`Suzuki
`
`( 10 ) Patent No .: US 10,583,362 B2
`( 45 ) Date of Patent :
`* Mar . 10 , 2020
`
`US010583362B2
`
`( 54 )
`
`( 63 )
`
`CHANGING BATTLE CARD GAME
`CONDITIONS DURING DIFFERENT TERMS
`( 71 ) Applicant : GREE , Inc. , Tokyo ( JP )
`( 72 ) Inventor : Koichi Suzuki , Tokyo ( JP )
`( 73 ) Assignee : GREE , Inc. , Tokyo ( JP )
`( * ) Notice :
`the term of this
`Subject to any disclaim
`patent is extended or adjusted under 35
`U.S.C. 154 ( b ) by 0 days .
`This patent is subject to a terminal dis
`claimer .
`( 21 ) Appl . No .: 16 / 445,642
`( 22 )
`Jun . 19 , 2019
`Filed :
`( 65 )
`Prior Publication Data
`US 2019/0299096 A1 Oct. 3 , 2019
`Related U.S. Application Data
`Continuation of application No. 14 / 631,221 , filed on
`Feb. 25 , 2015 , now Pat . No. 10,518,177 .
`Foreign Application Priority Data
`( 30 )
`Feb. 25 , 2014
`( JP )
`2014-034003
`( 51 )
`Int . Cl .
`A63F 13/822
`A63F 13/44
`A63F 13/58
`U.S. CI .
`CPC
`
`( 2014.01 )
`( 2014.01 )
`( 2014.01 )
`A63F 13/44 ( 2014.09 ) ; A63F 13/58
`( 2014.09 ) ; A63F 13/822 ( 2014.09 )
`Field of Classification Search
`None
`See application file for complete search history .
`
`( 52 )
`
`( 58 )
`
`( 56 )
`
`2004/0143852 A1
`2005/0054402 A1
`
`References Cited
`U.S. PATENT DOCUMENTS
`7/2004 Meyers
`3/2005 Noguchi et al .
`( Continued )
`FOREIGN PATENT DOCUMENTS
`
`JP
`JP
`
`5/2001
`2001-129254 A
`10/2002
`2002-301264 A
`( Continued )
`
`OTHER PUBLICATIONS
`Japanese Office Action dated Apr. 21 , 2015 , in connection with JP
`Application No. 2014-034003 ( 7 pgs ) .
`( Continued )
`
`Primary Examiner Damon J Pierce
`( 74 ) Attorney , Agent , or Firm — Maier & Maier , PLLC
`
`( 57 )
`ABSTRACT
`Players with a wide range of levels or attack strength can
`enjoy a time - limited group battle , and the participation rate
`can be expected to improve throughout the set time slot . A
`battle time managing unit refers to a timer and a memory
`resource to manage the time of a battle between groups . A
`battle condition extraction unit refers to the memory
`resource and checks whether to change a battle condition
`during the time of the battle . A target changing unit refers to
`the memory resource to set a target of change based on the
`battle condition . A battle condition changing unit changes
`the battle condition for the target of change that was selected
`by the target changing unit . Based on the changed battle
`condition , a battle rendering unit executes rendition process
`ing for the game related to the battle .
`
`27 Claims , 8 Drawing Sheets
`
`BT
`
`L
`
`F
`
`M
`
`Increase the attack points
`of the five members with the
`lowest battle ability by 30 %
`
`Increase the attack points of
`cards classified under the
`water attribute by 30 %
`
`Increase the attack points of
`female players by 30 %
`
`F
`
`BT
`
`L
`
`Battle with regular battle conditions
`
`Set battle condition based on results
`in first half
`( provide a reward or increase attack strength )
`
`S
`
`FE / LS
`
`E
`
`Supercell
`Exhibit 1003
`Page 1
`
`
`
`( 56 )
`
`2013/0344940 Al
`2014/0213356 Al
`2014/0295973 Al
`
`JP
`JP
`JP
`JP
`JP
`JP
`JP
`JP
`JP
`JP
`
`References Cited
`U.S. PATENT DOCUMENTS
`2007/0066403 Al
`3/2007 Conkwright
`2007/0265046 A1 11/2007 Sato
`2008/0254849 Al 10/2008 Nomura et al .
