player character) but
moves on the screen according to the operation of
the player, fight using the weapons.At the same
time, other players, and to manipulate the enemy
player character by using the other game
machine 200, which is connected to the network
300, enemy platoon that was the enemy player
character and the platoon leader moves on the
screen, fight with a weapon .Player can occupy its
own player or increase the parameters such as
the level and capabilities characters of other
players that are connected via a network 300
territory by battle by operating their own player
characters .Incidentally, the character, as
described above, the player is not limited to
operable player characters also present non-
player character operated by automatic
calculation according to each of the game
machines 200, player character and non-player
appearing in the game character and is displayed
formed a platoon on the display.Collective combat
network game according to the present
embodiment, via a network 300 in this manner
and self-platoon and ally platoon and the enemy
platoon is a game to play against in the
population.

The collective battle network game, it is assumed


that the game machine 200 of eight to participate
divided into friends and enemies one by four.Of
the eight players participating, for example,
Tokugawa forces four people, the remaining four
were Toyotomi forces, each army consists of four
platoons, non of the platoon one body player
character and up to 79 body of It shall consist of
the player character.In the following description,
for convenience, the player character each player
operates called PC (Player Character), these, ally
ally of the player character that the player
character itself player operates the own PC, other
player operates PC, the enemy of the player
character that other player to manipulate that
enemy PC.

In addition, 8 body of the PC each escort to


computer character the NPC (Non Player
Character, non-player character) is called, of
which, called the friend NPC a non-player
character to escort the self-player or teammate
player, escort the enemy player a non-player
character that the enemy NPC that.

For example, in Figure 11, PC1 is self PC, PC2 and


PC4 are ally PC, PC3 are enemy PC.Furthermore,
NPC located PC1, PC2 and (including NPC11.) NPC
located in each platoon border at the periphery of
PC4 teammate NPC, in at around the PC3 platoon
border (including NPC31.) There is an enemy
NPC.

(Principle of the management of non-player


character)
Then, whether each character is managed by
which device, explaining the principle.First,
among the plurality of platoons as described
above, the self PC and NPC belong to the own
platoon is managed in its own game machine 200
in principle.Ally PC and NPC belonging to another
platoon of ally PC is managed in the game
machine 200 to operate the ally PC as a general
rule.Similarly, enemy PC and NPC belonging to
another platoon of enemy PC is managed in the
game machine 200 to manipulate the enemy PC
as a general rule.It should be noted that, if the
automatically manage the PC in the game server
100 (for example, does not have enough players
to participate in the game, was to automatically
manage one or more of the enemy PC or ally PC
in the game server 100 in this case), it may be
controlled to be automatically managed by the
NPC also game server 100 belonging to the
platoon of this PC.For this it will be described in
detail in the third embodiment.Then, in the first
embodiment and the second embodiment
described below, all the NPC, and be managed by
any of the game machine 200.

In the present embodiment, all of the characters


on the network the virtual space is adapted to be
managed by any of the game machine 200.That
is, each game machine 200, the position of the
character they manage, motion information
(motion number being reproduced, the current
frame number) and is calculated for every
predetermined period, the operation of the
character based on the calculated information
while drawing on the display, through the game
server 100 transmits to the other game machine
200 the computed data as character
information.Other game machine 200, the
character information sent (to be described in
detail later) receives, as well as rendering the
operation of the character on the display based on
the received information data, and updates the
character information stored in the storage area .

Thus, the network game system 10 of this


embodiment (also not correspond the character
information of each game machine on the same
frame, the type traveling differently while games)
completely asynchronous to adopt.According to
this, the self PC of the own game machine 200 is
operated, when attacked administrative character
managed by the own game machine 200, the
motion after challenge administrative character by
its own game machine 200 is calculated, this the
calculation result in the own game machine 200,
the damage motion management character is
played immediately.However, the PC itself the
self-game machine 200 is operated, if the other
game machine 200 attacks a character to be
managed, round-trip (own game machine 200 →
game server 100 → other game machine 200 →
game server 100 → own game after the machine
200) communication time has elapsed, damage
motion of the attacked character at its own game
machine 200 is to be played.

Using this property, by switching the game


machine 200 to manage each NPC in accordance
with the distance between the PC and each of the
NPC, it is possible to reduce the opportunity to
feel the delay of the motion of each character, as
a result, the player it is possible to improve the
operation of sense.So, NPC is to be managed by
the game machine 200 to manage the closest PC
from the coordinates without regard to friend or
foe.Hereinafter, describes the game server 100
that manages the battle game, then the game
machine 200 will be described how to switch
whether the management of NPC.

(Internal structure of the game servers and game


consoles)
First, the hardware configuration of the game
server 100 and the game machine 200 will be
described with reference to FIGS.Figure 3 shows
the hardware configuration of the game server
100, FIG. 4 is a diagram showing a hardware
configuration of the game machine 200.

Game server 100 in FIG. 3, ROM 105, hard disk


(HDD) 110, CPU 115, RAM 120, bus 125, the
image generation circuit 127, include an internal
interface (internal I / F) 130 and the external
interface (external I / F) 135 It is configured.

The ROM 105, and basic program for operating


the game server 100, the game server 100
programs to start when abnormalities are
recorded.Various programs and data are stored in
the hard disk 110.Hard disk 110 is an example of
a storage device may be a storage device such as
an optical disk or a magneto-optical disk.

CPU115 controls the game server 100 as a


whole.CPU115 is adapted after loading the
program stored in the hard disk 110 or the like
RAM120 for work, executes the program.Bus 125,
ROM 105, hard disk 110, CPU 115, RAM 120, an
image generation circuit 127 is a path for
exchanging information between devices in the
internal interface 130 and an external interface
135.

Image generation circuit 127, be composed of a


graphic chip and the VRAM, it is instructed to
generate an image from the CPU115, and
generates an image in a different time series from
the CPU115 according to the instruction.

Internal interface 130 is composed of a keyboard


405 or the mouse 410 to enter data about the
network game, and outputs the required data to
the monitor 415.External interface 135 is adapted
to receive the other game machine 200 and
various data that are playing the game via a
network 300.

Game machine 200 in FIG. 4, ROM 205, hard disk


(HDD) 210, CPU215, RAM220, the bus 225, the
image generation circuit 227, an audio
reproducing circuit 229, an internal interface 230
is configured to include an external interface 235
and the reader 240 .

The ROM 205, programs for executing the game


are recorded.Various programs and data are
stored in the hard disk 210.The hard disk 210 is
an example of a storage device may be a storage
device such as an optical disk or a magneto-
optical disk.

CPU215 controls the entire game machine


200.CPU215 loads the program stored in the hard
disk 210 to the RAM220 for work of the gaming
machine 200.Or, CPU215 is, to load the program
in the CD-ROM400 read by the reader 240 in the
RAM220.CPU215 is, to start the game by running
this way, the program that has been loaded into
the RAM220, and is to advance the game while
sequentially communicate with the game server
100.

It should be noted that, once, CPU215 is, once


you copy a program or the like on the recording
medium on RAM220, from the next time it is
possible to start the game by executing a
program or the like on the RAM220.In addition,
once, CPU215 is, the hard disk 210 of the gaming
machine in the 200, once you copy the program
or the like on the CD-ROM400, next time and
thereafter, is also possible to start the game by
executing a program on the hard disk 210 it
can.In addition, in the case where on the network
300 of these programs and the like have been
uploaded, CPU215 is, once these programs after
downloading to RAM220 of the game machine
200, may be allowed to start the program, once,
download it to the hard disk 210 of the game
machine 200, since the next time, may be
allowed to start the game by activating a program
stored in the hard disk 210.

Bus 225, ROM 205, hard disk 210, CPU 215, RAM
220, an image generation circuit 227, an audio
reproducing circuit 229, an internal interface 230
is a path for exchanging information between
devices external interface 235 and the reader
240.

Image generating circuit 227 is composed of a


graphic chip and the VRAM, is instructed to
generate an image from the CPU 215, generates
an image in accordance with its instructions.Audio
reproduction circuit 229 is composed of a sound
chip and the sound RAM, is instructed to generate
sound from the CPU 215, the sound processing
such as background music and combat sounds
corresponding to combat operations of the
management character in accordance with the
instruction I do.

Internal interface 230, the controller with the pad


430 and a keyboard 435 and a mouse 440 or the
like by using the inputs a game operation of the
player, a plurality of characters of the video and
audio to a monitor 445 and a speaker to combat
each other to form a population of friend or foe It
is adapted to output each to 450.The external
interface 235 via the network 300, adapted to
transmit and receive various data such as
commands and messages in accordance with the
operation by the player to the game server
100.Reader 240 reads the data from the CD-
ROM400.

Next, the functional configuration of the game


server 100 and the game machine 200 will be
described with reference to FIGS.
(Functional configuration of the game server)
As shown in FIG. 5, the game server 100, an
input unit 140, a communication unit 145,
storage unit 150, the management unit 155 has
the functions indicated by the functional blocks of
the image processing unit 160 and the image
generating unit 165 ing.

