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`METHOD FOR PROVIDING BATTLE GAME, SERVER DEVICE, AND
`COMPUTER-READABLE RECORDING MEDIUM
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`CROSS-REFERENCE TO RELATED APPLICATIONS
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`[0001]
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`This application is a continuation of U.S. Patent
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`Application No. 14/309,769, filed June 19, 2014, which
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`claims priority benefit of Japanese Patent Application No.
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`2013-130232, filed June 21, 2013, and Japanese Patent
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`Application No. 2013-223378, filed October 28, 2013, the
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`disclosures of which are incorporated herein in their
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`entirety by reference.
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`BACKGROUND
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`[0002]
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`Disclosed herein are a method for providing a
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`battle game to each client device via a network, a server
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`device, and a computer-readable recording medium.
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`[0003]
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`As proposed in JP2013-066524 A, online game
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`services provided from server devices to client devices via
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`communication networks are popular, and many game titles
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`are released from a plurality of platforms. There are a
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`wide variety of types and categories of such games. Of
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`these, social games that enable a plurality of players to
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`participate in the same game are particularly gaining
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`popularity. As this type of social game, for example, the
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`following game service is commercially available: groups
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`composed of characters operated by a plurality of players
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`are formed, and players can not only participate in a
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`battle event between groups but also communicate with each
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`Patent Owner GREE, INC.
`Exhibit 2004 - Page 1 of 29
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`other. Such a game service is called M:MORPG (Massively
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`Multiplayer Online Role Playing Game), and built on
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`predetermined human relationships among players though in a
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`virtual world. As a technique of activating game operation
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`by strengthening a sense of unity and solidarity among
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`players, game presentation processing of increasing the
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`effect of successive attacks when a plurality of characters
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`belonging to the same group successively attack enemy
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`characters is known as an example. This presentation
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`processing is called "combo". Examples of known techniques
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`regarding combos include: increasing the effect of
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`successive attacks more when the number of attacks made
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`within a predetermined time from the first attack is
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`larger; and increasing the effect of successive attacks
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`more when the number of successive attacks is larger on the
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`condition that the time difference between attacks
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`successively made by two characters is within a
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`predetermined time.
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`SUJ'v'IIl1ARY
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`[0004]
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`For a plurality of players to make successive
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`attacks in cooperation with each other, the players need to
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`be proficient in the battle game to a certain extent, and
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`there is hardly any scene where inexperienced players can
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`play active parts. Since it is more advantageous in terms
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`of game development to form a group of skilled high-level
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`players, inexperienced players are not sufficiently
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`motivated to participate in the battle game.
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`Patent Owner GREE, INC.
`Exhibit 2004 - Page 2 of 29
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`[0005]
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`Embodiments of the invention solve the problem
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`stated above, and enhance low-proficiency players'
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`motivation to participate in a battle game.
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`[0006]
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`To solve the problem stated above, a method for
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`providing a battle game disclosed herein is a method for
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`providing a battle game between groups, which are composed
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`of characters operated by players through client devices,
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`to each client device via a network, wherein a server
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`device storing, for each character, a parameter which
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`serves as an indicator for developing the battle game
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`between the groups: calculates a difference in the
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`parameter between two characters belonging to the same
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`group and successive in attack order; and performs
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`presentation processing of increasing an effect of attack
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`by the group according to the difference in the parameter.
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`The parameter which serves as the indicator for developing
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`the battle game differs between a high-proficiency player
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`and a low-proficiency player. By performing the
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`presentation processing of increasing the effect of
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`successive attacks based on such a difference, it is
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`possible to create more scenes where low-proficiency
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`players can play active parts and thus activate game
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`operation.
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`[0007]
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`According to embodiments of the invention, low-
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`proficiency players' motivation to participate in a battle
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`game can be enhanced.
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`Patent Owner GREE, INC.
`Exhibit 2004 - Page 3 of 29
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`BRIEF DESCRIPTION OF THE DRAWINGS
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`[0008]
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`FIG. 1 is a diagram showing a network structure
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`of a game system according to an embodiment;
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`~00~
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`FIG. 2 is a block diagram showing a structure of
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`a server device according to the embodiment;
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`~01~
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`FIG. 3 is a block diagram showing a structure of
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`a client device according to the embodiment;
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`[0011]
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`FIG. 4 is an explanatory diagram showing an
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`example of a game screen according to the embodiment;
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`[0012]
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`FIG. 5 is an explanatory diagram of a "combo"
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`presentation effect according to the embodiment; and
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`[0013]
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`FIG. 6 is a flowchart showing flow of "combo"
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`presentation processing according to the embodiment.
