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Patent 2324202 Summary

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(12) Patent: (11) CA 2324202
(54) English Title: PLAYING ENVIRONMENT GENERATION SYSTEM FOR SIMULATION SYSTEM
(54) French Title: SYSTEME DE GENERATION D'ENVIRONNEMENT DE JEUX POUR SYSTEME DE SIMULATION
Status: Deemed expired
Bibliographic Data
(51) International Patent Classification (IPC):
  • A63F 13/00 (2014.01)
  • A63B 69/36 (2006.01)
  • A63B 71/06 (2006.01)
  • G06T 15/00 (2011.01)
  • G09B 9/05 (2006.01)
  • G06F 19/00 (2006.01)
  • A63F 13/00 (2006.01)
  • G06T 15/00 (2006.01)
(72) Inventors :
  • NISHIWAKI, KENTARO (Japan)
  • SHIMADA, HISASHI (Japan)
(73) Owners :
  • D WONDERLAND, INC. (Japan)
(71) Applicants :
  • T & E SOFT, INC. (Japan)
(74) Agent: MARKS & CLERK
(74) Associate agent:
(45) Issued: 2004-02-24
(22) Filed Date: 2000-10-25
(41) Open to Public Inspection: 2001-04-25
Examination requested: 2001-01-31
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): No

(30) Application Priority Data:
Application No. Country/Territory Date
11-301914 Japan 1999-10-25

Abstracts

English Abstract



In a playing environment generation system used in a simulation system,
a basic outline is automatically generated on the basis of a predetermined
parameter. An outline is automatically generated on the basis of the basic
line. Model parts and object parts are automatically located inside the
outline.
Other necessary parts are automatically generated or located. Thus generated
two-dimensional data are synthesized with height data, thereby generating
three-dimensional data.


Claims

Note: Claims are shown in the official language in which they were submitted.



54

CLAIMS

1. ~An automatic playing environment generating device for use in a simulation
system that provides a simulation in a playing field displayed on a monitor,
the device
comprising:
a storage device; and
a processor connected to the storage device;
the storage device storing a parameter representing a characteristic relating
to the
playing field;
the processor automatically generating basic frame shape data, which define a
basic frame shape of the playing field, on the basis of the parameter read out
from the
storage device; and
the processor automatically generating basic outline shape data, which define
a
basic outline shape with respect to the basic frame shape, on the basis of the
basic frame
shape data.

2. ~An automatic playing environment generating device according to claim 1,
in
which:
the processor generates the basic frame shape data as one-dimensional data so
as to
define the basic frame shape as a line; and
the processor generates the basic outline shape data as two-dimensional data
so
as to define the basic outline shape as a plane.

3. ~An automatic playing environment generating device according to claim 1 or
2,
in which:
the processor automatically generates height data that define a height of the
basic outline
shape data; and
the processor synthesizes the basic outline shape data with the height data so
as
to automatically generate three-dimensional data that define the basic outline
shape data
as a solid.



55

4. ~An automatic playing environment generating device according to any one of
claims 1-3, in which:
the automatic playing environment generating device is an automatic golf
course
generating device used in a golf simulation system; and
the parameter is a parameter representing a characteristic relating to a hole
of a
golf course.

5. ~An automatic playing environment generating device according to claim 4,
in
which:
the parameter comprises at least a par of the hole; and
the processor calculates an imaginary moving line of a golf ball on the basis
of
the par so as to automatically generate imaginary moving line data, which
defines the
imaginary moving line of the golf ball, as the basic frame shape data.

6. ~An automatic playing environment generating device according to claim 5,
in
which the processor calculates an outline of a fairway and an outline of a
rough as the
basic outline shape on the basis of the par of the hole and the imaginary
moving line of
the golf ball, thereby automatically generating data relating to the outlines
as the basic
frame shape data.