The input unit 140 inputs the data in response to


operation of the keyboard 405 or mouse 410 by
an administrator to manage the network
game.The communication unit 145 transmits and
receives information necessary for a plurality of
gaming machine 200 that are playing the game.

Storage unit 150 stores the position information


and the character information including the
identification information of the game machine
200 to each manage each non-player character
NPC of the plurality of characters (the player
character PC and the non-player character NPC).

Management unit 155, maintaining the integrity


of that data in the game, in order to proceed
without conflict game, data input by the input unit
140, data transmitted and received by the
communication unit 145, the storage area of the
storage unit 150 ( ROM 105, RAM 120, or
manage data stored in the hard disk 110),
manages the timing of each processing in the
game.

The image processing unit 160 to match the


progress of the game generates the parameters
and the commands required by outputting them
to the image generating unit 165, adapted to
instruct the generation of the image to the image
generator 165 there.Image generating unit 165
receives an instruction to generate an image from
the image processing unit 160 performs a light
source processing, and the like, to draw on the
monitor 445 combat operations of the
management character according to character
information in a three-dimensional field.

(Functional configuration of the game machine)


As shown in FIG. 6, the game machine 200, the
medium reading unit 245, an input unit 250, a
storage unit 255, the action processing execution
unit 260, the image generation unit 265, an audio
reproducing section 270, the determination unit
275 and the communication unit 280 It has the
functions indicated by the function block.

Medium reading unit 245 reads the data stored in


a recording medium such as a CD-ROM 400.For
example, the player and starts the game by
inserting the CD-ROM 400 to the game machine
200, the medium reading unit 245 automatically
reads the data of the program or the like, and
transferred to the RAM 220.

Input unit 250, the player, while viewing the


screen of the network game to be displayed on
the monitor 445, the game controller pad 430 is
connected to the game machine 200, a keyboard
435, and operates the input device such as a
mouse 440, this operation according to input
data.

Storage unit 255 stores a plurality of character


information including the position information of
the character RAM 220, and registers the RAM
220 of the character game machine 200 of the
self-managed as managed character of non-
player characters.

It will now be described with reference to FIG. 7


for each information stored in the RAM 220.Figure
7 shows an example of the data structure of
stored character information in the RAM 220.
The RAM 220, first, of the player character, PC
data of its own player character managed by the
own game device 200 (self PC0) is stored.The
RAM 220, as the character information of the
PC0, PC number, the coordinates (x, y, z), the
orientation of the character's body (angle), the
motion number, the reproduction frame position,
traveling direction, belong forces, the number of
characters in the management There is retained.

The PC number, the game machine that manages


the self PC0 (CL, client device) identification
number is attached.Here, "0" is registered as PC
number, this number is not limited to this as long
as the information that can identify the game
machine to manage the PC.

Coordinates (x, y, z) indicates the position of the


character in the virtual space.Motion number
indicates the number of the motion data
representing a pre-created character operation
(motion).Each motion data, is given a unique
motion number, the data itself is recorded on a
recording medium such as a hard disk 210 of
each game machine 200.

Character behavior, because they are drawn in


each frame (time unit of the image processing),
reproduction frame position indicates the position
of the frame where the motion shown in the
motion number is played.Traveling direction
shows a direction in which the character advances
in vectors.Affiliation Army is a military self-PC0
belongs, but is currently a "Tokugawa" of allies,
there is also a case that belongs to the army of
the enemy.Number of characters in the
management, have shown a number of
administrative character managed by the own
game machine 200 (non-player character NPC),
which is to take 79 following values.

Further, the RAM 220, the character information


of the player character itself non-player
characters 79 body that escort (self PC0) (self
NPC1~ self NPC79) is stored.Character
information of the non-player character (NPC) is,
character information of the different player
character (PC) is, the player character (PC), the
last to have included "the number of characters in
management to the character information."
contrast, the non-player character (NPC), is that
the last contains "management source of the PC
number to character information".For example,
the management source PC number of its own
non-player character 1 (self NPC1) is "0".This self
NPC1 have shown that it is registered in the
RAM220 as self PC0 management character.

Further, the RAM 220, 7-body together with the


character information is stored in the other player
characters (other PC1~ other PC 7), other non-
player characters to escort each each other player
characters (other NPC1-1~ other NPC1-79 , other
NPC2-1~ other NPC2-79 other, other NPC3-1~
other NPC3-79, other NPC4-1~ other NPC4-79,
other NPC5-1~ other NPC5-79, other NPC6-1~
other NPC6- 79, another NPC7-1~ character
information other NPC7-79) are stored.In this
manner, or the RAM 220, the character
information of the character of all (= 640 body)
appearing in the game is stored, using these
information, each character in the combat game
next take action is calculated , which characters
must either managed by the own game machine
200 is determined.

Returning to FIG. 6, the action processing


execution unit 260 includes operation unit 260a,
the image processing unit 260b and the audio
processing section 260c.Action processing
execution unit 260 executes the action processing
for the respective management character
registered in the storage unit 255 for each
management character.Specifically, the arithmetic
unit 260a, using the character information stored
in the storage unit 255, calculates the amount of
change representing the variation of the change
and operation of the position of each
management character generated by battle in the
game, respectively that generating a character
information after change by.

The image processing unit 260b is to match the


progress of the game generates the parameters
and the commands required by outputting them
to the image generation unit 265, and instructs
the generation of the image in the image
generation unit 265.Image generating unit 265
receives an instruction to generate an image from
the image processing unit 260b, to generate an
image, and displays the generated image on the
monitor 445.

Acoustic processing unit 260c instructs the sound


playback to the sound reproducing unit
270.Sound reproduction unit 270 performs sound
processing such as background music and combat
sounds corresponding to combat operations of the
management character, and outputs to the
speaker 450.Through this way the immersive
images and sound to be expressed, the player can
or move his player character in the virtual space
of the network game, to fight with other
characters.

Determination unit 275, based on the change of


the position of each management character
calculated by the calculating unit 260a, the
position of the player character and the position
of the player character of the game machine 200
of the self-managed, other game machine 200
manages When obtains the relationship between
the position after action processing for the
respective management character, whether or not
to manage each management character based on
the relative relationship of the determined
position is judged.

The communication unit 280 transmits to the


game server 100 character information for each
managed character after the change calculated by
the calculating section 260a as a character
information packet.The communication unit 280
transmits the character information of the
determined management characters to be
managed by another game machine 200 to the
game server 100 as a character management
change packet.Even the same content, in this
specification and drawings, in the case of data
stored in a memory such as RAM220 denoted as
"- information", in the case of data transmitted
and received with "~ packet" write.

Further, the communication unit 280 receives


character information packet transmitted from the
game server 100.That is, the communication unit
280, the network game change and result
information that occurred in, sent by another
player, the information transferred via the game
server 100, or information such as various game
server 100 spontaneously transmits to receive the
data.

In this way, based on the calculated character


information by the received character information
or the operation unit 260a, the action processing
execution unit 260, by executing an action
process for each management character, a game
console 200 and game server 100 There has been
so network game progresses while
communicating sequential.

Incidentally, the respective functions of the game


server 100 and the game machine 200 described
above, in fact, by the CPU executing a program
describing a processing procedure for
implementing these functions, or realize any of
the functions It is achieved by controlling the
hardware or IC for.For example, functions of the
management unit 155 and the image processing
unit 160 of the game server 100 shown in FIG. 5
is achieved by a program describing a processing
procedure for realizing these functions CPU115 in
FIG. 3 to perform image generation function parts
165 is accomplished by the graphic chip (image
generation circuit 127).The functions of the action
processing execution unit 260 and the
determination unit 275 of the game machine 200
shown in FIG. 6 is accomplished by a program
describing a processing procedure for realizing
these functions CPU215 in FIG 4 is executed, the
image function of the generator 265 and the
sound reproduction unit 270 is achieved
respectively by the graphic chip (image
generation circuit 227) and the sound chip
(acoustic reproduction circuit 229).

In the network game system 10 according to the


present embodiment described above, first, the
player selects the player character that they are
responsible with the self-game machine 200.The
player character is, for example, if the game was
the Warring States era theme, samurai, ninja,
there is a yin and yang nurses, etc., usually select
one of these.Thereafter, the player other players
operating or increase the parameters such as the
level and ability of the player character by the
battle by operating their own player character, the
other game machine 200 connected via the
network 300 fight of character.Note that the
character is not limited to the player character so-
called player operates, non-player character
(NPC) that operates by automatic calculation
according to each of the game machines 200 also
present, these characters each game appearing in
this virtual space It is displayed on the screen of
the machine 200.

(Operation of the game machine, action


processing and character management
processing)
Next, the operation of the gaming machine 200,
by explaining with reference to FIGS. 8 to 10, will
be described in detail the action process and the
character management processing which is a
feature of this embodiment.Figure 8 is a flowchart
showing a client management process (main
routine) that the game console 200
executes.Figure 9 is a flowchart showing a
character management process invoked by the
main routine of FIG.Figure 10 is a flowchart
showing a character change decision process
invoked the subroutine of FIG.Since the similar
process with respect to the operation of the
platoon platoon and other players of the host
player is made in the following flowchart, for
simplicity of explanation, described about the
platoon own player, other It will not be described
with a focus on the platoon player.Further, there
is a need on the other games description of the
invention and not directly related to the specific
processing will be omitted.