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`DETAILED DESCRIPTION
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`[0014]
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`The following describes an embodiment of the
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`invention with reference to drawings.
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`FIG. 1 shows a network structure of a game system
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`100 according to this embodiment.
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`The game system 100 comprises a server device 10
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`for providing a battle game service to a plurality of
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`client devices 30 via a network 20. The server device 10
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`is a network node having a function of providing the battle
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`game service. As an example, the server device 10 is
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`composed of a host computer with high operation processing
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`capacity, though this is not a limit. As another example,
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`the server device 10 may be composed of a general-purpose
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`Patent Owner GREE, INC.
`Exhibit 2004 - Page 4 of 29
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`communication terminal device. Each client device 30 is a
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`network node having a function of receiving the battle game
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`service. As an example, the client device 30 is composed
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`of a general-purpose communication terminal device.
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`In
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`this specification, the network node for providing the
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`battle game service is referred to as "server device"
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`regardless of its operation processing capacity, and the
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`network node for receiving the battle game service is
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`referred to as "client device". The online game service is
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`provided when the server device 10 returns a response to a
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`request from the client device 30.
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`[0015]
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`The host computer constituting the server device
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`10 need not necessarily be one computer, and the server
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`device 10 may be composed of a plurality of subcomputers
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`distributed on the network 20. Examples of the general(cid:173)
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`purpose communication terminal device constituting the
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`server device 10 or the client device 30 include a desktop
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`PC, a notebook PC, a tablet PC, a laptop PC, and a mobile
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`phone. For example, the mobile phone is a handheld mobile
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`terminal such as PDC (Personal Digital Cellular), PCS
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`(Personal Communication System), GSM® (Global System for
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`Mobile communications), PHS (Personal Handy phone System),
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`or PDA (Personal Digital Assistant), and is capable of data
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`communication by a standard such as W-CDMA (Wideband Code
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`Division Multiple Access), CDMA-2000
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`(Code Division
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`Multiple Access-2000), IMT-2000 (International Mobile
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`Telecommunication-2000), or WiBro (Wireless Broadband
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`Patent Owner GREE, INC.
`Exhibit 2004 - Page 5 of 29
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`Internet). The network 20 is, for example, a communication
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`network including a wired network (e.g. LAN (Local Area
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`Network), WAN
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`(Wide Area Network), VAN (Value Added
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`Network), etc.) and a wireless network (e.g. mobile
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`communication network, satellite communication network,
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`Bluetooth, WiFi (Wireless Fidelity), HSDPA (High Speed
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`Downlink Packet Access), etc.). A gateway server for
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`conversion between communication protocols may be provided
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`between the server device 10 and the client device 30.
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`[0016]
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`FIG. 2 is a block diagram showing a structure of
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`the server device 10 according to this embodiment.
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`The server device 10 comprises a processor 11, a
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`communication interface 12, and a storage resource 13. The
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`processor 11 comprises an arithmetic logic unit for
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`processing arithmetic operations, logical operations, bit
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`operations, and the like and various registers (program
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`counter, data register, instruction register, general(cid:173)
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`purpose register, etc.). The processor 11 interprets and
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`executes a computer program 40 stored in the storage
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`resource 13, and returns responses to requests from the
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`plurality of client devices 30. The computer program 40 is
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`a program for performing game processing in response to
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`requests from the plurality of client devices 30, and
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`includes a plurality of software modules that are called in
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`a main program and executed. These software modules are
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`each a subprogram modularized to execute specific
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`processing (game operation processing, image display
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`Patent Owner GREE, INC.
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`processing, communication processing, etc.), and generated
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`using procedures, subroutines, methods, functions, data
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`structures, and so on. A module is an independently
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`compilable unit. As one of such modularized subprograms,
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`the computer program 40 includes a presentation processing
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`module 41 for performing presentation processing of the
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`battle game. The presentation processing module 41 will be
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`described in detail later.
