throbber
(12) United States Patent
`Eda
`
`(10) Patent No.:
`(45) Date of Patent:
`
`US 9,597,594 B2
`Mar. 21, 2017
`
`USO0959.7594B2
`
`(54) COMPUTER CONTROL METHOD,
`CONTROL PROGRAMAND COMPUTER
`
`(56)
`
`References Cited
`U.S. PATENT DOCUMENTS
`6,454,653 B1
`9, 2002 KawaZu
`8,764,534 B1* 7/2014 DeSanti ............................ 3,335
`(Continued)
`
`FOREIGN PATENT DOCUMENTS
`
`DE
`EP
`
`60035382 T2 10, 2007
`1040855 A2 10, 2000
`(Continued)
`
`OTHER PUBLICATIONS
`Office Action for corresponding JP Application No. 2015-160034
`dated Mar. 1, 2016 (4 pages).
`(Continued)
`O1
`
`(71) Applicant: GREE, INC., Tokyo (JP)
`(72) Inventor: Taiki Eda, Tokyo (JP)
`
`(73) Assignee. GREE, INC., Tokyo (JP)
`(*) Notice:
`Subject to any disclaimer, the term of this
`patent is extended or adjusted under 35
`U.S.C. 154(b) by O days.
`(21) Appl. No.: 14/983,984
`
`(22) Filed:
`
`Dec. 30, 2015
`
`(65)
`
`Prior Publication Data
`US 2016/0107085 A1
`Apr. 21, 2016
`Related U.S. Application Data
`(63) Continuation
`of
`application
`PCT/JP2014/075673, filed on Sep. 26, 2014.
`
`No.
`
`Primary Examiner — Masud Ahmed
`(74) Attorney, Agent, or Firm — Oblon, McClelland,
`Maier & Neustadt, L.L.P.
`
`(30)
`
`Foreign Application Priority Data
`
`(57)
`
`ABSTRACT
`
`Sep. 27, 2013 (JP) ................................. 2013-2O2721
`Apr. 9, 2014 (JP) ................................. 2014-080554
`
`(51) Int. Cl.
`A63F I3/00
`(2014.01)
`A63F 3/55
`(2014.01)
`A63F 3/822
`(2014.01)
`A63F 3/63
`(2014.01)
`A63F 3/92
`(2014.01)
`(52) U.S. Cl.
`CPC .............. 46 l/3 (2009):46 l/
`(2014.09); A63F 13/822 (2014.09); A63F
`13/92 (2014.09)
`
`(58) Field of Classification Search
`USPC ...................................................... 463/29-42
`See application file for complete search history.
`
`Provided is a method for controlling a computer, etc., which
`makes it possible to improve the usability of city building
`games. The computer is provided with a storage unit con
`figured to store game contents arranged within a game space,
`positions of the game contents, and a template defining
`positions of one or more of game contents, and progresses
`a game by arranging the game contents within the game
`space based on a command by a player. The method includes
`when the template is applied to a predetermined area within
`the game space based on the command by the player,
`moving, by the computer, the game contents arranged within
`the game space to the positions of the game contents defined
`by the template.
`
`20 Claims, 15 Drawing Sheets
`
`300
`
`301 (
`
`302
`
`
`
`305 306
`{*EAE AY
`
`1307
`ARRAE
`
`3O8
`
`Supercell
`Exhibit 1003
`Page 1
`
`