Further, before starting the network game, the


player is required to advance user
registration.That is, the player, by inputting
personal information in accordance with the
instructions on the screen of the game machine
200, and transmits the personal information to
the game server 100 acquires the user ID and
password.When you play the game in the second
and subsequent times, the player, will be able to
access the game server 100 only need to enter a
user ID and password acquired on the screen.

(Game Start)
The power of the game machine 200 is "ON",
when the start of the game is requested by the
player, the processing from step 800 of FIG. 8 is
started, initialization is performed in step
805.Specifically, the storage unit 255 pre-
registered character information of the player
character (self PC) and each character selected by
the player in the RAM 220.The communication
unit 280 user authentication, then transmit and
receive character information of each character
between the game server 100.Thus, all of the
game machine 200 of the RAM that are playing
the game server 100 and game character
information of each character shown in FIG. 7 is
registered in advance.Further, the game server
100 identifies each of all the characters in the
game machine 200 to manage each character, the
game server 100 and the gaming device 200 of
RAM (specifically, the management source PC
numbers shown in FIG. 7 is stored in the
item).Note that the game server 100, it is not
always necessary to store the character
information for each character.

Next, at step 810, determination unit 275, the


interrupt determines whether the (vertical
blanking interruption (Vsync)) has
occurred.Determination unit 275, an interrupt
occurs in one period to 1/60 seconds that
matches the vertical blanking period of the
monitor 445 (16.6 msec), accordingly, it
determines as "YES" in step 810 then, it executes
the character management processing advances
to step 815.Will be described later character
management processing.

Next, the determination unit 275, the game


determines whether or not the end proceeds to
step 820.Specifically, the player, or the power of
the game machine 200 to "OFF", or the game
ends by selecting the game end on the
screen.Therefore, until the player performs an
operation of any of these, the game machine 200
is basically repeats the processing of step 810〜
step 820, the player to do one of these games
proceeds to step 895 to the end.

If an interrupt has not occurred at step 810, the


determination unit 275 executes the main process
at step 825 determines as "NO", then the process
proceeds to step 820.In this main processing,
other processing not directly related to the
network game of the present embodiment, for
example, the player is inputted by operating the
controller pads 430 or the like, the input
information taken in through the input unit 250,
RAM 220 from time to time stored update
processing and also processing of the sound
processing and the like for synthesis with the
sound processing unit 260c and a sound
reproducing unit 270 game sound effects, shall be
executed here.Further, in the present
embodiment, an example in which the client-side
management processing is performed at regular
intervals (i.e., the character management
processing example to be performed in the
interrupt processing in the vertical blanking
period) showed the timer interrupt processing
(not shown) in the main process of the inner and
step 825 may be the character management
processing is performed.
(Character management processing)
Next, the character management processing in
step 815 will be described with reference to the
flowchart of FIG.When the process at step 900 is
started, the communication unit 280, at step 905,
determines whether it has received a character
management change packet transmitted from
another game machine 200.When receiving the
character management change packet, the
process proceeds to step 910, the storage unit
255 updates the relevant character information
RAM220 based on the character information
included in the character management change
packet.Specifically, the appropriate PC or
corresponding NPC on the stored coordinates of
FIG. 7, the orientation of the body, the motion
number, the reproduction frame position,
traveling direction, and updates the information
belongs Forces.The storage unit 255 registers the
RAM220 characters identified as the management
character by the character
information.Specifically, to change the
management source of the PC number of the
corresponding character information of FIG.

Then, in step 915, the communication unit 280,


at step 915, determines whether it has received a
character information packet from another game
machine 200.When receiving the character
information packet, the process proceeds to step
920, the storage unit 255 updates the relevant
character information RAM220 based on character
information contained in the character information
packet.Specifically, the appropriate PC or
corresponding NPC on the stored coordinates of
FIG. 7, the orientation of the body, the motion
number, the reproduction frame position,
traveling direction, and updates the information
belongs Forces.Note that the frame, a temporal
unit of image processing, illustrates a so-called
"frame" at the time of drawing.In the present
embodiment, the time of one frame, which
corresponds to 1/2 of the time period of the
vertical blanking interruption processing (1/30
seconds).

Then, the routine proceeds to step 925, the


action processing execution unit 260 executes the
action processing.Action processing and,
specifically refers to the following processing
executed by each unit of the action processing
execution unit 260.First, the arithmetic unit 260a
(specifically, the relative relationship management
character information management character
information and other game machines of its own
game machine) character information stored in
the RAM220 based on each managed in
accordance with the operation by the player
computing the character information including the
change amount and the operation amount of
change in position of the character.By performing
this operation for each management character,
each character can perform actions such as
migrating to the damage motion After the attack
hits.

The image processing unit 260b instructs the


generation of the image to the image generating
unit 265, the image generating unit 265 receives
this, the position and operation of the virtual
space of each character based on the character
information after the operation to graphics
processing.The acoustic processing unit 260c
instructs the generation of the sound in the sound
reproducing portion 270, the sound reproducing
unit 270 receives this, generates an acoustic
matching the state of each character based on
the character information after the operation .As
a result, at the same time when the operation of
the character in response to an operation of each
player is displayed on the monitor 445, by sound
in accordance with the development of the game
is output from the speaker 450, the game
deployment according to operation of each player
It is.

Then, in step 930, the determination unit 275


performs the character change decision process
(subroutine).This process is a process of
determining the game machine 200 to the
character is managed from the relationship
between the position of the enemy PC and ally PC
and the position of the host PC of each
management character, it will be described in
detail later.

Then, the process proceeds to step 935, the


communication unit 280 transmits the character
information of each management character
calculated by the calculating unit 260a, via the
game server 100 to another game machine
200.By transmitting in this way the state of the
art of the character to another game machine
200, albeit in a state delayed by the
communication time occurs, the character
information of each character stored in the other
game machine 200 is updated .This makes it
possible to maintain the consistency of data.

(Character change determination processing)


Next, the character change decision process
shown in step 930, with reference to FIG. 10 will
be described in detail.
Character change decision from step 1000 is
started, the process proceeds to step 1005,
operation unit 260a includes (corresponding NPC
coordinates in FIG. 7) NPC which is registered as
a management character and the corresponding
nearest enemy PC (Figure 7 determine the
distance DEPC with the enemy PC of
coordinates).For example, as shown in FIG. 11, a
platoon of self PC1 is to attack the platoon enemy
PC3, if toward the platoon enemy PC3, in step
1005, as illustrated in FIG. 12, the NPC (NPC11)
and the distance DEPC with the enemy PC3 is
calculated.

Then, in step 1010, the determination unit 275,


PC gaming machine 200 that manages NPC11
(self game machine at this point) (i.e., self-PC1)
is, determines whether the ally NPC11.At this
point, the self-PC1 is because it is ally NPC11,
determination unit 275 proceeds to step 1015,
the distance DEPC is equal to or margin MC (=
50) is smaller than.At this point, PC3, since radius
around the NPC11 is not close to the circle of the
margin MC, distance DEPC is greater than the
margin MC.Therefore, the process proceeds to
step 1020, calculation section 260a calculates the
distance D between the NPC11 the own PC1, at
step 1025, determine the distance DAPC between
NPC11 the nearest ally PC (= PC2).

Then, the process proceeds to step 1030, the


determination unit 275, the distance DAPC value
obtained by adding a margin MD (= 50) to
determines whether the distance D is less than or
not.At this point, the value of the distance DAPC
+ margin MD is greater than the distance D.That,
PC2 is not approached to within a circle of radius
around the NPC11 is (Distance D- margin
MD).Therefore, the determination unit 275 until
executes character change decision About
(without changing the management NPC11 to
other users 200), the process proceeds to step
1035, all NPC (i.e., management character) in the
management continues to change determination
processing for the respective management
character returns to step 1005, for all the
managed character After completing this change
decision, the process is terminated at step 1095.

Then, only the PC2 platoon shown in FIG. 11,


described the character change decision when
close to the platoon PC1.At this time, as shown in
FIG. 13, since the ally PC2 are close to the margin
MD or NPC11 than the self PC1, determination
unit 275, a "YES" at step 1030 subsequent to step
1000 to step 1025 determined, the process
proceeds to step 1040 to execute the ally PC
management change processing.

(Ally PC management change processing)


Specifically, as shown in FIG. 14, the
determination unit 275 starts the ally PC
management change processing from step 1400,
the process proceeds to step 1405, nearest ally
PC (= PC2) with the NPC (= game machine 200
of the PC which manages the NPC11) and (=
PC1), but determines the same or not.Since we
are not the same, the determination unit 275
proceeds to step 1410, management number
characters gaming machine manages nearest ally
PC (= PC2) is equal to or 79 or more.When less
than 79 management number character game
machine that manages the PC2 is managing the
storage unit 255, the process proceeds to step
1415, among the character information regarding
PC2 stored in RAM 220, the character in the
management the number is incremented one, the
routine proceeds to step 1420, at present NPC (=
NPC11) reduced by one the number of characters
in the management are managed by the game
machine (CL) which manages and the PC (=
PC1).