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`[0017]
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`The storage resource 13 stores a parameter 50 for
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`each character. The parameter 50 is a variable which
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`serves as an indicator for developing the battle game, and
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`more advantageous game development is expected when the
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`parameter 50 is higher. As an example, the parameter 50
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`may be a variable indicating the degree of proficiency in
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`the battle game. The degree of proficiency represents the
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`player's skill or experience, and so is also referred to as
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`"level". The level of the player increases as the player
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`becomes more experienced in the battle game. As another
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`example, the parameter 50 may be a variable indicating the
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`"reward" acquired in the battle game. The reward is a
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`value concept such that a higher reward has an effect of
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`gaining more advantage over the opponent in development of
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`the battle game. Though the reward can be regarded as
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`resembling money in the real world, the reward need not
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`necessarily be limited to a value resembling money in game
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`processing in the virtual space. The reward may be, for
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`instance, an item for increasing the character's offensive
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`Exhibit 2004 - Page 7 of 29
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`power, an item for recovering the character's health points
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`or recovering from damage, or points added as a result of
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`damaging an enemy character. The reward may have a value
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`exchangeable between characters. As yet another example,
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`the parameter 50 may be a variable indicating the time
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`elapsed from the date on which the player participates in
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`the battle game. The parameter 50 may be a variable that
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`changes as the character's offensive ability or recovery
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`ability changes.
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`[0018]
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`The storage resource 13 is, for example, a
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`logical device provided by a storage area in a physical
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`device (e.g. a computer-readable recording medium such as a
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`disk drive or a semiconductor memory). A plurality of
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`physical devices may be mapped to one logical device, or
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`one physical device may be mapped to a plurality of logical
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`devices. Data and logs indicating the access history, play
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`status, game progress state, and the like of each client
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`device 30 are stored in the storage resource 13. The
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`communication interface 12 is a hardware module for
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`connecting to the client device 30 via the network 20, and
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`is, for example, an ISDN modem, an ADSL modem, or a cable
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`modem.
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`[0019]
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`FIG. 3 is a block diagram showing a structure of
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`the client device 30 according to this embodiment.
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`The client device 30 comprises a processor 31, an
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`audio output device 32, a communication interface 33, a
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`Patent Owner GREE, INC.
`Exhibit 2004 - Page 8 of 29
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`storage resource 34, an input device 35, and a display
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`device 36. The processor 31 includes an arithmetic logic
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`unit and various registers (program counter, data register,
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`instruction register, general-purpose register, etc.). The
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`processor 31 interprets and executes a computer program 60
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`stored in the storage resource 34, and transmits a request
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`to the server device 10 according to operation information
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`input via the input device 35 and receives a response from
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`the server device 10. The computer program 60 is an
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`application program for connecting to the server device 10
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`and receiving the battle game service. The application
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`program can be distributed from the server device 10 via
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`the network 20.
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`The storage resource 34 is a logical device
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`provided by a storage area in a physical device (e.g. a
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`computer-readable recording medium such as a disk drive or
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`a semiconductor memory), and stores an operating system
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`program, driver programs, various data, and the like used
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`for processing in the client device 10. The driver
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`programs are, for example, an input device driver program
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`for controlling the input device 35 and an output device
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`driver program for controlling each of the audio output
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`device 32 and the display device 36. The various data are,
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`for example, image data of each object or background in
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`game screens. The audio output device 32 is, for example,
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`a sound player capable of reproducing sound data such as
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`game sound effects. The communication interface 33
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`Patent Owner GREE, INC.
`Exhibit 2004 - Page 9 of 29
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`provides an interface for connecting to the server device
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`10, and includes a wireless coffiillunication interface or a
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`wired coffiillunication interface. The input device 35
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`provides an interface for receiving input operations from
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`the player, and is, for example, a touch panel, a keyboard,
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`a mouse, or the like. The display device 36 provides an
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`image display interface for game screens and the like to
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`the player, and is, for example, an organic EL display, a
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`liquid crystal display, a CRT display, or the like.
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`[0021]
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`When the player operates the input device 35 to
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`input authentication information (e.g. an ID and a
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`password) and log into the game service of the server
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`device 10, a My Page screen associated with the
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`authentication information of the player is displayed on
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`the display device 36. A menu screen about a group to
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`which each individual player belongs is displayed in the My
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`Page screen. The "group" is a virtual collection composed
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`of characters operated by players through client devices 30.