7. ~An automatic playing environment generating device according to any one of
claims 4-6, in which:
the parameter comprises a parameter relating to a level of the golf course, a
parameter relating to the basic frame shape and a parameter relating to the
basic outline
shape;
the player being enabled to selectively input the parameter relating to the
level of
the golf course; and
the processor automatically inputs the parameter relating to the basic frame
shape and
the parameter relating to the basic outline shape on the basis of the
parameter relating to
the level of the golf course that has been input by the player, thereby
automatically
generating the basic frame shape data and the basic outline shape data.



56

8. ~An automatic playing environment generating device for use in a simulation
system that provides a simulation in a playing field displayed on a monitor,
the device
comprising:
a storage device; and
a processor connected to the storage device;
the storage device storing a parameter representing a characteristic relating
to the
playing field except a geographical configuration of the playing field; and
the processor automatically generating data of an element of the playing field
except the geographical configuration of the playing field on the basis of the
parameter
read out from the storage device.

9. ~An automatic playing environment generating device according to claim 8,
in
which:
the simulation system is a golf game system;
the playing field is a golf course;
the storage device stores at least one of a weather and a wind as the
parameter, each of
which influences a play in the golf game and constitutes a characteristic
relating to the
golf course; and
the processor automatically generating data relating to at least one of the
weather
and the wind in the play on the golf course on the basis of the parameter read
out from
the storage device.

10. An automatic playing environment generating device according to claim 8,
in
which:
the simulation system is a golf game system;
the playing field is a golf course;
the storage device stores at least one of a kind of a scenery, a kind of a
cloud, a kind of
vegetation, a kind of a clubhouse and a kind of an object in the golf course
as the
parameter, each of which constitutes a characteristic relating to the golf
course; and



57

the processor automatically locating at least one of the scenery, the cloud,
the
vegetation, the clubhouse and the object on the golf course on the basis of
the parameter
read out from the storage device.

11. An automatic playing environment generating method for use in a simulation
system that provides a simulation in a playing field displayed on a monitor,
the method
comprising:
a basic frame shape data generating step for automatically generating basic
frame
shape data, which define a basic frame shape of the playing field, on the
basis of a
parameter representing a characteristic relating to the playing field; and
a basic outline shape data generating step for automatically generating basic
outline shape data, which define a basic outline shape with respect to the
basic frame
shape, on the basis of the basic frame shape data.

12. An automatic playing environment generating method according to claim 11,
in
which:
the basic frame shape data generating step comprises a step for generating the
basic
frame shape data as one-dimensional data so as to define the basic frame shape
as a line;
and
the basic outline shape data generating step comprises a step for generating
the
basic outline shape data as two-dimensional data so as to define the basic
outline shape
as a plane.

13. An automatic playing environment generating method according to claim 11
or
12, further comprising the steps for:
a height data generating step for automatically generating height data that
define a
height of the basic outline shape data; and
a three-dimensional shape data generating step for synthesizing the basic
outline
shape data with the height data so as to automatically generate three-
dimensional data
that define the basic outline shape data as a solid.


58

14. ~An automatic playing environment generating method according to any one
of
claims 11-13, in which:
the automatic playing environment generating method is an automatic golf
course generating method used in a golf simulation system; and
the parameter is a parameter representing a characteristic relating to a hole
of a
golf course.

15. ~An automatic playing environment generating method according to claim 14,
in
which:
the parameter comprises at least a par of the hole; and
the basic frame shape data generating step comprising a step for calculating
an
imaginary moving line of a golf ball on the basis of the par so as to
automatically
generate imaginary moving line data, which defines the imaginary moving line
of the
golf ball, as the basic frame shape data.

16. ~An automatic playing environment generating method according to claim 15,
in
which the basic outline shape data generating step comprises a step for
calculating an
outline of a fairway and an outline of a rough as the basic outline shape on
the basis of
the par of the hole and the imaginary moving line of the golf ball, thereby
automatically
generating data relating to the outlines as the basic frame shape data.