Then, the process proceeds to step 1425, the


communication unit 280, the management of the
NPC (= NPC11), the management change packet
containing information to be changed from the
game machine 200 to manage the PC1 to the
game machine 200 to manage the PC2, via the
game server 100 transmits to the other game
machine 200, the process ends proceeds to step
1495.Thus, if the ally PC2 is located near the
margin MD or NPC11 than the self PC1, a game
machine for managing the enemy PC2 is,
management character is switched so as to
manage NPC11 (management character).

Incidentally, in step 1405, if the PC of the game


machine 200 that manages the nearest ally PC
and the NPC are the same, it is not necessary to
manage change management character, also at
step 1410 , if the management number of
characters that gaming machine 200 of the
nearest ally PC is managing is 79 or more, since it
is not appropriate to increase the administrative
character the game machine is managed more,
both the management character without changing
the, the process ends proceeds to step 1495.

Next, the character change decision process when


the deployment game state of FIG. 15 from the
state of FIG. 11 (i.e., if a platoon platoon and the
enemy PC3 of the self PC1 and platoon ally PC2 is
in the collective combat situations) explain.In this
case, as shown in FIG. 16, the NPC11 Although
ally PC2 are closest, enemy PC3 also centered on
NPC11 radius is present in a circle margin MC.At
this time, the start of the character change
decision from step 1000 of FIG. 10, determination
unit 275, step 1005, determines as "YES" in the
subsequent step 1015 to step 1010, proceeds to
step 1045, the enemy PC management to execute
the change process.

(Enemy PC management change processing)


Specifically, as shown in FIG. 17, the
determination unit 275 starts the enemy PC
management change processing from step 1700,
the process proceeds to step 1705, nearest
enemy PC (= PC3) with the NPC (= game
machine 200 of the PC which manages the
NPC11) and (= PC1), but determines the same or
not.Since we are not the same, the determination
unit 275 proceeds to step 1710, management
number characters gaming machine manages
nearest enemy PC (= PC3) is equal to or 79 or
more.When managing the PC3, the management
number of characters that the game machine is
managing has less than 79, the process proceeds
to step 1715, the storage unit 255, among the
character information regarding PC3 stored in
RAM 220, the character in the management the
number is incremented one, the routine proceeds
to step 1720, at present NPC (= NPC11)
managed by the gaming machine that manages
and PC (= PC1) reduced by one the number of
characters in the management of the.

Then, the process proceeds to step 1725, the


communication unit 280, the management of the
NPC (= NPC11), the management change packet
containing information to be changed from the
game machine 200 to manage the PC1 to the
game machine 200 to manage the PC3, via the
game server 100 transmits to the other game
machine 200, the process ends proceeds to step
1795.Thus, for NPC11, if both ally PC2 and the
enemy PC3 are close, the game machine that
manages the enemy PC3 is, in preference game
machine that manages the ally PC2 NP131 to
manage (manage character) management
character is switched on.

Similarly to the ally PC management change


processing of FIG. 14, when it is determined as
"YES" at step 1705 or step 1710, either without
changing the management character, the process
proceeds to step 1795 to end the.

At this time, as shown in FIG. 15, the


management of NPC11 is switched to
PC3.Similarly, the gaming machine 200 to
manage the PC3 is the management of NPC31 by
executing a character change decision process
shown in FIG. 10 for each vertical blanking
interruption is switched to PC1 (the game
machine 200 to manage the PC1 RAM220 to
NPC31 is registered as a management character)
after, if the game is developed in the state shown
in FIG. 18 (i.e., PC1 approaches the PC3 (Fig. 15)
after, if slightly away from PC3 (Fig. 18) about), it
will now be described.

In this case, NPC31, self PC1, the relationship


between the ally PC2 and the enemy PC3 is as
shown in FIG. 19.In this state, when the
character change decision process of FIG. 10 is
executed at step 1010 subsequent to step
1000,1005, determination unit 275, NPC31 is, PC
game machine that manages the NPC operates (=
PC1) it is determined to be the enemy.Therefore,
the process proceeds to step 1050, calculation
section 260a calculates the distance D between
the NPC31 and PC1.Subsequently, at step 1055,
the determination unit 275, the distance value
obtained by adding the margin MA in DEPC
determines whether the distance D is less than or
not.At this point, the value of the distance DEPC
+ margin MA is greater than the distance
D.Therefore, the process proceeds to step 1060,
calculation section 260a calculates the distance
DAPC between NPC31 the nearest ally PC (=
PC2).
Then, the process proceeds to step 1065, the
determination unit 275, the distance DAPC value
obtained by adding a margin MB to determines
whether the distance D is less than or not.At this
point, the value of the distance DAPC + margin
MB is greater than the distance D.Therefore, the
process proceeds to step 1035 to execute the
change determination processing for the
respective management character returns to step
1005 until the end of the processing of all the
management character registered in RAM 220.

Next, as shown in FIG. 20, a case where the


proximity ally PC2 and the enemy PC3 respect
NPC31, enemy PC3 will be described when
located near the NPC31 margin MA more than the
self PC1.In this state, when the character change
decision process of FIG. 10 is executed, step 1000
to 1010, at step 1055 following the step 1050,
the determination unit 275 makes a judgment of
"YES", the process proceeds to step 1070, FIG. 17
to run the enemy PC management change
processing.That is, by executing steps 1700 to
1725, the management of NPC31 is switched
from the game machine 200 to manage the PC1
to the game machine 200 to manage the
PC3.Thus, in a case where both of the ally PC2
and the enemy PC3 is close to the NPC31, if the
enemy PC3 is located near the margin MA or
NPC31 than the self PC1, a game machine for
managing the enemy PC3 is , managed character
to manage NPC31 in preference to the game
machine to manage the ally PC2 (management
character) is switched.

On the other hand, the game state, state (i.e., in


FIG. 21 from the state of FIG. 19, a case enemy
PC3 is not close to the margin MA or NPC31 than
the self PC1, and margin ally PC2 is than the self
PC1 description will be given of a case where a
transition to a state) that are located near the MB
or more NPC31.In this state, when the character
change decision process of FIG. 10 is executed at
step 1000 to 1010, followed by step 1050 to 1060
step 1065, the determination unit 275 makes a
judgment of "YES", the flow proceeds to step
1040 executes ally PC management change
processing of FIG. 14.That is, by executing steps
1400-1425, the management of NPC31 is
switched from the game machine 200 to manage
the PC1 to the game machine 200 to manage the
PC2.
(Setting of the margin)
The character change decision process of FIG. 10
described above, and the NPC subject to PC
(enemy PC, ally PC) for switching the control of a
predetermined margin for each (margin MA, MB,
MC, MD) and provided.This is because even if the
position of the PC to manage the other game
machine 200 is closest to the own PC
management character (the NPC), more than a
predetermined distance from the position of the
player character of the game machine 200 of the
self-managed the unless close to each
management character determination unit 275,
so as to determine the game machine 200 itself
to manage the administrative character, is
infrequent switching management rights near the
boundary of switching the management right it is
taken into consideration so.In particular, collective
combat game, because the action game for a
change in the delicate position is extremely
frequent occurrence, that the switching of the
management rights to control so that it does not
occur frequently will reduce the load of the entire
process, a smooth game it is very important in
order to progress.

Further, as compared with the margin MA, margin


MB, margin MC, was to increase the value of the
margin MD, if the margin MA, at step 1055,
management character that determination target
with (the NPC) an enemy PC the distance, the
distance between the NPC and the own PC, since
the comparison processing, by setting a relatively
short margin, in order to provide management of
the NPC to preferentially enemy PC.That is, the
determination unit 275 preferentially determines
a "YES" in step 1055, executes a process of
changing the management of the NPC enemy PC
at step 1070.

On the other hand, in the case of margin MB,


margin MD, compared at step 71065 and step
1030, the distance of the management are
respectively determined target character (the
NPC) and ally PC, a distance between the NPC
and the own PC, the since the process, by setting
a relatively long margin, in order to avoid giving
the possible ally PC management of the NPC.That
is, the determination unit 275 preferentially
without determination of "YES" in step 1030 and
step 1065, performs processing so as not to ally
PC change as much as possible the management
of the NPC.
In the case of margin MC, PC to another game
machine 200 is managed, a enemy self PC to
manage the character (the NPC) and its own
game machine 200 is managed, other game
machine 200 manages enemy If the PC is located
within a predetermined range (= margin MC) of
the NPC, regardless of the relative relationship of
the determined position (i.e., the relative position
between the own PC and the NPC and enemy
PC), another game machine 200 is in order to
manage the NPC.That is, when the enemy PC is
located within a predetermined range (= margin
MC) of the NPC, the determination unit 275, the
preferentially to enemy PC at step 1045 it is
determined "YES" in step 1015 It is determined to
change the management of the NPC.

