Gaming machine, server, and program with virtual player
First Claim
Patent Images
1. A gaming machine for a plurality of players to play a game against each other, comprising:
- a display for displaying a state of a game;
a response image data store for storing individual response image data for each of at least one virtual player, the stored response image data for each virtual player representing different expressions associated with different reactions of that virtual player;
a game history data store for storing game history data representing results of play of the game by each of the at least one virtual player;
a fortune data store for storing fortune data for each of the at least one virtual player, the fortune data changing according to the day in accordance with a biorhythm of fortune telling; and
a game controller for (i) determining if a number of real players is insufficient to play the game, (ii), if the number is determined to be insufficient, selecting the stored response image data for a virtual player representing one of the different expressions associated with different reactions of that virtual player and corresponding to a circumstance of the game being played, for presentation as an image to a real player of the game being played with the gaming machine, and (iii) controlling the play of the virtual player according to an individual personality of that virtual player which is determined based on at least the stored game history data and the stored fortune data.
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Abstract
A gaming machine, with which a plurality of players play a game against each other, is provided so as to enable the players to perform realistic tactical interactions with each other. In such player-versus-player type gaming machine, a virtual player is prepared in advance. Each virtual player is provided with an individual personality data and/or response data so that an image of the virtual player is arranged to be displayed in accordance with the data.
20 Citations
30 Claims
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1. A gaming machine for a plurality of players to play a game against each other, comprising:
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a display for displaying a state of a game; a response image data store for storing individual response image data for each of at least one virtual player, the stored response image data for each virtual player representing different expressions associated with different reactions of that virtual player; a game history data store for storing game history data representing results of play of the game by each of the at least one virtual player; a fortune data store for storing fortune data for each of the at least one virtual player, the fortune data changing according to the day in accordance with a biorhythm of fortune telling; and a game controller for (i) determining if a number of real players is insufficient to play the game, (ii), if the number is determined to be insufficient, selecting the stored response image data for a virtual player representing one of the different expressions associated with different reactions of that virtual player and corresponding to a circumstance of the game being played, for presentation as an image to a real player of the game being played with the gaming machine, and (iii) controlling the play of the virtual player according to an individual personality of that virtual player which is determined based on at least the stored game history data and the stored fortune data. - View Dependent Claims (2, 3, 4, 5, 26)
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6. A method of controlling the play of a game by a plurality of players against each other, comprising:
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determining if a number of real players is insufficient to play the game;
if the number is determined to be insufficient, selecting, from response image data that respectively represents different expressions associated with different reactions of each of at least one virtual player, the response image data for a virtual player representing one of the different expressions associated with different reactions of that virtual player and corresponding to a circumstance of the game being played, for presentation as an image to a real player of the game being played with the gaming machine;determining an individual personality of the virtual player based on at least game history data representing results of play of the game by each of the at least one virtual player and fortune data for each of the at least one virtual player, the fortune data changing according to the day in accordance with a biorhythm of fortune telling; controlling the play of the virtual player against other of the plurality of players according to the determined individual personality of that virtual player; and displaying a state of the game. - View Dependent Claims (7, 8, 9, 10, 27)
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11. A server for controlling play a game by a plurality of players against each other on multiple gaming machines, each gaming machine including a display for displaying a state of the game and a game controller for controlling the state of the game in accordance with input of a real player, the server comprising:
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a response image data store for storing individual response image data for each of at least one virtual player, the stored response image data for each virtual player representing different expressions associated with different reactions of that virtual player; a game history data store for storing results of play of the game by each of the at least one virtual player; a fortune data store for storing fortune data for each of the at least one virtual player, the fortune data changing according to the day in accordance with a biorhythm of fortune telling; and a server controller for (i) determining if a number of real players is insufficient to play the game, (ii) if the number is determined to be insufficient, selecting the stored response image data for a virtual player representing one of the different expressions associated with different reactions of that virtual player and corresponding to a circumstance of the game being played, and (iii) controlling the play of the game by the virtual player according to an individual personality of that virtual player which is determined based on at least the stored game history data and the stored fortune data; wherein the game controller of a first of the multiple gaming machines, which is associated with a real player of the game, directs an image of the virtual player with the expression represented by the selected response image data to be presented on the display of the first game machine. - View Dependent Claims (12, 13, 14, 28)
