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    • 2. 发明授权
    • Network game system, game machine, game machine control method, and information storage medium
    • 网络游戏系统,游戏机,游戏机控制方法以及信息存储介质
    • US08066570B2
    • 2011-11-29
    • US12092638
    • 2006-10-06
    • Shoji Mori
    • Shoji Mori
    • A63F9/24
    • A63F13/358A63F13/12A63F2300/534
    • A network game system is provided in which unfairness between players playing on first and second game machines can be corrected in a network game system in which the first game machine displays a game screen of a content corresponding to an operation executed in the first game machine and makes the second game machine display a game screen of a content corresponding to an operation executed in the second game machine by exchanging data with the second game machine through a communication network. A controlling unit (an operation information acquiring unit (34) and a display controller (36)) controls a length of a time period from a time when an operation is executed in the first game machine (game machine (12a)) to a time when a game screen of a content corresponding to the operation is displayed in the first game machine, based on data exchange time information related to a time period required for exchange of data between the first game machine and the second game machine (game machine (12b)).
    • 提供了一种网络游戏系统,其中可以在其中第一游戏机显示与在第一游戏机中执行的操作相对应的内容的游戏画面的网络游戏系统中校正在第一和第二游戏机上玩的玩家之间的不公平性,以及 使第二游戏机通过通信网络与第二游戏机交换数据,显示与在第二游戏机中执行的操作相对应的内容的游戏画面。 控制单元(操作信息获取单元(34)和显示控制器)控制从第一游戏机(游戏机(12a))中执行操作的时间到一段时间的时间长度 基于与第一游戏机和第二游戏机之间的数据交换所需的时间段(游戏机(12b))的数据交换时间信息,在第一游戏机中显示与操作对应的内容的游戏画面 ))。
    • 4. 发明申请
    • SELECTION DETERMINING DEVICE, SELECTION DETERMINING METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM
    • 选择确定设备,选择确定方法,信息记录媒体和程序
    • US20110007031A1
    • 2011-01-13
    • US12867743
    • 2009-02-12
    • Shoji Mori
    • Shoji Mori
    • G06F3/045G06F3/041
    • G06F3/045G06F3/04886G06F2203/04104
    • A selection determining device (200) includes a detecting unit (201) which detects, when a point on a touch screen is pressed, a coordinate value of the point, detects, when two points in a two-dimensional plane are pressed, a coordinate value of a midpoint between the two points, and detects that none is pressed when no points is pressed, a determining unit (202) which determines, when it is determined that none is pressed, whether or not any of pressible predetermined regions is singularly selected, any two of the pressible predetermined regions are simultaneously selected, or none is selected based on a sequence of states detected by the detecting unit (201) by then, and a display unit (203) displaying a graphic symbol representing each of the pressible predetermined regions on the touch screen.
    • 选择确定装置(200)包括检测单元(201),当按下触摸屏上的点时,检测点的坐标值,当按下二维平面中的两个点时,检测坐标 在两个点之间的中点的值,并且当没有点被按下时检测到没有被按下;确定单元(202),当确定没有被按下时,确定是否单独选择任何可压缩的预定区域 同时选择任何两个可按压的预定区域,或者根据当时由检测单元(201)检测到的状态序列来选择任何两个,以及显示单元(203),其显示表示每个可压缩预定区域 触摸屏上的区域。
    • 5. 发明授权
    • Communication system, communication method, information recording medium, and program
    • 通信系统,通信方式,信息记录介质和程序
    • US08560676B2
    • 2013-10-15
    • US12867744
    • 2009-02-12
    • Shoji Mori
    • Shoji Mori
    • G06F15/173
    • A63F13/75A63F13/12A63F13/31A63F13/335A63F13/71A63F2300/402A63F2300/407A63F2300/532A63F2300/5586H04L45/00H04L63/1408H04L67/38
    • In order to detect a fraudulent action, such as an attempt of invalidating a result of a match-up through a communication in a communication match-up game by changing the setting of a router device, in a communication system, a first terminal device and a second terminal device each attempts to communicate with the terminal device of a communication counterparty. When such attempt has failed, those terminal devices each attempts to communicate with a router device used by the local terminal device of the communication counterparty, and results of these communication attempts are specified in connection information status and the connection information status is transmitted to a server device. The server device receives the connection information status, and checks a communication status between the first terminal device and the second terminal device, between the second terminal device and a first router device which is connected to the first terminal device, and a communication status between the first terminal device and a second router device which is connected to the second terminal device, and determines, based on the fact that communicable routes are asymmetric, the presence/absence of a fraudulent action by a user using the terminal device.