`2013/0288794 A1 * 10/2013 Ando
`12/2013 Kurabayashi et al .
`7/2014 Iwano et al .
`10/2014 Inagawa et al .
`FOREIGN PATENT DOCUMENTS
`4/2003
`2/2005
`1/2006
`5/2008
`5/2011
`2/2013
`12/2013
`1/2014
`12/2014
`9/2015
`
`2003-123089 A
`2005-034276 A
`2006-014956 A
`2008-113858 A
`2011-098013 A
`2013-034828 A
`2013244126 A
`5382896 B1
`2014-226408 A
`2015-157002 A
`
`US 10,583,362 B2
`Page 2
`
`A63F 13/69
`463/31
`
`Japanese Notice of Reasons for Revocation of a Patent dated Jan.
`15 , 2018 , in connection with JP Opposition Case No. 2017-700609
`of JP Patent No. 6043844 ( 22 pgs . , including English translation ) .
`Japanese Decision on Patent Opposition dated Jun . 19 , 2018 ,
`received on Jul . 3 , 2018 , in connection with JP Opposition Case No.
`2017-700609 of JP Patent No. 6043844 ( 26 pgs . , including English
`translation ) .
`Japanese Omihara watersweight fight - fighting cap ( web page )
`dated Oct. 24 , 2013 ( search on May 11 , 2017 ) , in connection with
`JP Opposition Case No. 2017-700609 of JP Patent No. 6043844
`( 108 pgs . , including a partial English translation ) . http : // seesaawiki .
`jp / fantasica / d / % C2 % E7 % B3 % A4 % B8 % B6 % BF % E5 % BE % E5 %
`C0 % EF .
`Japanese [ Exclusive Information ] Finally “ Dolly ” to Famitsu App
`( web page ) dated Aug. 22 , 2012 ( saved on Aug. 27 , 2012 , search on
`May 11 , 2017 ) , in connection with JP Opposition Case No. 2017
`700609 of JP Patent No. 6043844 ( 11 pgs . , including partial English
`translation ) . http://web.archive.org/web/20120827001459/http://app .
`famitsu.com:80/20120822_84305/ .
`Japanese ( Dr. X Department ) Dedicated to beginners ! Explanation
`about “ Drago Leagues ” ( Capture 4th Baron Masarl Hen ) ( web page )
`dated Mar. 25 , 2013 ( saved on Mar. 27 , 2013 , search on May 11 ,
`2017 ) , in connection with JP Opposition Case No. 2017-700609 of
`JP Patent No. 6043844 ( 19 pgs . , including partial English transla
`tion ) . http://web.archive.org/web/20130327024836/https://app.famitsu .
`com / 20130325_143480 / .
`Enterbrain Inc. , “ Great collision guardian break ” , Weekly Famitsu
`( Famitsu mobage ) ( web page ) dated Jan. 10 , 2013 , in connection
`with JP Opposition Case No. 2017-700609 of JP Patent No. 6043844
`( 5pgs . , including partial English translation ) .
`Great clash ! Guardian Break Characteristic Event Bonus Game
`Strategy Information ( GREE Mobage— Other ) , dated Oct. 21 , 2012
`( search on May 11 , 2017 ) , in connection with JP Opposition Case
`No. 2017-700609 of JP Patent No. 6043844 ( 7 pgs . , including
`partial English translation ) . http://barbarossa7.doorblog.jp/archives/
`19185151.html .
`“ Ixion Saaga ” Posted a Tactical Battle Test play report . What is the
`evaluation of the newly added online matchup “ base battle ” ( Crush
`or Build ) ? ( web page ) dated Jun . 6 , 2012 ( saved on Jun . 5 , 2012 ,
`search on May 31 , 2017 ) , in connection with JP Opposition Case
`No. 2017-700609 of JP Patent No. 6043844 ( 23 pgs . , including
`partial English translation . ) . https://web.archive.org/web/
`20120605172904 / http : //www.4gamer.net : 80 / games / 136 / G013604 /
`20120601030 / .