`

`US 9,597,594 B2
`Page 2
`
`(56)
`
`References Cited
`
`U.S. PATENT DOCUMENTS
`
`8,821,260 B1* 9/2014 DeSanti .................. A63F 13,00
`463,25
`8,845,423 B1* 9/2014 Monahan ................ A63F 13,00
`463,29
`9,022,869 B1* 5/2015 DeSanti .............. GO7F 17,3225
`463/42
`2013/0217489 A1* 8/2013 Bronstein Bendayan .................
`A63F 13/12
`463,31
`2015/0005051 A1* 1/2015 Smalley .................. A63F 13.30
`463,25
`
`FOREIGN PATENT DOCUMENTS
`
`JP
`JP
`JP
`JP
`JP
`JP
`JP
`JP
`JP
`JP
`JP
`JP
`JP
`JP
`
`2000-279637 A 10, 2000
`2002-052249 A
`2, 2002
`2007-215757 A
`8, 2007
`2007-296.199 A 11/2007
`2009-2O7624 A
`9, 2009
`2009-233098 A 10/2009
`2010-125023
`6, 2010
`2010-125O23 A
`6, 2010
`2011-000170 A
`1, 2011
`2011-161042 A
`8, 2011
`2013-165747
`8, 2013
`552.5096
`4/2014
`5676032 B
`1, 2015
`2015-066141 A
`4/2015
`
`OTHER PUBLICATIONS
`
`Office Action for corresponding JP Application No. 2015-160035
`dated Mar. 1, 2016 (6 pages).
`Office Action for corresponding JP Application No. 2015-160035
`dated May 17, 2016 (6 pages).
`Office Action for corresponding JP Application No. 2015-160036
`dated Mar. 1, 2016 (9 pages).
`Office Action for corresponding JP Application No. 2015-160038
`dated Mar. 1, 2016 (6 pages).
`Office Action for corresponding JP Application No. 2015-160038
`dated May 17, 2016 (2 pages).
`Nobunyaga No Yabou, Nekobukan, Koei Tecmo Games Co., Ltd.,
`Jan. 27, 2012, Second printing, pp. 112 and 113.
`Nobunaga No Yabout Tendou Handbook the second volume, Koei
`Co., Ltd., Nov. 1, 2009, First pringing, pp. 60 and 61.
`International Search Report for corresponding international appli
`cation No. PCT/JP2014/075673; mailed Oct. 21, 2014 (3 pages).
`Final Rejection for corresponding JP Application No. 2015-123316
`dated Sep. 30, 2015 (5 pages).
`Office Action for corresponding JP Application No. 2015-123331
`dated Jul. 6, 2015 (5 pages).
`Office Action for corresponding JP Application No. 2015-160032
`dated Sep. 30, 2015 (13 pages).
`Office Action for corresponding JP Application No. 2015-160033
`dated Oct. 5, 2015 (15 pages).
`
`Office Action for corresponding JP Application No. 2015-160034
`dated Oct. 5, 2015 (13 pages).
`Office Action for corresponding JP Application No. 2015-160035
`dated Sep. 30, 2015 (15 pages).
`Office Action for corresponding JP Application No. 2015-160036
`dated Sep. 30, 2015 (15 pages).
`Office Action for corresponding JP Application No. 2015-160037
`dated Sep. 30, 2015 (16 pages).
`Office Action for corresponding JP Application No. 2015-160038
`dated Sep. 30, 2015 (15 pages).
`Office Action for corresponding JP Application No. 2015-123316
`dated Jul. 6, 2015 (10 pages).
`Office Action for corresponding JP Application No. 2014-080554
`dated Sep. 9, 2015 (4 pages).
`Office Action for corresponding JP Application No. 2014-080554
`dated Jun. 19, 2014 (9 pages).
`Office Action for corresponding JP Application No. 2013-202721
`dated Nov. 21, 2013 (7 pages).
`Office Action for corresponding JP Application No. 2014-259251
`dated Mar. 6, 2015 (7 pages).
`Konami Official Guide for World Soccer Winning Eleven 2000
`U-23, Konami Co., Ltd., on Dec. 8, 2000, Second Printing, p. 019.
`Capcom, Jun. 19, 2007, Monster Hunter Frontier G, PC version,
`online manual, Jun. 9, 2014 search, interface Netto <URL:
`http://cog-members.mhf-g.jp/sp/manual/page164.html
`#
`bf2e27ce383c8ca.097adc4a41f114562>.
`A Train7 Official Expert Guidebook—Simulation Game, Railroad
`Management, Urban Development, published Mar. 22, 2006.
`A Train9 Version 2.0 Professional Edition—Official Guidebook,
`published Dec. 19, 2012.
`Frontier communication—Monster Hunter Frontier Online For
`ward. 3, published Feb. 15, 2012.
`https://en.wikipedia.org/w/index.php?title=SimCity
`&oldid=572690969.
`https://en.wikipedia.org/w/index.php?title=Clash of Clans
`&oldid=572472971.
`PC Game Review of Medieval Lords, Aug. 2005. URL: http://game.
`watch.impress.co.jp/docs/20050801/medieval.htm.
`Office Action for corresponding JP Application No. 2015-022433
`dated Feb. 23, 2016 (3 pages).
`Monster Hunter Frontier Online, Frontier Communication Forward.
`3, ENTERBRAIN, Inc. Feb. 15, 2012, p. 126.
`The Convenience Store 2–Chain Store Development Throughout
`Japan Game Winning Method, Futabasha Publishers Ltd., Apr. 15.
`1998, pp. 11-14. Sections for “Read Interior' and “Save Interior.”.
`The Convenience Store DS, 1 Edition, SHINKIGENSHA Co. Ltd.,
`Dec. 4, 2008, pp. 14-35.
`Dengeki PlayStation, Phantasy Star Online 2. vol. 19, ASCII Media
`Works Corporation, No. 21, Jun. 27, 2013, pp. 116-119, section “My
`Room Function, Layout Pattern Switching”.
`Decision of Admiral. Super Guide Book, Fifth Edition, Koei Co.,
`Ltd, Mar. 25, 1993, pp. 8-9, section “Scenario Selection Screen”.
`Office Action for corresponding JP Application No. 2015-1233.16.
`dated Oct. 7, 2016 (2 pages).
`Nobunyaga No Yabou, Nekobukan, Koei Tecmo Games Co., Ltd.,
`Jan. 27, 2012, Second printing, pp. 111 and 126.
`* cited by examiner
`
`Supercell
`Exhibit 1003
`Page 2
`
`