17. An automatic playing environment generating method according to claim 14,
in
which:
the parameter comprises a parameter relating to a level of the golf course, a
parameter relating to the basic frame shape and a parameter relating to the
basic outline
shape;
the player being enabled to selectively input the parameter relating to the
level of
the golf course; and

the basic frame shape data generating step and the basic outline data
generating
step respectively comprise steps for automatically inputting the parameter
relating to the
basic flame shape and the parameter relating to the basic outline shape on the
basis of


59

the parameter relating to the level of the golf course that has been input by
the player,
thereby automatically generating the basic frame shape data and the basic
outline shape
data.

18. An automatic playing environment generating method for use in a simulation
system that provides a simulation in a playing field displayed on a monitor
the method
comprising:
a storing step for storing a parameter representing a characteristic relating
to the
playing field except a geographical configuration of the playing field; and
an automatic generation step for automatically generating data of an element
of
the playing field except the geographical configuration of the playing field
on the basis
of the parameter read out from the storage device.

19. An automatic playing environment generating method according to claim 18,
in
which:
the simulation system is a golf game system;
the playing field is a golf course;
the storing step comprises a step for storing at least one of a weather and a
wind as the
parameter, each of which influences a play in the golf game and constitutes a
characteristic relating to the golf course; and
the automatic generation step comprises a step for automatically generating
data
relating to at least one of the weather and the wind in the play on the golf
course on the
basis of the parameter read out from the storage device.

20. An automatic playing environment generating method according to claim 18,
in
which:
the simulation system is a golf game system;
the playing field is a golf course;
the storing step comprises a step for storing at least one of a kind of a
scenery, a kind of
a cloud, a kind of vegetation, a kind of a clubhouse and a kind of an object
in the golf



60

course as the parameter, each of which constitutes a characteristic relating
to the golf
course; and
the automatic generation step comprises a step for automatically locating at
least
one of the scenery, the cloud, the vegetation, the clubhouse and the object on
the golf
course on the basis of the parameter read out from the storage device.

21. A computer readable storage medium that stores a program for executing
each of
the steps of the automatic playing environment generating method according to
any one
of claims 11-20.

Description

Note: Descriptions are shown in the official language in which they were submitted.


CA 02324202 2000-10-25
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TITLE OF THE INVENTION
PLAYING ENVIRONMENT GENERATION SYSTEM FOR SIMULATION SYSTEM
BACKfi~ROUND OF THE INVENTION
1. FIELD OF THE INVENTION
This invention relates to an apparatus, a method and a computer-
readable storage medium storing a program for automatically generating a
playing environment that is applicable to a simulation system, in which a
player experiences a simulation in a playing field displayed on a monitor.
Particularly, the invention is applied to a video game system that enables the
player to experience a golf simulation, a drive simulation and so on by use of
a
personal computer or a video game machine. The inventive system
automatically generates the playing field such as a golf course and a drive
course.
2. DEBCRIPTION OF THE RELATED ART
There are several conventional simulation systems such as a sport
simulation game system and a race simulation system, for example. The sport
simulation game system enables the player to simulate a sport such as a
soccer, baseball and golf. The race simulation game system enables the player
to simulate a race such as a car race. The game systems use a personal
computer, a personal game machine, a consumer game machine and the like
to show on a monitor a playing field such as a variety of sport fields, a golf
course and a racecourse. Then, the player simulates a world of the game in a
position of a character in the game.
On the other hand, there are several conventional simulator systems
such as a drive simulator and a flight simulator. The simulator systems use a
special big screen or the like for driving simulation of a car, flight
simulation of
an airplane and so on. The simulator systems use a special control device to
show a driving course or the like as the playing field on a monitor or the big
screen. Then, the player simulates a world of the simulator in a position of a
driver, a pilot or an operator.
That is, the conventional simulation systems show on the monitor a
variety of playing fields as a playing environment that enables the simulation
for the player.
In the conventional simulation system, the user plays the game or
simulation on a playing field made by a manufacturer (game maker and the
like). For instance, in the golf game, the manufacturer makes in advance a
golf course including a layout of each hole and stores course data thereof in
a
storage area together with a game program and so on. The player plays golf on
the golf course or the hole that has been prepared beforehand in a fixed
manner and proper only to the same golf game. Particularly, in the golf game,
the playing environment changes depending on various conditions such as the
layout of the hole and the weather, which influences playing results.
Specifically, the conditions like a fairway width, a rough depth and bunkers
have influence on a picture indicating a situation of the game, a moving locus
or a stopping position of a golf ball, etc. Therefore, the manufacturer makes
and provides a golf course that will be the most suitable for the golf game,
in
consideration of a variety of elements such as tactics in each hole, taste of
players, satisfaction in the play and so on. So are the other simulation

