IP Library › Granted Patent US 11,992,765
Granted Patent B2
US 11,992,765 · App. 17/336,781 · Granted May 28, 2024

Computer system and game system

Inventors: Kohei Ikeda (Kawasaki, JP); Ryo Saito (Tokyo, JP); Takeshi Hida (Tokyo, JP)
Assignee: BANDAI NAMCO ENTERTAINMENT INC.
A63F13/56A63F13/833
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Quick Facts
Patent No.
US 11,992,765
App. No.
17/336,781
Granted
May 28, 2024
Kind
B2
Abstract

A computer system detects occurrence of an action exchange in which one of a player character and an opponent character performs a first action and another one of the player character and the opponent character performs a second action to mutually exchange the actions. Based on a first stiff time related to the first action, a second stiff time related to the second action, and a time difference between the first stiff time and the second stiff time, when a stiff time (hereinafter referred to as an “own stiff time”) related to an action performed by the player character is shorter than a stiff time related to an action performed by the opponent character, the computer system presents a player controlling the player character with a recommended candidate action recommended to be performed after an end of the own stiff time.

Claims (54)

1. A computer system comprising:

at least one processor or circuit programmed to:

control execution of an electronic video game in which a player character and an opponent character have a real-time match;

detect occurrence of an action exchange in which one of the player character and the opponent character performs a first action and another one of the player character and the opponent character performs a second action to mutually exchange the actions, the first action being generated based on a signal from a first player terminal, and the second action being generated based on a signal from a second player terminal; and

control a display to display a recommended candidate action that is executable by the player character and recommended to be performed after an end of an own stiff time to a player controlling the player character, based on the own stiff time related to the action performed by the player character, upon detection of the action exchange, the own stiff time being a predetermined length of time during which operations for controlling the player character that are input on one of the first player terminal or the second player terminal are not executed in the electronic video game.

2. The computer system as defined in claim 1 , wherein

controlling the display of the recommended candidate action includes performing the display when the own stiff time is shorter than an opponent stiff time related to the action performed by the opponent character.

3. The computer system as defined in claim 2 , wherein

controlling the display of the recommended candidate action includes presenting the player with an action that exerts an effect within a time difference between the opponent stiff time and the own stiff time as the recommended candidate action.

4. The computer system as defined in claim 2 , wherein

controlling the display of the recommended candidate action includes presenting the player with an action that is an attack technique to cause damage and exerts an effect within a time difference between the opponent stiff time and the own stiff time, and that meets a predetermined high effect condition indicating that large damage is caused when the action is performed and hits the opponent, as the recommended candidate action.

5. The computer system as defined in claim 1 , wherein

controlling the display of the recommended candidate action includes variably selecting an action to be presented as the recommended candidate action based on a character type of the player character.

6. The computer system as defined in claim 1 , wherein

controlling the display of the recommended candidate action includes variably selecting an action to be presented as the recommended candidate action based on play history information of the player.

7. The computer system as defined in claim 1 , wherein

controlling the display of the recommended candidate action includes variably selecting an action to be presented as the recommended candidate action based on play history information of the player and play history information of other players.

8. The computer system as defined in claim 1 , wherein

controlling the display of the recommended candidate action includes selecting an action to be presented as the recommended candidate action in accordance with a given selection criterion, and

the at least one processor or circuit is further programmed to

receive suitability input from the player about the selection criterion after the presentation of the recommended candidate action, and

update the selection criterion based on the received suitability input.

9. The computer system as defined in claim 1 , wherein

controlling the display of the recommended candidate action includes determining whether to present the recommended candidate action based on play history information of the player.

10. The computer system as defined in claim 1 , wherein

controlling the display of the recommended candidate action includes presenting the player with a recommended input timing to perform the recommended candidate action.

11. The computer system as defined in claim 1 , wherein

the at least one processor or circuit is further programmed to

perform a progress focus control for temporarily halting or slowing game progress in accordance with the detection of the occurrence of the action exchange.

12. The computer system as defined in claim 11 , wherein

controlling the display of the recommended candidate action includes presenting a plurality of recommended candidate actions in a selectable manner during the progress focus control, and

the at least one processor or circuit is further programmed to

cause the player character to perform a recommended candidate action selected by the player from the plurality of recommended candidate actions.

13. The computer system as defined in claim 1 , wherein

controlling the display of the recommended candidate action includes:

presenting a plurality of recommended candidate actions with a series of actions including a plurality of successive actions as a recommended candidate action; and

narrowing down the plurality of recommended candidate actions to a series of actions following an action, and updating content of the presentation in accordance with the narrowed-down recommended candidate action to present the narrowed-down recommended candidate action, when the player character performs the action in accordance with operation input by the player after the detection of the occurrence of the action exchange.

14. The computer system as defined in claim 2 , wherein

the at least one processor or circuit is further programmed to

perform a control for notifying an evaluation result to the player by evaluating an action performed by the player character after the end of the own stiff time, when the detection of the occurrence of the action exchange is performed and the own stiff time is shorter than the opponent stiff time.

15. The computer system as defined in claim 14 , wherein

the control for notifying the evaluation result includes evaluating an operation input timing related to the action of the player character after the end of the own stiff time.

16. The computer system as defined in claim 1 , wherein

controlling the display of the recommended candidate action includes displaying the recommended candidate action on the display during a video replay of the electronic video game.

17. The computer system as defined in claim 16 , wherein

controlling the display of the recommended candidate action includes setting a timing to present the recommended candidate action during the video replay based on a game progress result of the electronic video game.

18. A game system comprising:

a server system that is the computer system as defined in claim 1 , the server system being configured to communicate with a player terminal to control execution of the electronic video game; and

the player terminal.

19. A computer system comprising:

at least one processor or circuit programmed to:

control execution of an electronic video game in which a player character and an opponent character have a real-time match, the player character performing an action based on a signal from a player terminal;

detect occurrence of an action exchange in which one of the player character and the opponent character performs a first action and another one of the player character and the opponent character performs a second action to mutually exchange the actions; and

control a display to display a recommended candidate action that is executable by the player character and recommended to be performed after an end of an own stiff time to the player terminal, based on the own stiff time related to the action performed by the player character, upon detection of the action exchange, the own stiff time being a predetermined length of time during which operations for controlling the player character that are input on the player terminal are not executed in the electronic video game.

Assignments (2)
CORRECTIVE ASSIGNMENT TO CORRECT THE EXECUTION DATE OF THE FIRST INVENTOR PREVIOUSLY RECORDED AT REEL: 056415 FRAME: 0312. ASSIGNOR(S) HEREBY CONFIRMS THE ASSIGNMENT. Recorded Jun 29, 2021
From: IKEDA, KOHEI; SAITO, RYO; HIDA, TAKESHI
To: BANDAI NAMCO ENTERTAINMENT INC.
Reel/Frame 056715/0158 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jun 2, 2021
From: IKEDA, KOHEI; SAITO, RYO; HIDA, TAKESHI
To: BANDAI NAMCO ENTERTAINMENT INC.
Reel/Frame 056415/0312 →
Priority Claims (1)
JP 2019-194712 · Oct 25, 2019 · national
Continuity (2)
Continuation PCTJP2020030590 · Aug 11, 2020
Related Publication 20210283504A1 · Sep 16, 2021
Cited By (1)
US 12,289,521