`

`U.S. Patent
`
`Mar. 21, 2017.
`
`Sheet 1 of 15
`
`US 9,597,594 B2
`
`FIG.
`
`OBE
`PORTABLE DEVICE gy, ATION
`
`NERNE
`
`
`
`2S--STATION,
`
`GATEWAY
`
`SERVER
`
`Supercell
`Exhibit 1003
`Page 3
`
`

`

`U.S. Patent
`
`Mar. 21, 2017.
`
`Sheet 2 of 15
`
`US 9,597,594 B2
`
`2
`25
`
`251
`
`252
`
`253
`
`
`
`21
`
`
`
`22
`
`
`
`23
`
`24
`
`FIG. 2A
`PORABLE DEVICE
`DEVICE
`CONCAON
`UNIT
`
`
`
`DEW CE
`PROCESSING UNI
`
`
`
`
`
`DEVICE
`SORAGE UNIT
`
`OPERATION UN
`
`
`
`DISPLAY UN
`
`
`
`FACTY
`F 001
`F 002
`F 003
`
`S 001
`S 002
`S 003
`...
`
`...
`WALL S 001.jpg
`...
`HOUSE IS 002.jpg
`...
`CASTLE IS 003.jpg
`. .
`. . . .
`FIG. 2D
`TYPE
`IMAGE
`TEMPLATE
`S_001
`T_001.jpg | S_001
`T_001
`S 002
`. .
`. . .
`
`...
`POSITION
`. . .
`(1,1)
`...
`(1,2)
`. . .
`(2,1)
`. . . .
`
`
`
`Supercell
`Exhibit 1003
`Page 4
`
`

`

`U.S. Patent
`
`Mar. 21, 2017.
`
`Sheet 3 of 15
`
`US 9,597,594 B2
`
`F. G. 3A
`
`
`
`F.G. 3B
`
`340
`
`332
`
`ASX)
`SES x8
`CASSX
`
`Supercell
`Exhibit 1003
`Page 5
`
`

`

`U.S. Patent
`
`Mar. 21, 2017.
`
`Sheet 4 of 15
`
`US 9,597,594 B2
`
`
`
`
`
`
`
`422 420
`|| 421
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`423
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`424
`425
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`|
`
`Supercell
`Exhibit 1003
`Page 6
`
`

`

`U.S. Patent
`
`Mar. 21, 2017.
`
`Sheet 5 of 15
`
`US 9,597,594 B2
`
`31
`
`SERVER
`COMUNICAON
`UN
`
`32
`
`
`
`SERVER
`SORAGE UN
`
`FIG. 5A
`
`SERVER PROCESSING
`UN
`SERVER
`CONRO UN
`
`EMPLAE
`REGISTRATION
`UNI
`
`EMPLAE
`PROVISION UNIT
`
`3
`
`331
`
`332
`
`333
`
`
`
`
`
`FIG. 5B
`TEMPLATE
`IMAGE
`NAME
`PLAYER
`P_001 || PLAYER 1P 001.jpg|T_001.
`P_002 || PLAYER 2 P 002.jpg|T_003.
`P_003
`PLAYER 3 P_003.jpg|T_004.
`. .
`. .
`. .
`. .
`
`.
`...
`...
`...
`.
`
`FIG. 5C
`POSITION
`TYPE
`IMAGE
`(1,1)
`S 001
`(1,2)
`T_001.jpg | S 001
`(2,1)
`S_002
`. . . .
`
`I
`
`TEMPLATE
`T_001
`...
`
`...
`. .
`.
`...
`. . .
`. .
`
`Supercell
`Exhibit 1003
`Page 7
`
`