`State - of - the - art online action RPG C9 ( Continent of the Ninth )
`Pmang Official Site Game Guide ( web page ) dated Sep. 1 , 2013
`( saved on Sep. 1 , 2013 , search on May 31 , 2017 ) , in connection with
`JP Opposition Case No. 2017-700609 of JP Patent No. 6043844 ( 25
`pgs . , including partial English translation ) . https://web.archive.org/
`web / 20130901235716 / http : /c9.pmang.jp/game_guides/266 .
`Japanese Office Action dated Jan. 7 , 2020 , in connection with
`counterpart JP Application No. 2018-236124 ( 5 pgs . , including
`machine - generated English translation ) .
`* cited by examiner
`
`OTHER PUBLICATIONS
`Japanese Office Action dated Sep. 8 , 2015 , in connection with
`corresponding JP Application No. 2015-158515 ( 7 pgs , including
`English translation ) .
`Official Decision of Refusal of corresponding JP2015-158515 dated
`Jan. 19 , 2016. 5 pgs .
`Japanese Office Action dated Apr. 4 , 2017 , in connection with
`corresponding JP Application No. 2016-054177 ( 10 pgs . , including
`English translation ) .
`Qbist Inc. , The PlayStation 2 Books Iron Fist 5 Perfect Guide ,
`Softbank Publishing Inc. , Jun . 30 , 2005 , Second Edition , p . 27 ( 4
`pgs . ) .
`Studio BentStuff Co. , Ltd. , Seiken Densetsu 4 Dissolution Book ,
`Koichi Hamamura , Mar. 6 , 2007 , First Edition , p . 426 ( 3 pgs . ) .
`Japanese Office Action dated Aug. 15 , 2017 , in connection with
`corresponding JP Application No. 2016-054177 ( 8 pgs . , including
`English translation ) .
`Office Action dated May 22 , 2018 in corresponding Japanese
`Application No. 2018-025731 ; 13 pages .
`Ayu ; Dragon's Shadow ; BoomApp Games ; [ online ] URL : http : //
`boom-app.com/etry/dragons-shadow-eventO2 ; Jun . 3 , 2013 ; search
`on May 7 , 2018 ; 7 pages .
`gpara.com ; Gree “ Tanken Driland ” , The 2nd Guilde Battle Event
`" Guild League ” ; [ online ] URL ; http // www.gpara.com / infos / view /
`3235 ; Jun . 27 , 2013 ; search on May 7 , 2018 ; 4 pages .
`Japanese Notice of Reasons for Revocation of a Patent dated Oct.
`4 , 2017 , in connection with JP Opposition Case No. 2017-700609
`of JP Patent No. 6043844 ( 4 pgs . , including English translation ) .
`
`Supercell
`Exhibit 1003
`Page 2
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`
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`U.S. Patent
`
`Mar. 10 , 2020
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`Sheet 1 of 8
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`US 10,583,362 B2
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`FIG . 1
`
`100
`
`Server
`device
`
`?
`
`10
`
`20
`
`Client
`device
`
`30
`
`Client
`device
`
`Client
`device
`
`30
`
`30
`
`Supercell
`Exhibit 1003
`Page 3
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`
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`U.S. Patent
`
`Mar. 10 , 2020
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`Sheet 2 of 8
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`US 10,583,362 B2
`
`11
`
`Processor
`
`12
`
`Communication
`interface
`
`FIG . 2
`
`Memory resource
`
`Program
`Rendition processing module
`Quest processing unit
`
`Gacha processing unit
`
`Integrating unit
`Secondary Battle
`processing unit
`Battle processing unit
`
`Parameters
`
`13
`
`10 10
`
`-40
`
`-50
`51
`
`52
`53
`
`54
`
`60
`
`70
`
`Supercell
`Exhibit 1003
`Page 4
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`
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`U.S. Patent
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`Mar. 10 , 2020
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`Sheet 3 of 8
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`US 10,583,362 B2
`
`FIG . 3
`
`30
`
`Memory resource
`
`Program
`
`Input device
`
`Display device
`
`34
`
`80
`
`35
`
`36
`
`31
`
`Processor
`
`32
`
`Audio output
`device
`
`33
`
`Communication
`interface
`
`Supercell
`Exhibit 1003
`Page 5
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`
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`U.S. Patent
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`Mar. 10 , 2020
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`Sheet 4 of 8
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`US 10,583,362 B2
`
`FIG . 4A
`
`501
`
`502
`
`300
`
`301
`
`302
`
`303
`
`!