CA 02324202 2000-10-25
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systems in which the playing field or the game filed has influence on the
play.
However, the conventional simulation system makes the playing
environment beforehand in a stereotyped manner and provides it for the
players. Consequently, there is a very little choice of the playing
environment.
For example, as regards the golf game, the player experiences the same golf
course. whenever he or she plays. Then, the player will be bored as playing
times increase. Some golf games provide several golf courses. Though the
player has a little more choices of the golf courses in those games, the
player
will be bored as he or she plays the game in many times. So are the other
conventional simulation systems.
In view of that point, some golf games add a course construction function
or a course architect function so as to give more choices of the course to the
player. The course construction function enables the player to make a desired
golf course or a hole layout by use of an input device like a controller.
However, the player must create the golf course or each of the hole layouts
through complicated procedures that are similar to an actual golf course
construction. Such work is very difficult and needs much labor. Moreover,
most of the players are amateurs in constructing the golf course, so that the
golf course made by the player may be unsuitable as the playing environment
even for use in the game. Therefore, there is a limitation in the number of
the
golf courses that the player can make. As a result, it is difficult to provide
an
enough number and kinds of golf courses for the player not to be bored.
As described above, the conventional simulation systems have poor
choices of the playing environments or cannot give the player various playing
environments. Particularly, the conventional games have a limited extension,
though they need quality of amusement or entertainment as much as possible.
BRIEF 8UMMARY OF THE INVENTIOR
An object of the present invention is to provide a playing environment
generation system applicable to a variety of simulation systems that enables a
player to make a really new playing environment with a simple operation if
desired and that is capable of realizing substantially an infinite number and
kinds of playing environments, thereby enormously increasing a choice of
playing environments.
According to a first aspect of the invention, an automatic playing
environment generating device is used in a simulation system that provides a
simulation in a playing field displayed on a monitor. The device comprises a
storage device and a processor connected to the storage device. The storage
device stores a parameter representing a characteristic relating to the
playing
field. The processor automatically generates basic frame shape data, which
define a basic frame shape of the playing field, on the basis of the parameter
read out from the storage device. The processor automatically generates basic
outline shape data, which define a basic outline shape with respect to the
basic dame shape, on the basis of the basic frame shape data.
According to a second aspect of the invention, an automatic playing
environment generating device is used in a simulation system that provides a
simulation in a playing field displayed on a monitor. The device comprises a
storage device and a processor connected to the storage device. The storage
device stores a parameter representing a characteristic relating to the
playing
field except a geographical configuration of the playing field. The processor
automatically generates data of an element of the playing field except the