`

`U.S. Patent
`
`Mar. 21, 2017
`
`Sheet 6 of 15
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`US 9,597,594 B2
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`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`Supercell
`Exhibit 1003
`Page 8
`
`

`

`U.S. Patent
`
`Mar. 21, 2017
`
`Sheet 7 Of 15
`
`US 9,597,594 B2
`
`0 £ (94 3
`
`8 | 9 | -3
`
`99 ZS
`
`
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`
`
`Supercell
`Exhibit 1003
`Page 9
`
`

`

`U.S. Patent
`
`Mar. 21, 2017.
`
`Sheet 8 of 15
`
`US 9,597,594 B2
`
`FIG. 8A
`
`PORABE DEVICE
`
`DEVICE
`COMUNICAON
`UN
`
`DEVICE
`SORAGE UN
`
`OPERATION UN
`
`DISPLAY UNI
`
`DEVICE PROCESSING
`UN
`GAME PROGRESSION
`UNI
`
`EMPLAE
`CREAON UN
`
`EMPLAE
`APPCAON UN
`
`SECOND EPATE
`APPLICAON UN
`
`FIG. 8B
`...
`POSITION
`FACILITY
`TYPE
`...
`(3,2)
`F_001
`S_001
`...
`(4,2)
`F_003
`S_003
`. .
`. . . . . .
`
`
`
`PLAYER
`
`. .
`
`Supercell
`Exhibit 1003
`Page 10
`
`

`

`U.S. Patent
`
`Mar. 21, 2017.
`
`Sheet 9 of 15
`
`US 9,597,594 B2
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`
`
`900'
`
`Supercell
`Exhibit 1003
`Page 11
`
`

`

`U.S. Patent
`
`Mar. 21, 2017
`
`Sheet 10 of 15
`
`US 9,597,594 B2
`
`FG, OB
`
`
`
`
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`SEC
`AP CA
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`Supercell
`Exhibit 1003
`Page 12
`
`

`

`U.S. Patent
`
`Mar. 21, 2017.
`
`Sheet 11 of 15
`
`US 9,597,594 B2
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`40
`
`1 103
`
`
`
`1150
`
`Supercell
`Exhibit 1003
`Page 13
`
`

`

`U.S. Patent
`
`Mar. 21, 2017.
`
`Sheet 12 of 15
`
`US 9,597,594 B2
`
`FIG. 12
`
`DEW CE PROCESSING
`UN
`GAE
`PROGRESSION UNI
`
`ESPATE
`CREAON UN
`
`EPATE
`APPLICAON UN
`HRD TEMPAE
`APPLICATION UN
`
`2
`
`25
`
`251
`
`252
`
`253
`
`255
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`
`
`PORTABE DEVICE
`
`21
`
`22
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`
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`
`23
`
`OPERATION UNIT
`
`24
`
`DISPLAY UN
`
`Supercell
`Exhibit 1003
`Page 14
`
`

`

`U.S. Patent
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`Mar. 21, 2017.
`
`Sheet 13 of 15
`
`US 9,597,594 B2
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`FIG. 13A
`
`SERVER
`COMUNICATION
`UN
`
`SERVER
`STORAGE UN
`
`SERVER PROCESSENG
`UN
`
`SERVER CONTROL
`UN
`
`EMPLAE
`REGISRA ION
`UN
`
`TEMPLAE
`PROVISION UNI
`
`EVEN
`ANAGEEN NIT
`
`FIG. 13B
`
`
`
`EVEN
`001
`002
`003
`
`STARTING DAE
`AND TIME
`EPATE
`13/10/121:00:00
`T 001
`13/10/221:00:00 T 003
`13/10/321:00:00
`T 004
`
`PAYER
`P 001,...
`
`Supercell
`Exhibit 1003
`Page 15
`
`