Also, to that greater than the value of the margin


MC margin values MB for the following reason.As
mentioned above, collective combat game,
because the action game changes in a subtle
position very frequent occurrence.Further, in
actual processing, the position of the character,
since it is calculated by the numerical value
including decimal places, on the screen, even
characters appear to be waiting without any
movement, in fact, always slightly moved If it is
determined to be very often.More specifically, a
character standing from a certain point at a
distance 50m in the virtual space, but the process
is always wavering position such 49.9M〜
50.1M.Player, operating its own PC, the width
becomes even greater, in such a situation, when
the platoon own PC platoon and enemy PC at a
position 50m from a certain point are fighting,
large number of characters but, it will be
wavering a very frequently 50m of the front and
rear position.

In this situation, for example, setting the margin


MB and margins MC to the same value (= 50),
the switching of the management character would
frequently.Specifically, a and the NPC and the own
PC is ally, when the distance DEPC between
nearest enemy PC and the NPC was 49, the
determination unit 275, step 1015 subsequent to
step 1005, step 1010 to change the management
of the NPC to the enemy PC in step 1045 it is
determined that the "YES" at.Then, the enemy PC
is a distance from the NPC, the distance DEPC is
51, determining unit 275, step 1005, step 1010, a
determination of "YES" in step 1040 In step 1065
subsequent to step 1050〜 Step 1060 to change
the management of the NPC to ally PC Te.After
that, the enemy PC is a little closer to the NPC,
again, if the distance DEPC between the nearest
enemy PC and the NPC has become 49, the
determination unit 275, it is determined that
again "YES" in step 1015 step to change the
management of the NPC to the enemy PC in
1045.To prevent switching of such frequent
character management, and sets the value of the
margin MB to a value different from the margin
MC (i.e., the margin MB = 60, the margin MC =
50).

(Operation of the game server)


Next, a description will be given of the operation
of the game server 100.The game server 100
determines as a flowchart in FIG. 22, and starts
the process from step 2200, in step 2205, the
character management change packet, and / or,
whether or not it has received a character
information packet .If you are receiving these
packets, the game server 100, at step 2210, by
the character management change packet
transmitted from each of the game machines 200,
and / or, all except for the game machine 200 of
the transmission source character information
packet and the transmitted to the game machine
200, the process ends proceeds to step 2295.As
described above, the storage unit 150 of the
game server 100, it is not necessary to store the
character information for each character, may be
stored.

Above, carried out in accordance with the


network game system according to the present
embodiment, the game machine "action
processing" immediacy is required in a fighting
game which is a user-side terminal (client
side).Further, in the present system, the non-
player character is managed by one of the game
machine 200.Therefore, not concentrated load of
processing in the game server 100 is able to load
balance processing throughout the system.For
this reason, the player, without feeling the
communication delay, it is possible to enjoy a high
real-time powerful game.

Further, in the present system, during dogfight


enemy PC is present within a predetermined
distance of a management character NPC, the
game machine that manages the enemy PC is
controlled to manage the NPC with priority,
otherwise (If the enemy PC is out of the
predetermined distance, if there is a
predetermined distance outside the ally PC, or, if
you do not have anything within a predetermined
distance) to, once appeared another PC to be the
shortest, without regard to friend or foe , the
management rights is changed to the PC.

In this way, it is possible to reduce the chance


that those who manage the enemy preferentially
feel a communication delay in the network
game.That is, in the network game system 10
according to this embodiment, when dogfight
approaching the PC each other, the game
machine that manages its own PC, first and
manages priority to the enemy NPC.At this time,
the case can not be determined with friend and
foe only (for example, if the same camp PC there
are a plurality in the vicinity) determines whether
to management in which game machine the NPC
by distance.In addition, in the case where away
PC each other, either by management in which
game machine the only NPC distance without
regard to friend or foe is determined.

In principle, self-PC is, fight the vicinity of the


enemy NPC, so do not fight the ally NPC in the
vicinity, game machine to manage its own PC,
frequently arithmetic processing between the PC
itself and the vicinity of the enemy NPC is
Occur.Therefore, the character management
method described above, by managing the game
machine 200 to manage preferentially self PC
enemy NPC, the arithmetic processing for
frequently can be processed by the own game
machine.Since between characters that are
managed by the same gaming machine may
perform processing without network
communication, it is possible to reduce the delay
time of the communication by managing with
priority the enemy NPC.As a result, immediately
changes the motion of the character on the
screen in response to the operation of each
player, the player, the battle with the enemy of
the escort soldiers (NPC) is to feel quickly like real
stand-alone, immersed in more games it is
possible to enjoy Te.

In the client process (game machine side), as


data to be held in memory such as RAM, rather
than the character information for all of the self
NPC + own PC to each of the game machines is
managed (i.e., self platoon), the other game
machine stores character information of all the
characters including the characters to be
managed.The reason for this is, for example,
might be that another game machine managed is
displayed on its own screen, matching data taken
to be kept to store the latest coordinate data, etc.
of at least the character information because no
is.Here, with respect to storage update
management latest coordinates of all characters,
for all the self-NPC + own PC managed by itself
to, after storing updated latest coordinates
directly calculated by the change amount with
respect to the key input or the like in each of the
game machines 200. , for matching and
transmitted to other game machine 200 via the
game server 100, calculated is considered to
updating the latest coordinate is increased, for
which other game machine 200 is managed,
other game machine since the matching by being
stored and updated after receiving the latest
coordinates via the game server 100, the
communication delay is considered to be slower
occurring.

However, the point of the invention according to


this embodiment, no direct effect of this delay
because self comprising a contiguous enemy NPC
is that faster processing to the NPC to manage,
also the status information of all the characters
impact on itself looks to be stored in each of the
game machines is considered that there is no.This
is because, each usually because display slightly
lower the self PC from the center of the screen in
such a population combat game (this time the
field of view of each game machine, that is, the
position and angle of view camera is automatically
suitable is set to a numerical value), a rule of
thumb on, if actually processed in its own platoon
of battle scene in which the player is of interest is
fast, the portion other than the other game
machine is displayed other platoon that is
managed, that is even if the display of the
surrounding part is somewhat slow it is because it
is considered not worried.

(Second Embodiment)
It will now be described network game system 10
according to the second embodiment.Network
game system 10 according to the second
embodiment in that it executes the character
change decision by the game server 100, different
from the first embodiment to perform a character
change decision by the game machine 200 side
operational.Accordingly, described network game
system according to the present embodiment
mainly on this difference.

(Operation of the game machine)


In the present embodiment, among the client-
side management processing of FIG. 8, the
character management processing called in step
815 starts at step 2300 of FIG. 23, after the
process of step 905〜 step 925, executed in the
first embodiment without performing the
character change decision process of step 930 in
FIG. 9, the processing step 935 to end the willing
the process to step 2395.Thus, in the present
embodiment, each of the game machines 200,
executes the action processing does not perform
character change decision.

(Operation of the game server)


On the other hand, in the present embodiment,
the game server 100 stores in advance character
information for each character shown in FIG. 7 to
RAM 120.That is, when the character
management change decision at the game server
100, the character information shown in FIG. 7
are respectively held in the RAM of the game
server 100 and the game machine 200.

The game server 100 determines as shown in a


flowchart of FIG. 24, and starts the process from
step 2400, in step 2405, whether or not it has
received a character information packet.If you are
receiving these packets, the game server 100, at
step 2410, at the character information included
in the transmitted character information packet
from each of the game machines 200, as shown
in FIG. 7, stored in the RAM120 of been character,
updating the character information of the
corresponding character, after transmitting the
character information packet to all of the game
machine 200 other than the game machine 200
of the transmission source, the process proceeds
to step 2415, the character changes in FIG. 10
run the determination process, the process is
terminated proceeds to step 2495.In the first
embodiment, of all the non-player character
(NPC), each management character each game
machine 200 is managed, was repeated character
change decision process shown in FIG.However, in
this embodiment, for all the non-player character
(NPC), it is necessary to repeat the character
change decision.
According to the network game system 10
according to the present embodiment, the game
server 100, all the characters are
managed.According to this, if the game from the
server 100 of the distance and the gaming device
200 to each of the game machines 200
performance or other communication
environment is and communication failure in the
case of the same does not occur, the processing
delay caused in each of the game machines 200 ,
it is considered to be almost on the theory the
same time.Therefore, it is not a large number of
characters on the screen to operate
unnaturally.Further, to perform all of the
characters managed by the game server 100 side,
it is possible to maintain the integrity of the data
accurately and easily.

Further, when the communication environment is


the same as described above, the delay time for
switching the character management according to
the present embodiment, since the game server
100 is only the communication time of the game
machine 200, in the system of this embodiment ,
compared to the case of the first embodiment
executes the character management processing in
the game machine 200, only half of the other
switching occurs to the game machine 200 of the
time of the first embodiment has the advantage
that no delay.

As described above, according to the network


game system 10 according to the above
embodiments, "decide a game machine to
manage for each character, it distributes the
action processing in each game machine 200",
"the other game machine the video of the
management character being managed is
displayed in a little late own game machine te ",
the management character, which is managed
from the video of the management character,
which is managed by the" other game machine at
its own game machine the clever control of
adversely be "effects, it is possible to create a
situation where the result of the action between
the characters of the own game machine 200 is
managed is immediately reflected on the
screen.This is particularly effective in the network
game to collective combat very large number of
characters to make a multiple of the platoon.