`
`1
`
`O
`
`--
`
`o
`
`O
`
`?
`
`?
`
`1
`
`1
`
`1
`1
`
`-
`
`1 1
`
`601 602 603
`
`600
`
`200
`
`201
`
`400
`
`401
`
`402
`
`403
`
`202
`
`Supercell
`Exhibit 1003
`Page 6
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`
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`U.S. Patent
`
`Mar. 10 , 2020
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`Sheet 5 of 8
`
`US 10,583,362 B2
`
`FIG . 4B
`
`A
`
`S
`
`Df
`
`601 602 603
`
`Supercell
`Exhibit 1003
`Page 7
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`
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`U.S. Patent
`
`Mar. 10 , 2020
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`Sheet 6 of 8
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`US 10,583,362 B2
`
`FIG . 5
`
`Battle processing unit
`
`Battle time
`managing unit
`
`Battle condition
`extraction unit
`
`Target changing unit
`
`Battle condition
`changing unit
`
`Battle result
`tallying unit
`
`Battle rendering unit
`
`60
`
`61
`
`62
`
`63
`
`64
`
`65
`
`66
`
`FIG . 6
`
`F
`
`M
`
`BT
`
`L
`
`First portion of battle
`
`Middle portion of battle
`
`Last portion of battle
`
`S
`
`MS
`
`ME / LS
`
`E
`
`Supercell
`Exhibit 1003
`Page 8
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`
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`U.S. Patent
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`Mar. 10 , 2020
`
`Sheet 7 of 8
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`US 10,583,362 B2
`
`FIG . ??
`
`F
`
`M
`
`BT
`
`L
`
`Increase the attack points
`of the five members with the
`lowest battle ability by 30 %
`
`Increase the attack points of
`cards classified under the
`water attribute by 30 %
`
`Increase the attack points of
`female players by 30 %
`
`FIG . 7B
`
`F
`
`BT
`
`L
`
`Battle with regular battle conditions
`
`Set battle condition based on results
`in first half
`( provide a reward or increase attack strength )
`
`S
`
`FE / LS
`
`E
`
`Supercell
`Exhibit 1003
`Page 9
`
`
`
`U.S. Patent
`
`Mar. 10 , 2020
`
`Sheet 8 of 8
`
`US 10,583,362 B2
`
`S101
`
`S102
`
`S103
`
`S104 .
`
`S105 .
`
`$ 106
`
`S109
`
`S110
`
`S111
`
`Start
`
`Battle time reached ?
`
`YES
`
`Battle condition changed ?
`
`YES
`
`Extract battle condition
`
`Is there a target
`of change ?
`YES
`
`Set target of change
`
`Change battle condition
`for target of change
`
`Execute battle processing
`
`FIG . 8
`
`NO
`
`NO
`
`NO
`
`S107
`
`$ 108
`
`Is it necessary to
`tally battle results ?
`
`YES
`
`Set tally results
`as battle condition
`
`NO
`
`Is there a next
`subdivided time slot ?
`YES
`
`Has subdivided time
`slot been reached ?
`
`YES
`
`NO
`
`NO
`
`S112
`
`Has end time been reached ?
`
`NO
`
`S113 .
`
`YES
`
`End battle processing
`
`End
`
`Supercell
`Exhibit 1003
`Page 10
`
`
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`US 10,583,362 B2
`
`1
`CHANGING BATTLE CARD GAME
`CONDITIONS DURING DIFFERENT TERMS
`
`2
`SUMMARY
`In a time slot group battle , the participation rate of group
`members in the battle tends to increase in the last half of the
`CROSS - REFERENCE TO RELATED
`5 time slot . One reason is that players intentionally concen
`APPLICATION
`trate their attacks near the end of the time slot . This strategy
`does not provide the opponent time to counterattack and
`This application is a continuation of U.S. patent applica
`allows for an effective attack by augmenting the attack
`tion Ser . No. 14 / 631,221 , filed Feb. 25 , 2015 , entitled
`“ GAME CONTROL METHOD , SYSTEM , AND NON strength through consecutive attacks by multiple players in
`TRANSITORY COMPUTER - READABLE RECORDING 10 a short period of time in the last half ( i.e. a combo ) . Another
`reason is that subduing the boss in the last half earns a high
`MEDIUM , ” which claims benefit of priority to Japanese
`number of points , whereas even if players actively partici
`Patent Application No. 2014-034003 filed Feb. 25 , 2014 , the
`pate in the battle and attack the enemy in the first half , they
`entire contents of which are incorporated herein by refer
`may easily suffer a reverse in the last half . Other reasons
`ence .