`

`U.S. Patent
`
`Mar. 21, 2017.
`
`Sheet 14 of 15
`
`US 9,597,594 B2
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`FG. AA
`
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`
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`
`Supercell
`Exhibit 1003
`Page 16
`
`

`

`U.S. Patent
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`Mar. 21, 2017
`
`Sheet 15 Of 15
`
`US 9,597,594 B2
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`89 || 9 | -3
`
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`Supercell
`Exhibit 1003
`Page 17
`
`

`

`1.
`COMPUTER CONTROL METHOD,
`CONTROL PROGRAMAND COMPUTER
`
`US 9,597,594 B2
`
`CROSS REFERENCE TO RELATED
`APPLICATION
`
`This application is a new U.S. patent application that
`claims the benefit of priority from JP 2013-202721, filed on
`Sep. 27, 2013, JP 2014-080554, filed on Apr. 9, 2014, and
`PCT International Application No. PCT/JP2014/075673, the
`entire content of which are incorporated herein by reference.
`
`10
`
`TECHNICAL FIELD
`
`This invention relates to a method for controlling a
`computer, a recording medium and a computer.
`
`15
`
`BACKGROUND
`
`In recent years, games which are played by installing a
`game program on a portable device from a server via a
`communication network have become common. Such games
`include games in which multiple players can participate
`(so-called “social games'). There are games wherein players
`can not only fight against or help each other, but are also
`enabled to communicate with each other.
`Such known games include, for example, games (so
`called "city building games') wherein a player builds a city
`within a virtual space (hereinafter referred to as “game
`space') provided in the game program. In city building
`games, players can build various facilities (such as houses,
`streets, ports, train stations, airports, castles, training facili
`ties, etc.) on desired positions and create a city after their
`liking. See, “SimCity', online, Aug. 27, 2013, Searched
`on Sep. 13, 2013, URL: http://en.wikipedia.org/wiki/Sim
`City; and “Clash of Clans, online, Sep. 6, 2013, Searched
`on Sep. 13, 2013, URL: http://en.wikipedia.org/wiki/Clash
`of Clans
`
`SUMMARY
`
`25
`
`30
`
`35
`
`40
`
`In conventional city building games, it is the object of the
`game to build a desired city, and it is unnecessary to
`completely rebuild a city after it has been built once. On the
`other hand, in recent city building games, a city built by one
`player is attacked by a different player, and the city (arrange
`ment of items such as protective walls, buildings that are
`Subject to an attack, protecting Soldiers, weapons, etc.) is
`one of factors for deciding the winning and losing, or
`Superiority and inferiority. However, since the items (game
`contents) of a city of a player increase as the city develops,
`it is very complicated for a player to change positions, types,
`levels, etc., of individual items. Further, it is hard to under
`stand what kind of effect changing a city would have against
`an attack from a different player. Therefore, many players
`have limited themselves to change only certain kinds of
`items, such as soldiers and weapons, for which changing
`positions, types, levels, etc., is easy. As a result, as the game
`progresses, it becomes monotonous, and players might
`become bored with it.
`The present invention has been devised to address the
`above problem, and an object of the invention is to provide
`a method for controlling a computer, a recording medium
`and a computer that improve the usability of city building
`games and continuously attract players to the game.
`Provided is a method for controlling a computer that is
`provided with a storage unit configured to store game
`
`45
`
`50
`
`55
`
`60
`
`65
`
`2
`contents arranged within a game space, positions of the
`game contents, and a template defining positions of one or
`more of game contents, and that progresses a game by
`arranging the game contents within the game space based on
`a command by a player. The method includes when the
`template is applied to a predetermined area within the game
`space based on the command by the player, moving, by the
`computer, the game contents arranged within the game space
`to the positions of the game contents defined by the tem
`plate.
`The computer may be, for example, a portable device, a
`desktop device, a server, etc., as long as it can execute the
`above procedure.
`In one embodiment, in the above method, the storage unit
`further stores a template related to a different player, and
`when the template related to the different player is applied
`to a predetermined area within the game space based on the
`command by the player, the computer moves the game
`contents arranged within the game space to the positions of
`the game contents defined by the template related to the
`different player.
`In another embodiment, in the above method, the storage
`unit further stores game contents which are arranged within
`the game space and are related to the different player, and
`positions of the game contents, and when the template
`related to the different player is applied to a predetermined
`area within the game space based on a command by the
`different player, the computer moves, out of the game
`contents arranged within the game space, game contents
`related to the different player to the positions of the game
`contents defined by the template related to the different
`player.
`In another embodiment, in the above method, when a start
`of an event is reported by a different computer, the computer
`obtains a template for the event from the different computer
`and moves the game contents arranged within the game
`space to the positions of the game contents defined by the
`template obtained from the different computer.
`Yet in another embodiment, in the above method, when
`the number of game contents arranged within the game
`space is Smaller than the number of game contents for which
`positions are defined by the template, the computer moves
`the game contents arranged within the game space to the
`positions of the game contents defined by the template to
`which the moving distance is the Smallest.
`Still in another embodiment, in the above method, out of
`the positions of the game contents defined by the template,
`the computer displays positions on which no game contents
`are arranged and the game contents, in a discernible condi
`tion.
`In another embodiment, in the above method, when the
`number of game contents arranged within the game space is
`larger than the number of game contents for which position
`are defined by the template, the computer moves the game
`contents arranged within the game space for which the
`moving distance to the positions of the game contents
`defined by the template is the smallest, to the positions.
`In another embodiment, in the above method, when a
`template is created for a predetermined area within the game
`space based on a command from the player, the computer
`stores positions of game contents arranged within the pre
`determined area, as the template, in the storage unit.
`Yet in another embodiment, in the above method, when a
`template is created by combining a plurality of templates
`based on a command from the player or a different player,
`or commands from the player and the different player, the
`
`Supercell
`Exhibit 1003
`Page 18
`
`