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`The group may be created or formed on a game title basis,
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`or be coffiillon to a plurality of game titles. The group
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`formed for such a purpose is also called "guild", "party",
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`"team", "coffiillunity", or the like in the field of social
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`games. The "character" is a virtual object acting in the
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`virtual space on behalf of the player according to the
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`player's instructions.
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`[0022]
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`A character operated by a player who has
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`Patent Owner GREE, INC.
`Exhibit 2004 - Page 10 of 29
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`previously participated in the game service provided by the
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`server device 10 basically belongs to some group, and the
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`corresponding history information is stored in the storage
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`resource 13 in the server device 10 in association with the
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`authentication information of the player. Based on this
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`history information, an edit menu screen about the group is
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`displayed on the display device 36. On the other hand, a
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`character operated by a player who participates in the game
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`service provided by the server device 10 for the first time
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`basically does not belong to any specific group.
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`Accordingly, a menu screen for joining a group (e.g. a
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`screen for searching for a group or forming a new group) is
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`displayed on the display device 36. When the player,
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`having decided or selected the group to which he or she
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`belongs, selects to participate in the game service, a
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`screen of a game event held at the time is displayed on the
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`display device 36.
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`~02~
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`FIG. 4 is an explanatory diagram showing an
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`example of a game screen 200 according to this embodiment.
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`The game screen 200 comprises an event field 201
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`and a palette 202. The event field 201 is a virtual field
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`in which a battle game between groups 300 and 400 is
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`developed. Characters 301, 302, and 303 belonging to the
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`group 300 and characters 401, 402, and 403 belonging to the
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`other group 400 are displayed in the event field 201. A
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`battle between groups is called "guild battle", or "GvG"
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`based on the first letter (G) of the word "guild". The
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`Patent Owner GREE, INC.
`Exhibit 2004 - Page 11 of 29
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`characters belonging to the same group attack the opponent
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`characters belonging to the opponent group while
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`communicating with each other. The palette 202 is a
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`virtual area for deciding, by lottery, "skills" available
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`when each character attacks its opponent character. A deck
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`600 which is a virtual set of cards and a plurality of
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`cards 601, 602, and 603 selected from the deck 600 are
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`displayed in the palette 202. A representation
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`(illustration or text) of a type of skill and a specific
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`item related to the skill are drawn in each card.
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`In
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`addition, an attack value (points of a skill or exercised
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`attack) and a defense value are set in each card. Each
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`player turns over the plurality of cards 601, 602, and 603
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`from the deck 600, and attacks the opponent character
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`according to the combination of skills, attack values,
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`specific items, defense values, and the like shown in the
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`cards 601, 602, and 603. Damage inflicted on the opponent
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`character and damage inflicted on the character of the
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`player are then calculated. A gauge 501 displays the
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`number of attacks successively made by the characters 301,
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`302, and 303 belonging to the group 300 on the opponent
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`characters 401, 402, and 403. Likewise, a gauge 502
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`displays the number of attacks successively made by the
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`characters 401, 402, and 403 belonging to the group 400 on
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`the opponent characters 301, 302, and 303.
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`The number of
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`successive attacks is referred to as "combo count", and the
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`gauges 501 and 502 displaying the combo counts are each
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`referred to as "combo gauge".
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`Patent Owner GREE, INC.
`Exhibit 2004 - Page 12 of 29
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`[0024]
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`FIG. 5 is an explanatory diagram of a "combo"
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`presentation effect according to this embodiment.
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`The presentation processing module 41 performs
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`presentation processing of increasing, according to the
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`difference in the parameter 50 between two characters
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`belonging to the same group and successive in the attack
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`order, the effect of attack by the group. For example, the
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`character 301 attacks the character 401 at time tl and,
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`following this, the character 302 attacks the character 402
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`at time t2. Here, the effect of attack by the group 300
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`(e.g. the attack by the character 302 on the character 402)
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`is increased more when the difference nPl in the parameter
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`50 between the two characters 301 and 302 is larger.
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`Following this, the character 303 attacks the character 403
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`at time t3. Here, the effect of attack by the group 300
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`(e.g. the attack by the character 303 on the character 403)
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`is increased more when the difference nP2 in the parameter
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`50 between the two characters 302 and 303 is larger.
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`~02~
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`If the parameter 50 is set to indicate the degree
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`of proficiency in the battle game, for example, the effect
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`of successive attacks can be increased by successively
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`making an attack by a character operated by a player with a
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`high degree of proficiency in the battle game and an attack
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`by a character operated by a player with a
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`low degree of
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`proficiency in the battle game. This creates more scenes
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`where players with low proficiency in the battle game can
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`Patent Owner GREE, INC.