`15 include how limits are often placed on the number of attacks
`in the group battle , the battle points provided at the start of
`FIELD
`the battle , and the like , so that if players actively participate
`in the first half , they may use up their battle points , i.e. run
`Exemplary embodiments of the present disclosure relate
`out of ammo , in the last half and be unable to attack .
`The game provider , however , wants players to participate
`to a game control method , a system , and a non - transitory 20
`computer - readable recording medium for providing client
`actively in the battle throughout the entire time set for the
`devices with a battle game over a network .
`group battle and to enjoy the game during the entire set time .
`Another issue is that groups include players ranging from
`experienced game players to beginners with a low level and
`BACKGROUND
`25 attack strength who have just started the game . Time slot
`group battles , however , are often not divided up by level , as
`In recent years , online game services provided to client
`is a battle with a strong enemy ( raid boss ) that appears
`devices by a server device over a communication network
`during a quest . Hence , a battle may be fought with oppo
`have grown popular , and many game titles have been
`nents having vastly dissimilar attack strengths . In this case ,
`released on multiple platforms . These games are available in
`a variety of types and categories . Among such games , social 30 beginners not experienced with the game cannot fully under
`games that allow multiple players to participate in the same
`stand effective attacks , such as combos , or the “ unwritten
`game are especially booming .
`rules ” of an experienced group such as the timing within the
`One type of social game that has been proposed is a game
`guild for attacks . Beginners may therefore be unsuccessful .
`in which a group ( i.e. a guild ) is formed whose members are
`As a result , beginners may end up passively participating in
`characters each controlled by a player . The group then 35 a group battle . Under these circumstances , is therefore
`battles monster characters or the like ( for example , JP2013
`preferable to provide a game that allows players with a wide
`244126 ) . Besides a " guild ” , such a group may be referred to
`range of levels to enjoy a time slot group battle without
`as a “ party ” , “ team ” , “ community ” , or the like depending on
`regard for level .
`the game .
`Embodiments of the present disclosure have been con
`Recently , games with a function to allow groups of 40 ceived in light of these circumstances and provides a game
`control method , a system , and a non - transitory computer
`players to battle each other have been proposed . This
`function is particularly referred to as “ Guild vs Guild ” ,
`readable recording medium that allow a wide range of
`abbreviated as “ GvG ” . In GVG , a predetermined time slot
`players to enjoy a group battle without regard for difference
`within a day is set , such as one hour from 20:00 to 21:00 ( a
`in level , degree of attack strength , or the like and that , in a
`shorter time slot being 30 minutes , and a longer time slot 45 group battle limited to a time slot , improve the participation
`being two hours ) . The assembled groups then battle during
`rate throughout the set time slot .
`this time slot ( e.g. a “ guild battle ” ) . In some games , a
`A game control method according to an exemplary aspect
`plurality of time slots is set for holding a group battle .
`of the present disclosure can include the steps of : ( a )
`A group battle during a predetermined time slot ( i.e. a
`dividing a battle time into a plurality of time slots in a battle
`time slot group battle ) is , for example , held as follows . One 50 game between groups with a battle time managing unit
`way is for a player who has entry authority , such as the
`stored in a memory , the battle time managing unit further
`master who is the leader of the group or the junior master
`comprising a timer , and members of a group being charac
`who is the sub - leader , to enter the battle by selecting a
`ters stored in the memory , each character controlled by a
`predetermined time slot from among a plurality of set battle
`player via a client device sending requests to a server ; ( b )
`time slots . The group can thus participate in the group battle . 55 setting a battle condition of at least one of the time slots in
`Another way is for all groups to be randomly combined in
`the plurality of time slots with a battle condition changing
`time slots set in advance ( such as one battle in the afternoon
`unit in the memory to differ from a battle condition of a
`and another in the evening ) , with battles proceeding in
`second time slot in the plurality of time slots based on data
`from a battle condition extraction unit in the memory and a
`accordance with the arbitrary combinations .