In each of the above embodiments, the nearest


PC is calculated by comparing the distance with
brute.

Further, in the character change management


process described above, to calculate the relative
distance relationship between the PC about the
management character (NPC), whether or not to
change the management of the character based
on the calculated relationship it has been
determined.However, the character change
management process according to the above
embodiments may be configured to manage the
NPC existing within a predetermined range with
the center of each PC as an administrative
character.

(Character management with a focus on PC)


In practice, for example, the determination unit
275 of each game machine 200 includes a first
from based on the change in the position of each
management character calculated by the
calculating section 260a, a player character
managed by the own game machine 200 (own
PC) one or more non-player characters positioned
within a predetermined range (NPC), it may be
determined that the own game machine 200 is
managed as management characters.

When such executes the character management


process with a focus on PC, determination unit
275, the relationship between the player
character managed by another game machine
200 (other PC) and the non-player character
(NPC) is in foe there are, in the case the
relationship PC (host PC) and with the NPC to be
managed by the own game machine 200 is ally
each other, the first from PC to the non-player
character (NPC) is managed by the own game
machine 200 even if the located within a
predetermined range, when located within a
second predetermined range from the enemy PC
it may be determined that the other game
machine 200 manages the NPC.Further, the first
predetermined range may be set to be smaller
than the second predetermined range.

Further, when a predetermined prescribed


number or more NPC within a predetermined
range from the PC exists, it may be switched
management of the predetermined number of
NPC.Further, since there is a predetermined
number or more NPC within a predetermined
range from the PC, it may be switched to manage
NPC after a predetermined time elapses.
According to this, in combat regime and NPC and
enemy PC and the host PC is located in the
vicinity, NPC preferentially can be managed in the
game machine 200 for managing the enemy PC,
the result, game entire processing it can proceed
smoothly.

(Third Embodiment)
It will now be described network game system 10
according to the third embodiment.In the network
game system 10 according to the third
embodiment, as described in the first
embodiment, in principle, self-PC and NPC belong
to the own platoon is managed in its own game
machine 200, other platoon ally PC ally PC and
NPC belong to is managed in the gaming machine
200 to operate the ally PC, the enemy PC and
NPC belong to another platoon enemy PC, first
embodiment in that is managed in the gaming
machine 200 to operate the enemy PC is the
same as the form.

However, in the present embodiment, for


example, even if the player to participate in the
game is not enough (for example, the player to
participate in the game even though it is one
person), for the player to participate in the game
of the management principles There are applied,
NPC belonging platoon of one or more PC or PC
not be operated by the user by a lack of
participants, a first embodiment in that are
automatically managed by the game server 100
operating on different.Accordingly, described
network game system 10 according to this
embodiment mainly on this difference.

In the following description, it referred to the


player character (PC) that is managed by the
game server 100 (SV) also server character
(SC).Also, if the server character managed by the
game server 100 there is a plurality of NPC which
are subject to other servers character (change
decision managed by the player character or the
game server 100 is managed by the game
machine 200 management to game server 100
other than the server character the server
character) with the main character (MC) is
referred.Furthermore, the referred game machine
200 or the game server 100 manages the main
character with MC management equipment.

(Functional configuration of the game server


100)
The game server 100 according to this
embodiment, as shown in FIG. 25, in addition to
the functional configuration of the game server
100 according to the first embodiment, a new
function indicated by the function block of the
calculation unit 170a and a determination unit
175 It has been added.The functions of the action
processing execution unit 170 is realized by a
computing unit 170a and the image processing
unit 170b.

Among newly added function, the action


processing execution unit 170 is registered in the
storage unit 150, performs an action process for
each management characters managed by the
game server 100 for each management
character.Specifically, the arithmetic unit 170a,
using the character information stored in the
storage unit 150, calculates the amount of change
representing the variation of the change and
operation of the position of each management
character generated by battle in the game,
respectively that generating a character
information after change by.

The determination unit 175, based on the change


of the position of each management character
calculated by the calculating unit 170a, the
position of one of the servers character game
server 100 manages the (position of SC), the MC
managing device the position of the main
character to be managed (the position of the MC),
and the position after the action processing for
the respective management character (the
position of the NPC after the operation), obtains
the relative relationship, the management based
on the relative relationship of the determined
position It determines whether to manage the
character.Game server 100 manages to that the
position of "either" player character, if the user is
less likely to participate in the game, the game
server 100 a plurality of player characters that
could not be assigned to the game machine 200
as a plurality of servers characters This is because
there is a need to manage each at.

(Operation of the game server 100)


In the present embodiment, in principle, non-
player characters of which lengths are determined
to be managed by each of the player characters
and each of the game machines 200 are managed
by each game machine 200.Specifically, these
characters, each of the game machines 200 are
managed by executing the client-side
management processing of FIG.

In addition, in this embodiment, since the game


player is insufficient, automatically one or more
servers character exists which was to manage in
the game server 100.Non-player characters of
which lengths are determined to be managed for
each server character by the one or more servers
characters and game server 100 is managed by
the game server 100.Specifically, these
characters, as shown in FIG. 26 in place of FIG. 8,
the game server 100 is managed by executing the
server-side management processing.

Note that the operation of the game server 100,


in principle, besides the operation described
below, includes operation described in the first or
second embodiment.Although needless to say,
transmission and reception between the server SC
and the character management change packet
and character information packet about the
position change of NPC in platoons of the SC is
not performed (Sachinamini, the game server 100
and the game machine 200 during normal
transmitting and receiving Street), directly
updates the game server 100 inside the RAM120
to the stored character information (FIG. 7) in
this case.

Further, in the present embodiment, only the


player character that the user has been assigned,
the game server 100 according to the progress of
the game is "automatically" to manage the
operation.Therefore, the game server 100, the
display of the monitor 415 for action processing
by the server administrator also input of the input
information by the input device such as a
keyboard 405 is not necessary.Further, in this
embodiment, as was done in step 825 of FIG. 8 in
the first embodiment, the process relates to
update processing and sound like the RAM120 is
also unnecessary.Based on the above, the
operation of the gaming server 100 in the present
embodiment.

(Game Start)
The power of the game machine 200 is "ON",
when the start of the game is requested from a
certain player, the game server 100 starts the
server-side management processing from step
2600 of FIG. 26, the initial setting in step 805 .
Next, at step 810, determination unit 175, the
interrupt determines whether the (vertical
blanking interruption (Vsync)) has
occurred.Determination unit 175, an interrupt
occurs in one period to 1/60 seconds that
matches the vertical blanking period of the
monitor 415, in response thereto, determines as
"YES" in step 810, the routine proceeds to step
815 character management processing (the
details of the character management processing
will be described later) executes.

Next, the determination unit 175, the game


determines whether or not the end proceeds to
step 820.Specifically, the player, or the power of
the game machine 200 to "OFF", or the game
ends by selecting the game end on the
screen.Therefore, until the player performs an
operation of any of these, the game server 100 is
basically repeats the processing of step 810〜
step 820, the player to do one of these games
proceeds to step 2695 to the end.

If the interrupt at step 810 has not occurred, the


determination unit 175 executes the main process
at step 825 determines as "NO" in step 810, then
the process proceeds to step 820.In this main
processing, other processing not directly related
to the network game in the present embodiment
are executed.

(Character management processing)


Next, the character management processing in
step 815 will be described with reference to the
flowchart of FIG. 27.When the process at step
2700 is started, the communication unit 145, at
step 905, determines whether it has received a
character management change packet
transmitted from another game machine 200.

When receiving the character management


change packet, the process proceeds to step
2705, the storage unit 150 updates the relevant
character information RAM120 based on the
character information included in the character
management change packet.Specifically, as
shown in FIG. 7, the corresponding PC or the
corresponding NPC on the stored coordinates, the
orientation of the body, the motion number, the
reproduction frame position, traveling direction,
and updates the information belongs Forces.The
storage unit 150 registers the RAM120 characters
identified as the management character by the
character information.Specifically, as shown in
FIG. 7, by changing the management source of
the PC number of the corresponding character
information, managing the client side of each
management character (game device 200) or the
server side (the game server 100) to change to
any of the.The communication unit 145 at the
same step 2705, and transfers the received
character management change packet to the
game machine 200 that are playing the game.

Then, in step 915, the communication unit 145


determines whether it has received the character
information packet from the game machine 200
participating.When receiving the character
information packet, the process proceeds to step
2710, the storage unit 150 updates the relevant
character information RAM120 based on character
information contained in the character information
packet.Specifically, the appropriate PC or
corresponding NPC on the stored coordinates of
FIG. 7, the orientation of the body, the motion
number, the reproduction frame position,
traveling direction, and updates the information
belongs Forces.The communication unit 145 at
the same step 2710, and transfers to the game
machine 200 participating the received character
information packet to the game.