`Exhibit 2004 - Page 13 of 29
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`play active parts, making the social game more active.
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`In
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`particular, inexperienced players are effectively motivated
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`to participate in the game. Moreover, since the order of
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`characters to make successive attacks is important in such
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`presentation processing, the communication among the
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`players belonging to the same group is encouraged, and the
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`solidarity in the group is strengthened.
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`If the parameter
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`50 is set to indicate the reward, for example, the effect
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`of successive attacks can be increased by successively
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`making an attack by a character operated by a player with a
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`high acquired reward and an attack by a character operated
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`by a player with a
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`low acquired reward. This creates more
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`scenes where players with low acquired rewards can play
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`active parts.
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`If the parameter 50 is set to indicate the
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`time elapsed from the date of participation in the battle
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`game, for example, the effect of successive attacks can be
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`increased by successively making an attack by a character
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`operated by a veteran player with a long time elapsed from
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`the date of participation in the battle game and an attack
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`by a character operated by a beginner player with a short
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`time elapsed from the date of participation in the battle
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`game. This creates more scenes where beginner players can
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`play active parts.
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`The effect of successive attacks by the plurality
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`of characters may be controlled according to not only the
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`difference in the parameter 50 between the plurality of
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`characters but also the number of successive attacks. For
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`Patent Owner GREE, INC.
`Exhibit 2004 - Page 14 of 29
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`instance, the effect of successive attacks may be increased
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`more when the number of attacks made by any characters in
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`the group 300 within a predetermined time from time tl at
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`which the first attack starts is larger. Alternatively,
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`the effect of successive attacks may be increased more when
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`the number of successive attacks is larger on the condition
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`that the time difference ("t2 -
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`tl" or "t3 -
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`t2") between
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`attacks successively made by two characters is within a
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`predetermined time.
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`[0027]
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`FIG. 6 is a flowchart showing flow of "combo"
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`presentation processing according to this embodiment.
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`When the presentation processing module 41
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`detects successive attacks by two characters belonging to
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`the same group (step 101: YES), the presentation processing
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`module 41 calculates the difference in the parameter 50
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`between the two characters successive in the attack order
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`(step 102), and performs presentation processing of
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`increasing the effect of attack by the group according to
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`the difference in the parameter 50 (step 103). The
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`presentation processing module 41 is a subprogram written
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`using a command set for causing the server device 10 to
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`execute the process of steps 101 to 103.
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`[0028]
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`Though the above-mentioned "combo" presentation
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`processing is realized by the presentation processing
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`module 41 and the processor 11 in cooperation with each
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`other, the same presentation processing may be performed by
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`Patent Owner GREE, INC.
`Exhibit 2004 - Page 15 of 29
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`a dedicated hardware resource (e.g. an application specific
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`integrated circuit (ASIC)) or firmware. Moreover, the
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`computer program 40 may be written in, for example, an
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`object-oriented language.
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`In the object-oriented language,
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`the characters 301 to 303 and 401 to 403 are treated as
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`objects, the parameter 50 is defined as an "attribute value"
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`of each of the characters 301 to 303 and 401 to 403, and
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`the behavior (e.g. attack) of each of the characters 301 to
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`303 and 401 to 403 is defined as a "method" of the
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`corresponding character, to enable battle game processing.
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`Image display can be controlled by treating not only the
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`characters 301 to 303 and 401 to 403 but also the gauges
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`501 and 502, the cards 601, 602, and 603, and the like
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`displayed in the game screen 200 as objects and defining
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`their "attribute values" and "methods". The computer
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`program 40 is not limited to the object-oriented language,
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`and may be written in, for example, a procedure-oriented
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`language. The computer program 40 may be encoded in a
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`predetermined signal format and transmitted between nodes
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`via a transmission medium (wired communication network) or
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`a transmission wave (radio wave).
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`The embodiment described above is merely
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`illustrative of the invention, and the invention should not
`
`be limited to the embodiment. Various modifications are
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`possible, without departing from the scope of the invention.
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`For example, a person skilled in the art can replace one or
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`more resources (hardware resources or software resources)
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`Patent Owner GREE, INC.