`There is also a variety of types of battles . Examples 60 target changing unit in the memory ; and ( c ) conducting the
`include determining victory based on the total number of
`battle game on the server by a battle rendering unit in the
`times characters of the opponent group are defeated , deter
`memory based on the battle condition whereby at least one
`mining victory based on whether all of the participating
`of the time slots in the plurality of time slots is different from
`characters in the opponent group are eliminated , and deter
`the second time slot in the plurality of time slots .
`mining victory based on the amount of points , with a large 65
`According to exemplary embodiments , a battle game
`number of points being awarded for defeating the boss of the
`played in a predetermined time slot is divided into a plurality
`of time slots , such as a first portion , middle portion , and last
`opponent group .
`
`Supercell
`Exhibit 1003
`Page 11
`
`
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`US 10,583,362 B2
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`3
`4
`30 is a network node having a function to receive provision
`portion , and a battle condition is changed in at least one of
`of the battle game service and is , for example , configured
`the subdivided time slots . By dividing the time slot of the
`using a general - purpose communication terminal device . In
`battle game into a plurality of time slots and setting the battle
`the present disclosure , the network node that provides the
`condition for each time slot , a battle game that has conven
`tionally been played under certain rules can be changed 5 battle game service is referred to as the “ server device ” , and
`the network node that receives provision of the battle game
`during the set time . In particular , by setting a battle condition
`service is referred to as the “ client device ” , regardless of
`that is advantageous for a certain target and by changing the
`computing power . The online game service is provided by
`battle condition in the time slot for the first half , for example ,
`the server device 10 responding to a request from the client
`in which the participation rate in the time slot battle game is
`not high , an increase in the participation rate of characters 10 device 30 .
`throughout the time slots can be expected . Furthermore ,
`The host computer constituting the server device 10 need
`circumstances that allow beginners to enjoy the battle can be
`not be only one computer and may be configured using a
`created by setting the battle conditions for example
`plurality of computers distributed over the network 20 .
`increase the attack strength of low - level characters , which
`Furthermore , the general - purpose communication terminal
`correspond to beginners , and to favor beginners in the first 15 device constituting the server device 10 or the client device
`30 also refers to a desktop computer , a notebook computer ,
`half in which the participation rate in the battle is not very
`a tablet computer , a laptop computer , and a mobile phone .
`high .
`The exemplary embodiments can provide a game control
`The mobile phone may , for example , be a handheld mobile
`terminal such as PDC ( Personal Digital Cellular ) , PCS
`method , a system , and a non - transitory computer - readable
`recording and / or storage medium that allow a wide range of 20 ( Personal Communication System ) , GSM® ( Global System
`players to enjoy a group battle without regard for difference
`for Mobile communications ) , PHS ( Personal Handy phone
`System ) , PDA ( Personal Digital Assistant ) , or the like ,
`in
`level , degree of attack strength , or the like and that
`capable of data communication under a standard such as
`improve the participation rate in a group battle throughout
`W - CDMA ( Wideband Code Division Multiple Access ) ,
`the set time slot .
`25 CDMA - 2000 ( Code Division Multiple Access - 2000 ) , IMT
`2000 ( International Mobile Telecommunication - 2000 ) ,
`BRIEF DESCRIPTION OF DRAWINGS
`Wibro ( Wireless Broadband Internet ) , or the like . The net
`work 20 is a communication network combining wired
`Exemplary embodiments of the present disclosure will be
`networks ( such as a LAN ( Local Area Network ) , WAN
`further described below with reference to the accompanying
`30 ( Wide Area Network ) , or VAN ( Value Added Network ) ) and
`drawings , wherein :
`wireless networks ( such as a mobile communication net
`FIG . 1 illustrates the network structure of a game system
`according to the present embodiment ;
`work , satellite communication network , Bluetooth , WiFi
`( Wireless Fidelity ) , or HSDPA ( High Speed Downlink
`FIG . 2 is a block diagram illustrating the structure of a
`Packet Access ) ) , and the like . Between the server device 10
`server device according to the present embodiment ;
`FIG . 3 is a block diagram illustrating the structure of a 35 and the client devices 30 there may be provided a gateway
`server that converts the communication protocol between
`client device according to the present embodiment ;
`FIG . 4 ( a ) illustrates an example of a game screen accord
`these devices .