`

`3
`computer stores the positions of the game contents defined
`by the plurality of templates, as the template, in the storage
`unit.
`Provided is a non-transitory computer-readable recording
`medium having recorded thereon a program for a computer
`that is provided with a storage unit configured to store game
`contents arranged within a game space, positions of the
`game contents, and a template defining positions of one or
`more of game contents, and that progresses a game by
`arranging the game contents within the game space based on
`a command by a player. The program causes the computer
`to execute a process. The process includes when the tem
`plate is applied to a predetermined area within the game
`space based on the command by the player, moving, by the
`computer, the game contents arranged within the game space
`to the positions of the game contents defined by the tem
`plate.
`Provided is a computer that progresses a game by arrang
`ing game contents within a game space based on a command
`by a player. The computer includes a storage unit configured
`to store game contents arranged within a game space,
`positions of the game contents, and a template defining
`positions of one or more of game contents, and a processing
`unit configured to apply the template to a predetermined area
`within the game space based on the command by the player.
`When the template is applied, the processing unit moves the
`game contents arranged within the game space to the posi
`tions of the game contents defined by the template.
`The above method, recording medium and computer
`make it possible to improve the usability of city building
`games and continuously attract players to the game by
`making game contents and the arrangement of the game
`contents changeable by using templates.
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`BRIEF DESCRIPTION OF THE DRAWINGS
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`
`Other features and advantages of the present invention
`will be apparent from the ensuing description, taken in
`conjunction with the accompanying drawings, in which:
`FIG. 1 illustrates an example of a schematic configuration
`of a game system;
`FIG. 2A illustrates an example of a schematic configura
`tion of the portable device;
`FIGS. 2B to 2D illustrate examples of data structures of
`45
`the various types of tables;
`FIGS. 3A to 3E illustrate examples of a display screen of
`the portable device:
`FIG. 4 illustrates a concept of creating and applying a
`template;
`FIG. 5A illustrates one possible schematic configuration
`of the server;
`FIGS. 5B and 5C illustrate examples of data structures of
`the various types of tables;
`FIGS. 6A to 6C illustrate examples of the operational flow
`of the portable device:
`FIGS. 7A to 7C illustrate examples of the operational flow
`of the server;
`FIG. 8A illustrates an example of a schematic configura
`tion of the portable device according to the second embodi
`ment,
`FIG. 8B illustrates an example of a data structure of the
`facility table;
`FIG. 9 illustrates a concept of applying a template in a
`multi-player environment;
`FIGS. 10A and 10B illustrate examples of the operational
`flow of the portable device:
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`US 9,597,594 B2
`
`4
`FIG. 11 illustrates a concept of combining templates in a
`multi-player environment;
`FIG. 12 illustrates an example of a schematic configura
`tion of the portable device according to the third embodi
`ment;
`FIG. 13A illustrates one possible schematic configuration
`of the server;
`FIG. 13B illustrates an example of a data structure of the
`event table;
`FIGS. 14A and 14B illustrate examples of the operational
`flow of the portable device; and
`FIGS. 15A to 15C illustrate examples of the operational
`flow of the server.
`
`DESCRIPTION
`
`Hereinafter, with reference to the drawings, a method for
`controlling a computer, a recording medium, and a computer
`will be described. It should be noted that the technical scope
`of the present invention is not limited to the described
`embodiments, but covers the invention described in the
`claims and its equivalent.
`
`First Embodiment
`
`In the present embodiment, a player builds a city within
`a game space. The player can arrange various facilities
`which are one example of game contents, within the game
`space. Further, for a predetermined area within the game
`space, the player can also create a template stipulating types
`and positions of facilities based on the types and positions of
`facilities arranged within the area. Moreover, the player can
`also apply the created template to a given area within the