`Exhibit 2004 - Page 16 of 29
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`described in the embodiment with their equivalents, and
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`such replacement is also included within the scope of the
`
`invention.
`
`According to embodiments of the invention, more
`
`scenes where players with low proficiency in a battle game
`
`can play active parts are created, thus enhancing such
`
`players' motivation to participate in the game.
`
`In
`
`particular, the invention can be widely used for activities
`
`such as design, manufacture, and sales of all online games
`
`distributed, provided, and implemented in client server
`
`game systems.
`
`DESCRIPTION OF REFERENCE NUMERALS
`
`[0025]
`
`10: server device
`
`11: processor
`
`12: communication interface
`
`13: storage resource
`
`20: network
`
`30: client device
`
`31: processor
`
`32: audio output device
`
`33: communication interface
`
`34: storage resource
`
`35: input device
`
`36: display device
`
`40: computer program
`
`Patent Owner GREE, INC.
`Exhibit 2004 - Page 17 of 29
`
`
`
`- 18 -
`
`41: presentation processing module
`
`50: parameter
`
`60: computer program
`
`100: game system
`
`Patent Owner GREE, INC.
`Exhibit 2004 - Page 18 of 29
`
`
`
`- 19 -
`
`WHAT IS CLAIMED IS:
`
`1. A method for providing a battle game to each of
`
`a plurality of client devices via a network, comprising:
`
`storing, by a server device, for each of a
`
`plurality of characters, a parameter that serves as an
`
`indicator for developing the battle game; and
`
`controlling, by a processor of the server device,
`
`an effect of attack by a group, according to a difference
`
`in the parameter between two characters belonging to the
`
`same group and successive in attack order and to a number
`
`of attacks within a predetermined time by any characters in
`
`the group.
`
`2. The method according to claim 1, further
`
`comprising performing, by the processor of the server
`
`device, presentation processing of increasing the effect of
`
`attack by the group more when the difference in the
`
`parameter between the two characters successive in attack
`
`order is larger.
`
`3. The method according to claim 1, further
`
`comprising performing, by the processor of the server
`
`device, presentation processing of increasing the effect of
`
`attack by the group more when the number of successive
`
`attacks by a plurality of characters belonging to the same
`
`group is larger.
`
`4. The method according to claim 1, wherein the
`
`Patent Owner GREE, INC.
`Exhibit 2004 - Page 19 of 29
`
`
`
`- 20 -
`
`parameter indicates any of a degree of proficiency in the
`
`battle game, a reward acquired in the battle game, and a
`
`time elapsed from a date of participation in the battle
`
`game.
`
`5. A method executed in a client device operated
`
`by a player, the client device being connectable to a
`
`server device via a communication line, the method
`
`comprising:
`
`receiving, by a processor of the client device,
`
`information necessary for a battle game from the server
`
`device; and
`
`displaying, by the processor, on a display device,
`
`an effect of attack by a group, wherein the effect is
`
`controlled in accordance with a difference in a parameter
`
`between two characters belonging to the same group and
`
`successive in attack order and with a number of attacks
`
`within a predetermined time by any characters in the group.
`
`6. The method according to claim 5, wherein
`
`displaying, by the processor, comprises displaying
`
`presentation processing of increasing the effect of attack
`
`by the group more when the difference in the parameter
`
`between the two characters successive in attack order is
`
`larger.
`
`7. The method according to claim 5, wherein
`
`displaying, by the processor, comprises displaying
`
`Patent Owner GREE, INC.
`Exhibit 2004 - Page 20 of 29
`
`
`
`- 21 -
`
`presentation processing of increasing the effect of attack
`
`by the group more when the number of successive attacks by
`
`a plurality of characters belonging to the same group is
`
`larger.
`
`8. The method according to claim 5, wherein the
`
`parameter indicates any of a degree of proficiency in the
`
`battle game, a reward acquired in the battle game, and a
`
`time elapsed from a date of participation in the battle
`
`game.
`
`9. A system comprising: a client device operated
`
`by a player; and a server device for providing a battle
`
`game to each client device via a network, the server device
`
`comprising:
`
`a processor; and
`
`a computer-readable recording medium operative
`
`under command of the processor to store, for each character,
`
`a parameter that serves as an indicator for developing the
`
`battle game;
`
`wherein the processor is operative to control an
`
`effect of attack by a group, according to a difference in
`
`the parameter between two characters belonging to the same
`
`group and successive in attack order and to the number of
`
`attacks within a predetermined time by any characters in
`
`the group.