    • 为了通过改变路由器设备的设置来检测欺骗行为,例如通过通信匹配游戏中的通信使通话中的结果无效的尝试,在通信系统中,第一终端设备和 第二终端设备各自尝试与通信对方方的终端设备进行通信。 当这种尝试失败时,这些终端设备都尝试与通信对方的本地终端设备使用的路由器设备通信,并且在连接信息状态中指定这些通信尝试的结果,并且将连接信息状态发送到服务器 设备。 服务器装置接收连接信息状态,并检查第一终端装置与第二终端装置之间,第二终端装置与连接到第一终端装置的第一路由装置之间的通信状态,以及第 第一终端设备和连接到第二终端设备的第二路由器设备,并且基于可通信路由是不对称的事实来确定用户使用终端设备存在/不存在欺诈行为。
    • 6. 发明授权
    • Game machine, control method of game machine and information storage medium
    • 游戏机,游戏机的控制方法和信息存储介质
    • US08496526B2
    • 2013-07-30
    • US13613815
    • 2012-09-13
    • Shoji Mori
    • Shoji Mori
    • A63F13/00A63F9/24G06F17/00
    • A63F13/422A63F13/10A63F13/12A63F13/56A63F13/812A63F13/828A63F2300/6054A63F2300/64A63F2300/8011
    • A game machine on which a user allows a plurality of player characters of an operation subject team to perform linkage play. A linkage partner selecting unit selects a linkage partner player character from among fellow player characters. A type of linkage play selecting unit selects a type of linkage play. A linkage partner control unit controls the position of a linkage partner player character based on a selected type of linkage play. If a linkage partner player character is not selected, a pass execution unit makes an operation subject player character execute a pass in a direction based on the content of a pass instruction operation according to the pass instruction by the user. If a linkage partner player character is selected, the pass execution unit makes the operation subject player character execute a pass to a linkage partner player character based on the user's pass instruction operation.
    • 用户允许操作对象团队的多个玩家角色进行连接播放的游戏机。 联动伙伴选择单元从其他玩家角色中选择连接伙伴玩家角色。 一种连动播放选择单元选择一种连动播放。 联动伙伴控制单元基于所选择的连接播放类型来控制联动伙伴玩家角色的位置。 如果未选择连接伙伴玩家角色,则通过执行单元使操作对象玩家角色根据用户的通过指令基于通过指令操作的内容在方向上执行通过。 如果选择了联动伙伴玩家角色,则通过执行单元使操作对象玩家角色基于用户的通过指令操作执行到连接伙伴玩家角色的传递。
    • 8. 发明申请
    • GAME SERVER DEVICE, GAME SERVICE METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM
    • 游戏服务器设备,游戏服务方式,信息记录媒体和程序
    • US20100227685A1
    • 2010-09-09
    • US12279622
    • 2007-02-15
    • Shoji Mori
    • Shoji Mori
    • A63F13/00A63F9/24
    • A63F13/358A63F13/10A63F13/12A63F13/335A63F13/822A63F2300/534A63F2300/572
    • When providing a game that changes scene data according to the selection inputs of a plurality of players, in order to provide scene data without delay even in a case where there is a delay in selection input or where there is no selection input by some of the players, a designating unit (401) of a game server device (13) designates an order in which scene data are to be provided to the plurality of players, a providing unit (402) provides scene data in the designated order to each of the plurality of players, and a receiving unit (403) receives a selection input from each of the plurality of players. The designating unit (401), in a case where second scene data following first scene data are to be designated based on selection inputs, sets an input period, causes the receiving unit (403) to receive selection inputs from the plurality of players, and designates the second scene data based on the selection inputs received within the input period.
    • 当提供根据多个玩家的选择输入来改变场景数据的游戏时,即使在选择输入中存在延迟或者没有选择输入的情况下,也不会延迟地提供场景数据 玩家,游戏服务器装置(13)的指定单元(401)指定要向多个玩家提供场景数据的顺序,提供单元(402)以指定的顺序向每个玩家提供场景数据 多个播放器和接收单元(403)从多个播放器中的每一个接收选择输入。 指定单元(401)在基于选择输入指定第一场景数据之后的第二场景数据的情况下设置输入周期,使得接收单元(403)从多个玩家接收选择输入,并且 基于在输入周期内接收到的选择输入来指定第二场景数据。
    • 9. 发明申请
    • Network System, Node Device, Data Distribution Method, Information Recording Medium, and Program
    • 网络系统,节点设备,数据分配方法,信息记录介质和程序
    • US20100183017A1
    • 2010-07-22
    • US12669623
    • 2008-07-08
    • Shoji Mori
    • Shoji Mori
    • H04L12/56
    • G06F9/505H04L67/06H04L67/1002H04L67/1023H04L67/2885H04L67/38
    • A distribution request sending unit (301) sends a distribution request to a server. When a terminal (12) is selected by the server as a highest-level node and introduced by the server to other nodes, a routing unit (302) of the selected terminal determines a distribution route among these nodes such that the route goes from higher-level to lower-level nodes, starting from the selected terminal. A data receiving unit (303) receives data distributed by an immediate higher-level node, to which it gains connection in accordance with the determined distribution route. A data sending unit (308) connects to an immediate lower-level node in the distribution route if such a node exists, and sends the received data there. In the case of a lowest-level node, its receipt acknowledge returning unit (309) returns a receipt acknowledge for the data received by the data receiving unit (303) to the highest-level node upon the data reception.
    • 分发请求发送单元(301)向服务器发送分发请求。 当服务器选择终端(12)作为最高级节点并由服务器引入到其他节点时,所选终端的路由单元(302)确定这些节点之间的分配路由,使得路由从较高 从低端节点开始,从所选择的终端开始。 数据接收单元(303)接收由立即上级节点分发的数据,根据确定的分配路由,数据接收单元获取连接。 如果存在这样的节点,则数据发送单元(308)连接到分发路由中的直接下级节点,并将接收到的数据发送到那里。 在最低级节点的情况下,其接收确认返回单元(309)在数据接收时向数据接收单元(303)接收的数据返回到最高级节点。