`FIG . 2 is a block diagram illustrating the structure of the
`ing to the present embodiment ;
`FIG . 4 ( b ) illustrates an example of game cards that may
`server device 10 according to the present embodiment . The
`be displayed on a game screen according to the present 40 server device 10 includes a processor 11 , a communication
`interface 12 , and a memory resource 13. The processor 11 is
`embodiment ;
`FIG . 5 is a functional block diagram illustrating the
`formed by an arithmetic logic unit , which performs arith
`structure of battle processing according to the present
`metic operations , logic operations , bit operations , and the
`like ; various registers ( program counter , data register ,
`embodiment ;
`FIG . 6 is a conceptual diagram illustrating time manage- 45 instruction register , general - purpose register , and the like ) ;
`ment of a group battle according to the present embodiment ;
`and a timer . The processor 11 decodes and executes a
`FIGS . 7 ( a ) and 7 ( b ) are conceptual diagrams illustrating
`computer program 40 stored in the memory resource 13 and
`examples of battle conditions and targets of change in a
`responds to requests from the plurality of client devices 30 .
`The computer program 40 is a program for executing
`group battle according to the present embodiment ; and
`FIG . 8 is a flowchart illustrating battle processing accord- 50 game processing in response to requests from the plurality of
`client devices 30 and includes a plurality of software mod
`ing to the present embodiment .
`ules that are called and executed within a main program .
`Such software modules are each modularized subprograms
`DETAILED DESCRIPTION
`for executing particular processing ( processing for game
`The following describes an exemplary embodiment of the 55 operations , image display , communication , and the like ) and
`are created using , for example , procedures , subroutines ,
`present disclosure ( the present embodiment ) with reference
`to the drawings .
`methods , functions , data structures , and the like . A module
`FIG . 1 illustrates the network structure of a game system
`is a unit that can be compiled independently .
`100 according to the exemplary embodiment . The game
`As one such modularized subprogram , the computer
`system 100 includes a server device 10 that provides a battle 60 program 40 includes a rendition processing module 50
`game service to a plurality of client devices 30 over a
`provided with the function of the battle processing unit 60
`network 20. The server device 10 is a network node having
`( described below ) that executes rendition processing for a
`a function to provide the battle game service and is , for
`battle between groups . In addition to the battle processing
`example , configured using a host computer with high com
`unit 60 , in accordance with game specifications , the rendi
`puting power . The server device 10 is not , however , limited 65 tion processing module 50 for example includes functions
`to this example and may be configured using a general
`such as a quest processing unit 51 that implements a quest ,
`purpose communication terminal device . The client device
`which is a search game , a gacha processing unit 52 that
`
`Supercell
`Exhibit 1003
`Page 12
`
`
`
`US 10,583,362 B2
`
`10
`
`15
`
`5
`6
`stores operating system programs , driver programs , various
`executes processing for a gacha ( dispensing items that are
`data , and the like used for processing by the client device 30 .
`part of a set ) , a integrating unit 53 that combines cards , and
`Examples of driver programs include an input device
`a secondary battle processing unit 54 that executes process
`driver program for controlling the input device 35 and
`ing to battle an enemy character other than in the main battle ,
`such as a raid boss that appears during a quest . The battle 5 output device driver programs for controlling the audio
`processing unit 60 is described in detail below , whereas
`output device 32 and the display device 36. Examples of the
`details on the other processing units 51 to 54 are omitted ,
`various data include image data for objects , backgrounds ,
`since these units are not specific to the exemplary embodi
`and the like that appear in the game screens .
`The audio output device 32 is , for example , a sound player
`ment .