`
`10. The system according to claim 9, wherein the
`
`Patent Owner GREE, INC.
`Exhibit 2004 - Page 21 of 29
`
`
`
`- 22 -
`
`processor is further operative to control presentation
`
`processing of increasing the effect of attack by the group
`
`more when the difference in the parameter between the two
`
`characters successive in attack order is larger.
`
`11. The system according to claim 9, wherein the
`
`processor is further operative to control presentation
`
`processing of increasing the effect of attack by the group
`
`more when the number of successive attacks by a plurality
`
`of characters belonging to the same group is larger is
`
`performed by the processor of the server device.
`
`12. The system according to claim 9, wherein the
`
`parameter indicates any of a degree of proficiency in the
`
`battle game, a reward acquired in the battle game, and a
`
`time elapsed from a date of participation in the battle
`
`game.
`
`Patent Owner GREE, INC.
`Exhibit 2004 - Page 22 of 29
`
`
`
`- 23 -
`
`ABSTRACT
`
`Low-proficiency players' motivation to participate
`
`in a battle game is enhanced. A server device calculates a
`
`difference nPl in a parameter between two characters
`
`belonging to the same group and successive in attack order,
`
`and performs presentation processing of increasing the
`
`effect of successive attacks by the two characters
`
`according to the difference nPl in the parameter. The
`
`parameter serves as an indicator for developing the battle
`
`game, and indicates, for example, the degree of proficiency
`
`in the battle game.
`
`86331839.2
`
`Patent Owner GREE, INC.
`Exhibit 2004 - Page 23 of 29
`
`
`
`FIG. 1
`
`SERVER
`DEVICE
`
`10
`
`100 I
`
`-Jo.
`0)
`
`CLIENT
`DEVICE
`
`CLIENT
`DEVICE
`
`CLIENT
`DEVICE
`
`30
`
`30
`
`30
`
`Patent Owner GREE, INC.
`Exhibit 2004 - Page 24 of 29
`
`
`
`FIG. 2
`
`11
`
`. PROCESSOR
`
`.
`
`12
`
`COMMUNICATION
`INTERFACE
`
`-
`
`10
`I
`
`STORAGE
`RESOURCE
`
`PROGRAM
`
`PRESENTATION
`PROCESSING MODULE
`
`__..
`
`__.,..
`
`40
`
`41
`
`PARAMETER
`
`50
`
`~
`
`13
`
`~
`
`Patent Owner GREE, INC.
`Exhibit 2004 - Page 25 of 29
`
`
`
`FIG. 3
`
`30
`,1
`
`31
`
`PROCESSOR
`
`-
`
`34
`
`STORAGE V
`RESOURCE
`
`PROGRAM --- 60
`
`32
`
`AUDIO OUTPUT
`DEVICE
`
`33
`
`COMMUNICATION
`INTERFACE
`
`-
`
`-
`
`INPUT
`DEVICE
`
`i - - -
`
`35
`
`DISPLAY
`DEVICE
`
`i - - -
`
`36
`
`w
`aS
`
`Patent Owner GREE, INC.
`Exhibit 2004 - Page 26 of 29
`
`
`
`FIG. 4
`FIG. 4
`
`501
`
`502
`
`300·-,k,J
`300 >>}...
`
`301
`301
`302-r-~~---~
`302
`
`303
`303
`
`I
`
`f
`
`r
`
`:
`
`\.--
`
`200
`
`201
`
`,., .. -400
`, ....
`
`-401
`
`I
`
`I
`
`402
`
`403
`
`o/b
`~ a5
`
`200 ;
`
`202
`
`-
`
`I
`
`202
`
`601
`
`602
`
`603
`
`600
`
`Patent Owner GREE, INC.
`Exhibit 2004 - Page 27 of 29
`
`Patent Owner GREE, INC.
`Exhibit 2004 - Page 27 of 29
`
`
`
`FIG. 5
`FIG. 5
`
`401
`401
`
`402
`402
`
`301
`301
`
`API
`
`302
`
`6 |,
`+ t1
`t,. Pl I 302
`t t2
`SS |,
`
`CJ'1
`aOo
`a5
`
`6&|.
`+ t3
`
`~P2
`AP2
`
`303
`303
`
`403
`403
`
`TIME
`TIME
`
`Patent Owner