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geographical configuration of the playing field on the basis of the parameter
read out from the storage device.
According to a third aspect of the invention, an automatic playing
environment generating method is used in a simulation system that provides a
simulation in a playing field displayed on a monitor. In the method, a basic
frame shape data generating step automatically generates basic frame shape
data, which define a basic frame shape of the playing field, on the basis of a
parameter representing a characteristic relating to the playing field. A basic
outline shape data generating step automatically generates basic outline
shape data, which define a basic outline shape with respect to the basic frame
shape, on the basis of the basic frame shape data.
According to a fourth aspect of the invention, an automatic playing
environment generating method is used in a simulation system that provides a
simulation in a playing field displayed on a monitor. In the method, a storing
step stores a parameter representing a characteristic relating to the playing
field except a geographical configuration of the playing field. An automatic
generation step automatically generates data of an element of the playing
field
except the geographical configuration of the playing field on the basis of the
parameter read out from the storage device.
In the first or third aspect of the invention, the basic frame shape data
may be generated as one-dimensional data so as to define the basic frame shape
as a line. The basic outline shape data may be generated as two-dimensional
data
so as to define the basic outline shape as a plane.
Moreover, height data, which define a height of the basic outline shape data,
may be generated. Furthermore, the basic outline shape data may be synthesized
with the height data so as to automatically generate three-dimensional data
that
define the basic outline shape data as a solid.
Moreover, the automatic playing environment generating device may be an
automatic golf course generating device used in a golf simulation system. The
parameter may be a parameter representing a characteristic relating to a hole
of a
golf course.
Moreover, the parameter may comprise at least a par of the hole. An
imaginary moving line of a golf ball may be calculated on the basis of the par
so as to automatically generate imaginary moving line data, which defines the
imaginary moving line of the golf ball, as the basic frame shape data.
Moreover, an outline of a fairway and an outline of a rough as the basic
outline shape may be calculated on the basis of the par of the hole and the
imaginary moving line of the golf ball, thereby automatically generating data
relating to the outlines as the basic frame shape data.
Moreover, the parameter may comprise a parameter relating to a level of
the golf course, a parameter relating to the basic frame shape and a parameter
relating to the basic outline shape. The player may be enabled to selectively
input the parameter relating to the level of the golf course. The parameter
relating to the basic frame shape and the parameter relating to the basic
outline shape may be automatically input on the basis of the parameter
relating to the level of the golf course that has been input by the player,
thereby automatically generating the basic frame shape data and the basic
outline shape data.
In the second or fourth aspect of the invention, the simulation system may
be a golf game system. The playing field may be a golf course. At least one of
a
weather and a wind as the parameter, each of which influences a play in the
golf

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game and constitutes a characteristic relating to the golf course, may be
stored.
Data relating to at least one of the weather and the wind in the play on the
golf
course may be automatically generated on the basis of the parameter read out
from the storage device.
Alternatively, the simulation system may be a golf game system. The
playing field may be a golf course. At least one of a kind of a scenery, a
kind of a
cloud, a kind of vegetation, a kind of a clubhouse and a kind of an object in
the
golf course as the parameter, each of which constitutes a characteristic
relating to
the golf course, may be stored. At least one of the scenery, the cloud, the
vegetation, the clubhouse and the object on the golf course may be
automatically located on the basis of the parameter read out from the storage
device.
Further objects and advantages of the invention will be apparent from
the following description, reference being had to the accompanying drawings,
wherein preferred embodiments of the invention are clearly shown.
BRIEF DESCRIPTION OF THE SEVERAL VIEWB OF THE DRAWINGS
FIG. 1 is a block diagram showing a hardware configuration of an
automatic golf course generating device in a golf game system according to a
first embodiment of the invention.
FIG. 2 is a conceptual drawing indicating a basic line as a basic frame
shape that is automatically generated by the first embodiment of the golf
course generating device.
FIG. 3 is a conceptual drawing indicating a fairway and a rough as basic
outline shapes that are automatically generated around the basic line by the
first embodiment of the golf course generating device.
FIG. 4 is a conceptual drawing indicating a variety of parts such as a
teeing ground that are disposed inside and around the rougk~ by the first
embodiment of the golf course generating device.
FIG. 5 is a conceptual drawing indicating other objects such as
vegetation that are disposed inside and around the rough by the first
embodiment of the golf course generating device.
FIG. 6 is a conceptual drawing showing a procedure to synthesize
generated data of FIG. 5 with height data by the first embodiment of the golf
course generating device.
FIG. ? is an explanatory drawing depicting a screen for inputting
parameters in a first automatic generation mode according to the first
embodiment of the golf course generating device.
FIG. 8 is an explanatory drawing depicting a screen for inputting
bibliographic information in the first automatic generation mode according to
the first embodiment of the golf course generating device.
FIG. 9 is an explanatory drawing depicting a screen for inputting
parameters in a second automatic generation mode according to the first
embodiment of the golf course generating device.
FIG. 10 is a table showing parameters in the first automatic generation
mode according to the first embodiment of the golf course generating device.
FIG. 11 is a table showing course setting parameters in the second
automatic generation mode according to the first embodiment of the golf
course generating device.
SO FIG. 12 is a table showing hole setting parameters in the second
automatic generation mode according to the first embodiment of the golf