`The memory resource ( memory unit ) 13 stores parameters
`that can reproduce sound data such as game sound effects .
`The communication interface 33 provides a connection
`70 for each character . Examples of the parameters 70 include
`a variable related to the attack strength of the character
`interface with the server device 10 and is configured using
`( specifically , a variable that conforms to changes in the
`a wireless communication interface or a wired communica
`character's “ attack points ” or the like ) , “ skill types ” listed on
`tion interface .
`cards ( described in detail below ) used when attacking a
`The input device 35 provides an interface that receives
`character in the opponent group during a battle between
`input operations from the player and is , for example , a touch
`panel , keyboard , mouse , or the like . The display device 36
`groups , or particular “ items ” related to skills , and " attri
`butes ” of items or cards , yet the parameters 70 are not
`provides a player with an image display interface for game
`limited to these examples .
`20 screens or the like and is , for example , an organic EL
`For example , a variable related to “ defense points ” or the
`display , liquid crystal display , CRT display , or the like .
`like may be included , as may a variable indicating a
`When the player logs into the game service of the server
`“ reward ” obtained in the battle game . The value concept
`device 10 by operating the input device 35 to input authen
`behind the reward is that a higher value yields a greater
`tication information ( an ID , password , or the like ) , a per
`advantage against an opponent as the battle game pro- 25 sonalized screen associated with the player's authentication
`gresses . The reward may , for example , be currency used to
`information is displayed on the display device 36 .
`purchase an item within the game , an item that increases the
`On the personalized screen , a menu screen related to the
`character's attack strength , an item that heals the character's
`group to which an individual player belongs is displayed . A
`stamina or damage , or points that are added by inflicting
`" group " can be a virtual collection whose members are
`damage on an enemy character . The reward may also have 30 characters each controlled by a player via the client device
`a value tradable between characters . Furthermore , the
`30. Such groups may be created and established for each
`parameters 70 may include a variable indicating the length
`game title or may be common to a plurality of game titles .
`of time since the day the player participated in a battle game .
`In the field of social games , a group established for such a
`The memory resource 13 is , for example , a logical device
`purpose is also referred to as a “ guild ” , “ party ” , “ team ” ,
`that provides a memory area of a physical device ( for 35 “ community ” , or the like . A character can refer to a virtual
`example , a computer - readable recording and / or storage
`object that obeys a player's instructions and acts in a virtual
`medium such as a disk drive , semiconductor memory , or the
`space on the player's behalf .
`like ) . A plurality of physical devices may be mapped onto
`A character controlled by a player with experience par
`one logical device , or one physical device may be mapped
`ticipating in the game service provided by the server device
`onto a plurality of logical devices . Data , logs , and the like 40 10 belongs to a group as a general rule , and the character's
`indicating the access history , play conditions , game progress
`history is associated with the authentication information for
`status , and the like of each client device 30 are stored in the
`the player and stored in the memory resource 13 of the
`server device 10. An editing menu screen related to the
`memory resource 13. The communication interface 12 is a
`hardware module for connecting to the client devices 30
`group is displayed on the display device 36 based on this
`over the network 20 , such as an ISDN modem , ADSL 45 history .
`On the other hand , the character controlled by a player
`modem , cable modem , or the like .
`FIG . 3 is a block diagram illustrating the structure of the
`participating in the game service provided by the server
`client device 30 according to the exemplary embodiment .
`device 10 for the first time does not belong to a particular
`The client device 30 includes a processor 31 , an audio output
`group as a general rule , and therefore a menu screen
`device 32 , a communication interface 33 , a memory 50 belonging to any group ( for example , a screen to search for
`resource 34 , an input device 35 , and a display device 36. The
`a group or to establish a new group ) is displayed on the
`processor 31 is formed by an arithmetic logic unit , various
`display device 36. After the group to which the player
`registers ( program counter , data register , instruction register ,
`belongs is determined or selected and the player selects to
`general - purpose register , and the like ) , and a timer . The
`participate in the game service , a screen for a game event
`processor 31 decodes and executes a computer program 80 55 underway at that point in time is displayed on the display
`stored in the memory resource 34 , transmits a request to the
`device 36 .
`server device 10 in accordance with ope