Then, the routine proceeds to step 925, the


action processing execution unit 170 executes the
action processing.Action processing and,
specifically refers to the following processing
executed by each unit of the action processing
execution unit 170.First, the arithmetic unit 170a,
based on the character information stored in the
RAM 120, and automatically calculates the
character information including the amount of
change in the change amount and the operation
of the position of each management character.

Then, in step 930, the determination unit 175


performs the character change decision process
(subroutine).This process is set to the position
after the operation of the management character
(NPC), and the position of the server character
(SC), MC management device to the management
character is managed from the position and, in
relation of the main character (MC) ( determine
the game server 100 or game console 200).

Then, the process proceeds to step 935, the


communication unit 145 transmits the character
information of each management character
calculated by the calculating unit 170a to the
game machine 200 that are playing the game.By
transmitting in this way to the game machine 200
participating the latest state of the character in
the game, the character information of each
character stored in the game machine 200 that
are playing the game is updated.This makes it
possible to maintain the consistency of data.

(Character change determination processing)


Next, the character change decision process
shown in step 930, with reference to FIG. 28 will
be described in detail.
Character change decision from step 2800 is
started, the process proceeds to step 2805,
operation unit 170a includes, NPC and the nearest
enemy main character (enemy MC) that is
registered in the storage unit 150 as the
management character (i.e., the nearest
determination of the enemy PC or the nearest
other SC) the distance between the DEPC.Here,
the other SC, refers to the SC other than the
server character of the game server 100 to
manage the NPC that is the target of judgment
character change (SC).

Then, in step 2810, the determination unit 175,


the server character of the game server 100 that
manages the NPC subjected to the determination
character change (SV) (SC) is determined
whether the ally NPC to.Server character, if a
friend of NPC, the determination unit 175
proceeds to step 2815, the distance DEPC is
determined whether the margin MC less.If the
distance DEPC is greater than the margin MC, the
routine proceeds to step 2820, calculation section
170a calculates the distance D between the NPC
and the server character, in step 2825, the NPC,
the distance DAPC between nearest ally main
character Ask.

Then, the process proceeds to step 2830, the


determination unit 175, the distance DAPC value
obtained by adding a margin MD to determines
whether the distance D is less than or not.At this
point, the distance DAPC + If the value of the
margin MD is greater than the distance D, i.e., if
the nearest ally main character has not
approached to within a circle of radius around the
NPC is (Distance D- margin MD) , the
determination unit 175, without changing the
control of NPC in any of the equipment, the
process proceeds to step 2835, all NPC in
management (ie, management characters) for up
to perform a character change decision, step
2805 continued change determination processing
for the respective management character back to,
for all management character, the process ends at
step 2895 After completing this change decision.

Next, the case where the ally main character is


positioned near the margin MD or NPC than
SC.Determination unit 175 determines as "YES" in
step 2830 subsequent to step 2800〜 step 2825,
proceeds to step 2840 to execute the ally MC
management change processing.

(Ally MC management change processing)


Specifically, as shown in FIG. 29, the
determination unit 175 starts the ally MC
management change processing from step 2900,
the process proceeds to step 2905, and manages
the nearest ally MC and the NPC game and SC of
the server 100 (SV) determines whether identical
or not.If not identical, the determination unit 175
proceeds to step 2910, management number
characters MC managing device nearest ally MC
(CL or SV) is managing is equal to or 79 or
more.When the management number characters
MC managing device nearest ally MC is managing
is less than 79, the process proceeds to step
2915, the storage unit 150, among the character
information of the nearest ally MC stored in the
RAM120 , the number of management characters
MC management equipment manages
incremented by 1, the routine proceeds to step
2920, reduce NPC one number management
characters managed by the game server 100 that
manages that at the present time.

Then, the process proceeds to step 2925, the


communication unit 145, join the management of
the NPC, the management change packet
containing information to change MC
management device for managing the ally MC
from the game server 100 that manages the SC,
the game transmitted to games machine 200 that
is, the process ends proceeds to step 2995.Thus,
if the ally MC is positioned near the margin MD or
NPC from SC, MC management device for
managing the ally MC is to manage the NPC
(management character), switched management
character.
It should be noted that, in step 2905, when the
SC of the game server 100 that manages the
nearest ally MC and the NPC are the same, it is
not necessary to perform the management
change of management character, also, in step
2910 , if the management number characters MC
managing device nearest ally MC is managing is
79 or more, since it is not appropriate to increase
the administrative character the game machine is
managed more, both the management character
without changing the, the process ends proceeds
to step 2995.

Next, and a platoon of the platoon and ally MC of


the SC of the platoon and the enemy MC
describes the character change decision process
in the case where there is a population combat
state.Specifically, although the NPC is closest
teammate MC, if the enemy MC also around the
NPC radius is present in a circle margin MC, starts
the character change decision from step 2800 of
FIG. 28 and, determining unit 175 makes a
judgment of "YES" in step 2805, step 2815
following the step 2810, proceeds to step 2845 to
execute the enemy MC management change
processing.

(Enemy MC management change processing)


Specifically, as shown in FIG. 30, the
determination unit 175 starts the enemy MC
management change processing from step 3000,
the process proceeds to step 3005, and manages
the nearest enemy MC and the NPC game and the
SC of the server 100 determines same or
not.Since we are not the same, the determination
unit 175 proceeds to step 3010, management
number characters MC management equipment
manages the nearest enemy MC is equal to or 79
or more.When the management number of
characters of MC management equipment that
manages the nearest enemy MC is less than 79,
the process proceeds to step 3015, the storage
unit 150 is stored in the RAM120, the character
on the MC or the like to manage the future NPC
among the information, the number of
management characters MC management
equipment manages incremented by 1, the
routine proceeds to step 3020, reduced by one
the number of management characters managed
by the game server 100 that manages the NPC at
present.
Then, the process proceeds to step 3025, the
communication unit 145, join the management of
the NPC, the management change packet that
contains the information you want to change from
the game server 100 to the MC management
equipment for managing the enemy MC to
manage the SC, to the game transmitted to
games machine 200 that is, the process ends
proceeds to step 3095.In this way, for the NPC,
when both the ally MC and the enemy MC are
close to each other, a game machine for
managing the enemy MC is, to manage the NPC
(management character) in preference to the
game machine to manage the ally MC
management character is switched on.

Similarly to the ally PC management change


processing of FIG. 29, when it is determined as
"YES" at step 3005 or step 3010, either without
changing the management character, the process
proceeds to step 3095 to end the.

Next, NPC (NPC31), SC in place of PC1, the


relationship between the enemy MC alternative to
ally MC and the enemy PC3 alternative to ally PC2
is processing when in the situation shown in FIG.
19 will be described.In this state, when the
character change decision process of FIG. 28 is
executed at step 2810 subsequent to step
2800,2805, determination unit 175, NPC is the
enemy SC game server 100 that manages the
NPC operates and it determines that there
is.Therefore, the process proceeds to step 2850,
calculation section 170a calculates the distance D
between the NPC and SC.Subsequently, at step
2855, the determination unit 175, the distance
value obtained by adding the margin MA in DEPC
determines whether the distance D is less than or
not.At this point, the value of the distance DEPC
+ margin MA is greater than the distance
D.Therefore, the process proceeds to step 2860,
calculation section 170a calculates the distance
DAPC between NPC and the nearest ally MC.

Then, the process proceeds to step 2865, the


determination unit 175, the distance DAPC value
obtained by adding a margin MB to determines
whether the distance D is less than or not.At this
point, the value of the distance DAPC + margin
MB is greater than the distance D.Therefore, the
process proceeds to step 2835 to execute the
change determination processing for the
respective management character returns to step
2805 until the end of the processing of all the
management character registered in RAM 120.

Next, as shown in FIG. 20, in a case where the


enemy MC alternative to ally MC and the enemy
PC3 alternative to ally PC2 is close to the NPC
(NPC31), enemy MC margin than SC in place of
the self-PC1 MA description will be given of a
case, which is located close to the more than
NPC.In this state, when the character change
decision process of FIG. 28 is executed, step 2800
to 2810, at step 2855 following the step 2850,
the determination unit 175 makes a judgment of
"YES", the process proceeds to step 2870, FIG. to
run the enemy MC management change
processing of 30.In other words, by executing the
steps from 3000 to 3025, management of the
NPC is switched to the MC management
equipment for managing the enemy MC from the
game server 100 to manage the SC.In this way,
in a case where both of the ally MC and the
enemy MC is in close proximity to the NPC, when
the enemy MC is located near the margin MA
more than NPC than SC, game machine to
manage the enemy MC is, in preference to the
game machine to manage the ally MC NPC is to
manage character to manage (management
character) switched in.

On the other hand, the game state, state (i.e., in


FIG. 21 from the state of FIG. 19, in a case where
the enemy MC in place of the enemy PC3 is not
close to the margin MA or NPC (NPC31) than SC
in place of the self-PC1 and, the case where the
ally MC alternative to ally PC2 transitions to a
state) that are located near the more margin MB
or more NPC SC in place of the self PC1.In this
state, when the character change decision
process of FIG. 28 is executed, step 2800 to
2810, at step 2865 following the step 2850 to
2860, the determination unit 175 makes a
judgment of "YES", the flow proceeds to step
2840 , to run the ally MC management change
processing shown in FIG. 29.In other words, by
executing the steps 2900 to 2925, management
of the NPC is switched to the MC management
equipment for managing the ally MC from the
game server 100 to manage the SC.