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course generating device.
FIG. 13 is a table showing a relation between the parameters in the first
automatic generation mode and the parameters in the second automatic
generation mode according to the first embodiment of the golf course
generating device.
FIG. 14 is a flowchart showing an entire process of the golf course
generating device according to the first embodiment.
FIG. 15 is a flowchart schematically showing a basic frame data
generating procedure as a whole in the golf course generating device according
to the first embodiment.
FIG. 16 is a flowchart showing a basic line generating procedure in the
golf course generating device according to the first embodiment.
FIG. 17 is a flowchart showing a fairway generating procedure for a short
hole and a middle hole in the golf course generating device according to the
first embodiment.
FIG. 18 is a flowchart showing a fairway generating procedure for a long
hole in the golf course generating device according to the first embodiment.
FIG. 19 is a flowchart showing a fairway generating procedure for a long
hole having two fairways in the golf course generating device according to the
first embodiment.
FIG. 20 is a flowchart showing a rough generating procedure in the golf
course generating device according to the first embodiment.
FIG. 21 is a flowchart showing an OB ground generating procedure in the
golf course generating device according to the first embodiment.
FIG. 22 is a flowchart showing a height data generating procedure in the
golf course generating device according to the first embodiment.
FIG. 23 is a flowchart showing a tee part locating procedure in the golf
course generating device according to the first embodiment.
FIG. 24 is a flowchart showing a green part locating procedure in the golf
course generating device according to the fwst embodiment.
FIG. 25 is a flowchart showing a pond generating procedure in the golf
course generating device according to the first embodiment.
FIG. 26 is a flowchart showing a bunker part locating procedure in the
golf course generating device according to the first embodiment.
FIG. 2? is a flowchart showing an object locating procedure in the golf
course generating device according to the first embodiment.
FIG. 28 is a flowchart showing a three-dimensional polygon data
generating procedure in the golf course generating device acxording to the
first
embodiment.
FIG. 29 is a flowchatrt showing a cup locating procedure and a tee
locating procedure in the golf course generating device according to the first
embodiment
FIG. 30 is an explanatory drawing showing a basic screen for inputting
parameters in a general setting mode according to a second embodiment of the
golf course generating device of the invention.
FIG. 31 is an explanatory drawing showing a basic screen for inputting
parameters in a hole setting mode according to the second embodiment of the
golf course generating device.
FIG. 32 is an explanatory drawing showing a basic screen for inputting
bibliographic information according to the second embodiment of the golf

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course generating device.
FIG. 33 is an explanatory drawing showing a basic screen for displaying
a preview according to the second embodiment of the golf course generating
device.
FIG. 34 is a flowchart showing an entire procedure of the golf course
generating device according to other embodiments of the invention.
FIG. 35 is a table showing basic parameters used in an automatic
racecourse generating device according to a third embodiment of the
invention.
FIG. 36 is a table showing specific parameters used in the third
embodiment of the racecourse generating device.
FIG. 37 is a flowchart showing an entire procedure for making a basic
shape of a circular type racecourse according to the third embodiment of the
racecourse generating device.
FIG. 38 is a conceptual drawing showing a starting procedure for making
the basic shape of the circular racecourse in the third embodiment of the
racecourse generating device.
FIG. 39 is a conceptual drawing showing the basic shape of the
racecourse that is automatically generated in the third embodiment of the
racecourse generating device.
FIG. 40 is a conceptual drawing showing a modified basic shape of the
racecourse that is automatically generated in the third embodiment of the
racecourse generating device.
FIG. 41 is a conceptual drawing showing a further modified basic shape
of the racecourse that is automatically generated in the third embodiment of
the racecourse generating device.
FIG. 42 is a flowchart showing an entire procedure for making a basic
shape of a non-circular type racecourse according to the third embodiment of
the racecourse generating device.
FIG. 43 is a conceptual drawing showing a starting procedure for making
the basic shape of the non-circular racecourse in the third embodiment of the
racecourse generating device.
FIG. 44 is a conceptual drawing showing a modified basic shape of the
non-circular racecourse that is automatically generated in the third
embodiment of the racecourse generating device.
FIG. 45 is a table showing basic parameters used in an automatic map
generating device according to a fourth embodiment of the invention.
FIG. 46 is a table showing specific parameters used in the fourth
embodiment of the map course generating device.
FIG. 47 is a flowchart showing an entire procedure for making a basic
shape of the map according to the fourth embodiment of the map generating
device.
FIG. 48 is a conceptual drawing showing a starting procedure for making
the basic shape of the map in the fourth embodiment of the map generating
device.
FIG. 49 is a conceptual drawing showing a modified basic shape of the
map that is automatically generated in the fourth embodiment of the map
generating device.
FIG. 50 is a conceptual drawing showing a further modified basic shape
of the map that is automatically generated in the fourth embodiment of the