`game space. When a template is applied, facilities arranged
`within the game space are automatically changed to the
`facilities defined in the template, and they are automatically
`moved to the defined positions.
`Game contents refer to digital contents used in a game,
`and include, besides facilities, characters, soldiers, weapons,
`cards, figures, avatars, items, etc.
`FIG. 1 illustrates an example of a schematic configuration
`of a game system 1.
`The game system 1 includes at least one portable device
`2 and a server 3. The portable device 2 and the server 3 are
`connected to each other via a communication network, and
`are connected to each other, for example, via a base station
`4, a mobile communication network 5, a gateway 6, and the
`Internet 7. A program to be executed by the portable device
`2 (e.g., a game program) and a program to be executed by
`the server 3 (e.g., a game control program) communicate
`with each other by using a communication protocol such as
`a Hypertext Transfer Protocol (HTTP).
`FIG. 2A illustrates an example of a schematic configura
`tion of the portable device 2.
`The portable device 2 progresses the game in response to
`an operation of an operation unit 23 by a player. When
`necessary, the portable device 2 is connected to the server 3
`via the base station 4, the mobile communication network 5,
`the gateway 6, and the Internet 7, to communicate with the
`server 3. In order to implement the foregoing functions, the
`portable device 2 includes a device communication unit 21,
`a device storage unit 22, the operation unit 23, a display unit
`24, and a device processing unit 25.
`While a multifunctional mobile phone (a so-called
`“smartphone') may be assumed as the portable device 2, the
`present invention is not limited to this. The portable device
`2 may be, for example, a mobile phone (a so-called “feature
`
`Supercell
`Exhibit 1003
`Page 19
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`US 9,597,594 B2
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`phone'), a personal digital assistant (PDA), a portable game
`machine, a portable music player, a tablet device, a tablet
`personal computer (PC), a notebook PC, etc., as long as the
`present invention is applicable thereto.
`The device communication unit 21 includes a communi
`cation interface circuit including an antenna having a sen
`sitivity band in a predetermined frequency band, and con
`nects the portable device 2 to a wireless communication
`network. The device communication unit 21 establishes a
`wireless signal link with the base station 4 by a Code
`Division Multiple Access (CDMA) system or the like via a
`channel to be assigned by the base station 4, and commu
`nicates with the base station 4. The device communication
`unit 21 sends data Supplied from the device processing unit
`25 to the server 3 or the like. The device communication unit
`21 supplies the data received from the server 3 or the like to
`the device processing unit 25.
`The device storage unit 22 includes a semiconductor
`memory, for example. The device storage unit 22 stores an
`operating system program, a driver program, an application
`program, data, etc., used for processing in the device pro
`cessing unit 25. For example, the device storage unit 22
`stores an input device driver program for controlling the
`operation unit 23 and an output device driver program for
`controlling the display unit 24, as the driver program. The
`device storage unit 22 stores a game program, etc., for
`progressing the game and displaying the result thereof, as
`the application program. The device storage unit 22 stores
`identification numbers (IDs) of the players, a facility table
`(FIG. 2B) for managing facilities arranged within the game
`space, a facility-type table (FIG. 2C) for managing types of
`the facilities, a template table (FIG. 2D) for managing
`templates, and image data, video data, etc., relating to the
`facilities, templates, etc., as the data. Further, the device
`storage unit 22 may store temporary data relating to prede
`termined processing.
`FIG. 2B depicts a facility table. In the facility table, a
`facility ID, a type ID, a position within the game space, etc.,
`are recorded for each facility.
`In the present embodiment, the game space is configured
`in grid form, wherein one facility is arranged on one grid,
`and the position of the facility is represented with the help
`of grid coordinates that have their origin in a predetermined
`grid (e.g., upper left of the game space). However, the
`45
`present invention is not limited to this configuration. Any
`configuration of the game space, etc., is possible as long as