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15. A gaming machine for a plurality of players to play a game against each other, comprising:
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an image data store for storing image data representing an image of each of at least one virtual player; a game history data store for storing results of play of the game by each of the at least one virtual player; a fortune data store for storing fortune data for each of the at least one virtual player, the fortune data changing according to the day in accordance with a biorhythm of fortune telling; a game controller for (i) determining if a number of real players is insufficient to play the game, (ii) if the number is determined to be insufficient, directing the presentation of the image of one of the at least one virtual player represented by the stored image data in association with an expression corresponding to a circumstance of the game being played with the gaming machine, and (iii) controlling progress of the game in accordance with information input by a player, and the play of the game by the one virtual player according to an individual personality of that virtual player corresponding to at least the stored game history data and the stored fortune data; and a display screen for presenting the image of the one virtual player with the expression in accordance with the game controller directive. - View Dependent Claims (16, 17, 18, 19, 29)
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20. A method of controlling the play of a game by a plurality of players against each other, comprising:
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determining if a number of real players is insufficient to play the game; displaying a virtual player, only if the number of real players is determined to be insufficient to play the game; controlling play of the game by the displayed virtual player against the other of the plurality of players according to an individual personality of that virtual player which is determined based on at least game history data representing results of play of the game by that virtual player and fortune data for each of the at least one virtual player, the fortune data changing according to the day in accordance with a biorhythm of fortune telling; and displaying a state of the play of the game by the plurality of players. - View Dependent Claims (30)
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21. A gaming machine for a game in which a plurality of players participate, comprising:
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a basic-personality data store for storing basic-personality data for each of at least one virtual player; a game history data store for storing game history data representing results of play of the game by each of the at least one virtual player; a fortune data store for storing fortune data for each of the at least one virtual player, the fortune data changing according to the day in accordance with a biorhythm of fortune telling; and a game controller for (i) determining if a number of real players is insufficient to play the game, (ii) if the number is determined to be insufficient, selecting the stored basic-personality data for a virtual player, (iii) setting the personality of the virtual player based on the selected basic-personality data by referencing of the stored game history data and stored fortune data, (iv) controlling the play of the virtual player according to the set personality, and (v) changing the game history data in response to a result of the game being played. - View Dependent Claims (22)
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23. A gaming machine for a game in which a plurality of players participate, comprising:
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a basic-personality data store for storing basic-personality data for each of at least one virtual player; a game history data store for storing results of play of the game by each of the at least one virtual player; a fortune data store for storing fortune data for each of the at least one virtual player, the fortune data changing according to the day in accordance with a biorhythm of fortune telling; and a game controller for (i) determining if a number of real player is insufficient to play the game, (ii) if the number is determined to be insufficient, selecting the stored basic-personality data for a virtual player, (iii) setting the personality of the virtual player based on at least the selected basic-personality, the stored game history data, and the stored fortune data, (iv) controlling the play of the virtual player according to the set personality, and (v) changing the game history data in response to a result of the game being played. - View Dependent Claims (24)
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25. A gaming machine for a plurality of players to play a game against each other, comprising:
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a display for displaying a state of a game; response image data store for storing individual response image data for each of at least one virtual player, the stored response image data for each virtual player representing different expressions associated with different reactions of that virtual player; a basic-personality data store for storing basic-personality data for each of the at least one virtual player; a game history data store for storing game history data representing results of play of the game by each of the at least one virtual player; a fortune data store for storing fortune data for each of the at least one virtual player, the fortune data changing according to the day in accordance with the biorhythm of fortune telling; and a game controller for (i) determining if a number of real players is insufficient to play the game, (ii) if the number of real players is determined to be insufficient to play the game, selecting the stored response image data for a virtual player representing one of the different expressions associated with different reactions of that virtual player and corresponding to a circumstance of the game being played, for presentation as an image to a real player of the game being played with the gaming machine, and (iii) controlling the play of the game by the virtual player according to an individual personality which is determined based on the stored basic-personality data for that virtual player and with reference to the stored game history data and the stored fortune data.
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Specification