# US 11,992,765 B2 · Computer system and game system

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- Number: US 11,992,765 B2
- Document ID: US11992765B2
- Status: Granted
- Kind: B2
- Application number: 17/336,781
- Filed: 2021-06-02
- Published: 2021-09-16
- Granted: 2024-05-28
- Earliest claimed: 2019-10-25
- Assignees: Bandai Namco Entertainment Inc.
- Applicants: Bandai Namco Entertainment Inc.
- Inventors: Kohei Ikeda; Ryo Saito; Takeshi Hida
- Web page: https://patentgrep.com/patent/US11992765B2

## CPC

- A63F 13/42: by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F 13/56: Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
- A63F 13/44: involving timing of operations, e.g. performing an action within a time slot
- A63F 13/46: Computing the game score
- A63F 13/577: using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
- A63F 13/833: Hand-to-hand fighting, e.g. martial arts competition
- G06F 3/0481: based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- G06F: ELECTRIC DIGITAL DATA PROCESSING (computer systems based on specific computational models G06N)

## 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

### Claim 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.

### Claim 2 (depends on 1)

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.

### Claim 3 (depends on 2)

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.

### Claim 4 (depends on 2)

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.

### Claim 5 (depends on 1)

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.

### Claim 6 (depends on 1)

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.

### Claim 7 (depends on 1)

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.

### Claim 8 (depends on 1)

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.

### Claim 9 (depends on 1)

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.

### Claim 10 (depends on 1)

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.

### Claim 11 (depends on 1)

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.

### Claim 12 (depends on 11)

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.

### Claim 13 (depends on 1)

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.

### Claim 14 (depends on 2)

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.

### Claim 15 (depends on 14)

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.

### Claim 16 (depends on 1)

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.

### Claim 17 (depends on 16)

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.

### Claim 18 (depends on 1)

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.

### Claim 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.