`the present invention can be applied to the configuration.
`FIG. 2C depicts a facility-type table. In the facility-type
`table, a type ID, name, file name of image data, etc., are
`recorded for each type of facility.
`FIG. 2D depicts a template table. In the template table, for
`each template, a template ID, a file name of thumbnail image
`data, a type ID and a position within the template of each
`facility, etc., are recorded.
`Similarly to FIG. 2B, a position of a facility is represented
`with the help of the grid coordinates that have their origin in
`a predetermined grid (e.g., upper left of the template).
`However, the present invention is not limited to this con
`figuration. Any representation of a position is possible as
`long as the present invention can be applied with the
`representation.
`The operation unit 23 may be any device capable of
`operating the portable device 2, for example, a touch panel,
`a key button or the like. The player can input letters,
`numbers, symbols, etc., by using the operation unit 23.
`When operated by the player, the operation unit 23 generates
`
`55
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`6
`a signal corresponding to the operation. The generated signal
`is Supplied to the device processing unit 25 as a command
`from the player.
`The display unit 24 may be any device capable of dis
`playing a video, an image, etc., for example, a liquid crystal
`display, an organic electro-luminescence (EL) display, etc.
`The display unit 24 displays a video, an image, etc., corre
`sponding to video data and image data Supplied from the
`device processing unit 25.
`The device processing unit 25 includes one or more
`processors and their peripheral circuits. The device process
`ing unit 25 is, for example, a central processing unit (CPU),
`and integrally controls an overall operation of the portable
`device 2. The device processing unit 25 controls operations
`of the device communication unit 21, the display unit 24,
`etc., so that various types of processing of the portable
`device 2 are executed in an appropriate order in accordance
`with the programs stored in the device storage unit 22, the
`operation of the operation unit 23, etc. The device process
`ing unit 25 executes processing based on the programs (the
`operating system program, the driver program, the applica
`tion program, etc.) stored in the device storage unit 22. The
`device processing unit 25 can execute multiple programs
`(application programs, etc.) in parallel.
`FIGS. 3A to 3E illustrate examples of a display screen of
`the portable device 2.
`FIG. 3A depicts a game progression screen 300 that is
`displayed when a command has been given to start the game.
`The game progression screen 300 displays a game space
`301 and various facilities 302 to 306 arranged within the
`game Space.
`Further, multiple buttons are displayed in the lower por
`tion of the game progression screen 300. By pushing but
`tons, commands are given: pushing a “Create” button 307
`creates a template, pushing an “Apply’ button 308 applies a
`template.
`FIG. 3B depicts an area selection screen 310 that is
`displayed when a command to create a template has been
`given on the game progression screen 300 depicted in FIG.
`3A.
`The area selection screen 310 displays the game space
`301, in which, for example, by tapping on two arbitrary
`points, an area 311 with the two points as opposite apexes is
`selected.
`Further, a “Confirm' button 312 is displayed in the lower
`portion of the area selection screen 310, and by pushing this
`button, a command is given to create a template for the
`selected area 311.
`FIG. 3C depicts a template selection screen 320 that is
`displayed when a command to apply a template has been
`given on the game progression screen 300 depicted in FIG.
`3A.
`On the template selection screen 320, a thumbnail image
`321 and a “Select” button 322 are displayed for each
`template. By pushing the “Select” button 322, the corre
`sponding template is selected.
`FIG. 3D depicts a template display screen 330 that is
`displayed when a template has been selected on the template
`selection screen 320 depicted in FIG. 3C.
`A preview image 3310 for when the template is applied to
`a predetermined area (e.g., around the center) within the
`game space is displayed in the left portion of the template
`display screen 330.
`Further, names and quantities 3320 of facilities for which
`positions are defined by the template, are listed in the right
`portion of the template display screen 330.
`
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`Supercell

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