As described above, according to this


embodiment, even when the player participating
in the game is not enough (for example, as was
one user to participate in the game), the player's
PC to participate in the game automatically
managed for is applied (managed by the client
NPC) principle of the first embodiment, NPC in
platoons of one or more SC and SC no player by
essentially the game server 100 It is.As a result,
even if not enough participants, the user can
enjoy unwind during their game.Further, by
separating the character managed by the
character and a server device managed by the
client device, to distribute the processing of the
entire system, which makes it possible to advance
the game smoothly.

(SC character management with a focus on)


Also in this embodiment, for example, the
determination unit 175, based on the change in
the position of each management character
calculated by the calculating unit 170a, located
within the first predetermined range of SC
managed by the game server 100 1 or 2 or more
non-player character (NPC) of the game server
100 may determine that the managed as
managed character.

When such executes the character management


process with a focus on SC, determination unit
175, and SC relationship between MC and NPC
managed by MC management device a friend or
foe, managed by the game server 100 when the
relationship with the NPC is ally each other, the
NPC be located in a first predetermined range of
SC managed by the game server 100, the second
predetermined range from the MC (e.g., first
when the position of the predetermined range
<second predetermined range), MC management
apparatus that manages the MC may be
determined that manages the NPC.

Further, when a predetermined number or more


of NPC predetermined within a predetermined
range from the SC present, it may be switched
management of the predetermined number of
NPC.Further, since there is a predetermined
number or more NPC within a predetermined
range from the SC, it may be switched to manage
NPC after a predetermined time elapses.

According to this, in combat regime NPC and MC


and the SC are located in the vicinity, NPC
preferentially can be managed by the MC
managing device for managing the MC, progress
result, the game entire process smoothly it can
be.
In addition, for each NPC game server 100 (SV) is
managed, it may change the management of the
NPC from the positional relationship between the
nearest SC and the nearest MC.For example, the
distance between the NPC and the MC the game
server 100 is managed, it is also possible to
change the management of the NPC when the
game server 100 is shorter than the distance
between the NPC and the SC to manage.

Further, in the network game system 10 may be a


character configuration server character or non-
player characters managed by the game server
100 to the player character of friend and foe each
other accompanied, managing enemy all at the
game server 100 a server character that is, may
be a character configurations are player
characters ally is managed by all the game
devices 200.

In addition, even if you do not lack a player, the


game server 100 is the server character and
management character (non-player character) to
automatic operation may be allowed to appear on
the game.In addition, a plurality of server
characters that the game server 100 to automatic
operation may be a friend or foe to each other.

In the above embodiments, the operations of the


respective units are related to each other, taking
into account relevant one another, it may be
replaced with a sequence of operations.By
replacing in this way, it is possible to an
embodiment of the invention the client device to
manage the character and embodiments of the
character management method of the client
device.

Thus, the client device according to the present


invention, a plurality of client devices connected
to a server device via a network, the user
operates, a plurality of player characters that
operates according to the input information,
automatically a plurality of the non-player
character, a character management method of
each client device in a network game in which a
plurality of characters appear containing, each
client device, the character information including
the position information of the plurality of
characters to be operated were each stored in the
storage unit of each client device, respectively
registered in the storage unit of each client device
the non-player characters own client device is
managed as management character among the
non-player characters, a storage unit of each
client device calibration stored in theUsing Kuta
information, each client, characterized by
calculating the extent and the character
information after changing the degree of change
in the operation of the change in the position of
each management character according to the
development of the game for each of the
managed character it can be a character
management method of the device.

Further, in the above-described character


management method of each client device, each
client device, based on a change in the position of
each management character which is the
arithmetic, position and self client device after the
operation of the respective management
character manages obtains a relative relationship
between the position of the player character
position and other client devices of the player
character managed determines the client device
to manage each management character based on
the relative relationship obtained position, by the
other client devices the registration of the
determined management characters to be
managed and removed from the storage unit of
the own client device, a character management
change packet containing character information of
the determined management characters to be
managed by the other client devices it can be
sent to the server equipment.

Also, the operation of the respective units, by


replacing each part of the process, can be used as
an embodiment of the program.Also, program, by
storing in a computer-readable recording medium
recording a program, can be used as an
embodiment of the computer readable recording
medium recording an embodiment of a program
in the program.

Having described the preferred embodiments of


the present invention with reference to the
accompanying drawings, it goes without saying
that the present invention is not limited to the
embodiment.Those skilled in the art within the
scope described in the claims, it would be
appreciated by the can conceive modifications,
combinations, and belong to the technical scope
of the present invention as for their It is
understood.
For example, such a population combat game in
each of the above embodiments, an example of a
network game system, as another example of the
network game, the level and the ability of the
player character by the work or the like by
operating the own player character increasing the
parameter etc., or competing success in life and
other player character operated the other client
devices connected via a network, or enjoy
communication with the other player characters
and chat via the network game, and the like.

Further, in the above embodiment has been


described as an example a network game to
participate 8 players, network game system
according to the present invention is not limited
thereto, for example, the server device-to-one
also we are needless to say that included in the
game form for one player to battle in the client
equipment.

In addition, when there is little other players


participating in the game, the NPC in a platoon of
other PC and the PC that would have existed if
the participating players of the original number of
people, made to appear as all NPC , or to be
managed is dispersed in any of the client devices
that have joined those of NPC current (even if the
client device is one), it may be managed by the
server equipment across the board.In this case,
the internal processing manner of the system, PC
no longer, because it is not in the original PC
which operates in accordance with a user
operation, even treated as NPC in the process of
obtaining a so-called relative positional
relationship.

The present invention is applicable to operate the


character smoothly in a network game system in
which a plurality of characters appear, the
network game system which executes distributed
processing and management of each character
appearing, client device, the server device it is.

It is an overall configuration diagram of a network


game system according to embodiments of the
present invention.Is a diagram showing an
example of a game machine according to the
embodiment.It is a hardware configuration
diagram of a game server according to the
embodiment.It is a hardware configuration
diagram of a game machine according to the
embodiment.It is a functional block diagram of a
game server according to the first embodiment
and the second embodiment.It is a functional
block diagram of a game machine according to
the embodiment.Is a diagram illustrating an
example of the character information stored in
the RAM according to the embodiments.Is a
flowchart illustrating a client-side management
processing routine game machine is executed in
the first embodiment and the second
embodiment.Is a flowchart showing a character
management processing routine game machine is
executed in the first embodiment.It is a flowchart
showing a character change decision routine
executed game machine, a game server in the
first embodiment and the second embodiment.It
is a diagram for explaining the game state of
before moving to the combat system.It is a
diagram for explaining an example of NPC and the
PC and the relative positional relationship.It is a
diagram for explaining an example of NPC and the
PC and the relative positional relationship.Is a
flowchart game machine or game server showed
ally PC management change processing routine
executed in the first embodiment and the second
embodiment.It is a diagram for explaining the
game state in the combat system.It is a diagram
for explaining an example of NPC and the PC and
the relative positional relationship.Is a flowchart
illustrating an enemy PC management change
processing routine game machine or game server
performs in the first embodiment and the second
embodiment.It is a diagram for explaining a game
situation where a host platoon to escape from the
enemy platoon.It is a diagram for explaining an
example of NPC and the PC and the relative
positional relationship.It is a diagram for
explaining an example of NPC and the PC and the
relative positional relationship.It is a diagram for
explaining an example of NPC and the PC and the
relative positional relationship.Is a flowchart
showing a server-side management processing
routine game server performs in the first
embodiment.Is a flowchart showing a character
management processing routine game machine is
executed in the second embodiment.Is a
flowchart showing a server-side management
processing routine game server performs in the
second embodiment.It is a functional
configuration diagram of a game server to a third
embodiment.Is a flowchart showing a server-side
management processing routine game server
performs in the third embodiment.Is a flowchart
showing a character management processing
routine game machine is executed in the third
embodiment.Is a flowchart showing a character
change decision routine game machine or game
server in the third embodiment is executed.It is a
flowchart showing the ally MC management
change processing routine game machine or
game server executes in the third embodiment.Is
a flowchart illustrating an enemy MC
management change processing routine game
machine or game server in the third embodiment
is executed.

DESCRIPTION OF SYMBOLS

10 network game system 100 game server 110


hard disk 120 RAM
140 input unit 145 communication unit 150
storage unit 155 managing unit 160 the image
processing unit 165 image generating unit 170
action processing execution unit 170a calculating
section 170b the image processing unit 175
determination unit 200 game machine 210 hard
disk 220 RAM
240 reader 245 medium reading unit 250 input
unit 255 storage unit 260 action processing
execution unit 260a calculating section 260b the
image processing section 260c acoustic
processing unit 265 image generating unit 270
sound reproducing unit 275 determination unit
280 communication unit 300 network PC player
character NPC non-player character SC server
character MC main character CL game machine
SV game server

Patent Citations (9)

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