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map generating device.
DETAILED DESCRIPTION OF THE INVENTION
Several embodiments of the invention are described hereunder referring
to the attached drawings. The same reference character or numeral is
attached to the same element throughout the several embodiments.
[FIRST EMBODIMENT
FIG. 1 illustrates a hardware used in the first embodiment.
The first embodiment of a playing environment generating device is
applied to a golf simulation system (golf game system and golf simulator
system), particularly, to the golf game system. The first embodiment is
concretized into an automatic golf course generating device that automatically
generates golf course data. Therefore, in the first embodiment, a monitor or a
screen displays a golf course as the playing environment or a playing field. A
player simulates playing golf on the displayed golf course. The hardware
configuration of the golf game system that has the golf course generating
device incorporated therein is described hereafter referring to FIG. 1.
In FIG. 1, the golf game system has a game machine 10 that performs
various operations necessary for playing and making progress the game, such
as readout of a program and data, execution of the program and so on. The
game machine 10 has a central processing unit (CPU) 11, a main memory 12,
an image processor 13, an interface 14, a sound processor 15 and an interface
16. The golf game system further has a display 20, an input device 30, a
loudspeaker 40 and a storage medium 50. The CPU 11 is connected with the
storage medium 50 via the interface 16. The storage medium 50 stores game
data that are composed of image data, sound data and program data, which
are necessary for playing the game or executing a game program. The CPU 11
reads in the game data from the storage medium 50 into the main memory 12
and performs arithmetic and logic operations as well as control operations
that
are required for playing and executing the game. The CPU 11 is connected
with the input device 30 via the interface 14. When the game player does
operations for continuing the game, the input device 30 inputs signals
(commands or the like) corresponding to the operation into the CPU 11.
The image processor 13 generates image data necessary for playing the
game and executing the game program on the basis of the computation and
control of the CPU 11. Specifically, the image processor 13 writes in the main
memory 12 the image data, thereby generating images. The image processor
13 is connected with the display 20 and makes the display 20 show images or
pictures on the basis of the image data that has been processed for the play.
The sound processor 15 generates sound data necessary for playing the game
and executing the game program on the basis of the computation and control
of the CPU 11. The sound processor 15 is connected with the loudspeaker 40
and makes the loudspeaker 40 output sounds on the basis of the sound data
that has been processed for the play. Specifically, the sound processor 15
takes out wave data that are stored beforehand in a sound memory (not
shown) and processed into the sound data. Then, the sound processor 15
processes the wave data on the basis of the computation and control of the
CPU 11 and outputs the processed data into the loudspeaker 40.
When the golf game system turns on a power, the CPU 11 reads in the

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main memory 12 the game data recorded in the storage medium 50 via the
interface 16, thereby starting the game program. Then, the display 20 outputs
predetermined pictures while the loudspeaker 40 outputs predetermined
sounds according to procedures described in the game program. On the other
hand, the CPU 11 monitors commands of the player that are input from the
input device 30. If there is a command, the CPU 11 makes the game progress
according to the command. The game progressing operations mentioned
above are common in the general game machines.
The golf game system according to the first embodiment is applicable to a
variety of game machines such as the personal game machine, the consumer
game machine, a handheld game machine and a game system using the
personal computer as the game machine. The first embodiment is also
applicable to a variety of simulators that use special devices such as the big
screen. If the first embodiment is applied to the personal game machine, the
game machine 10 is commonly concretized in a special game machine that is
provided separately from the display 20, the input device 30 and the
loudspeaker 40. Specifically, a special controller is used as the input device
20. A television monitor is used as the display 30. A loudspeaker of the
television is used as the loudspeaker 40. In case the first embodiment is
applied to the consumer game machine or the handheld game machine, the
game machine 10 is commonly concretized in a special game machine that
integrally has the display 20, the input device 30 and the loudspeaker 40. If
the first embodiment is applied to the game machine using the personal
computer, a control circuit such as a CPU and a main memory of the personal
computer is commonly used as the game machine 10. In this case, a display
monitor of the personal computer is used as the display 20. A mouse, a
keyboard or the like of the personal computer is used as the input device 30.
A loudspeaker of the personal computer is used as the loudspeaker 40.
In the personal game machine, the storage medium 50 is commonly
attachable to and detachable from a readout device that is provided in the
game machine. In the consumer game machine, the storage medium 50 is
incorporated in the game machine. In the handheld game machine, some
storage media 50 are attachable to and detachable from a readout device of
the game machine, while some storage media 50 are incorporated in the game
machine. In the game machine using the personal computer, the storage
medium 50 is attachable to and detachable from a readout device that is
incorporated in or attached to the personal computer. Such storage medium
may be one of a variety of optical discs, magneto-optical discs, magnetic
discs
(hard discs or flexible discs), semiconductor memories and the like.
[GOLF COURSE QrENERATINt~ DEVICE]
Next described is the golf course generating device as an automatic
playing environment generating device that constitutes characteristic features
of the invention.
FIGS. 2 to 5 show how to generate a hole layout automatically by the golf
course generating device.
First described are a configuration of the golf course generating device
and an automatic golf course generating method (procedures or functions).
The golf course generating device has basic frame shape data generating
means and basic outline shape data generating means. The basic frame shape

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data generating means automatically generates basic frame shape data, which
define a basic frame shape of a hole, on the basis of one ore more parameters
representing one or more characteristics relating to the hole of a golf
course.
Specifically, the basic frame shape data generating means generates the basic
frame shape data as one-dimensional data, thereby defining the basic frame
shape as a line or a combination of lines. In more detail, as shown in FIG. 2,
the basic frame shape data generating means computes an imaginary or
supposed moving lines 104 and 105 of a golf ball on the basis of a par of the
hole and the like that are set as the parameter or the condition. Then, the
basic frame shape data generating means automatically generates imaginary
moving line data defining the imaginary moving lines 104, 105 as the basic
frame shape data or the basic lines.
The basic outline shape data generating means automatically generates
basic outline shape data, which define a basic outline shape to be an
extension of the basic frame shape, on the basis of the basic frame shape
data.
Specifically, the basic outline shape data generating means generates the
basic outline shape data as two-dimensional data, thereby defining the basic
outline shape as a plane. In more detail, as shown in FIG. 3, the basic
outline
shape data generating means computes an outline 110 of a fairway and an
outline 120 of a rough as the basic outline shape, on the basis of the par of
the hole and the like that are set as the parameter and the imaginary moving
lines 104, 105. Then, the basic outline shape data generating means
automatically generates the basic outline shape data defining the outlines
110, 120.
The golf course generating means further has part locating means and
object locating means. Specifically, in FIG. 4, the part locating means
locates
model parts at prescribed positions inside and outside the rough 120, on the
basis of the par of the hole that has been set as the parameter, the imaginary
moving lines 104, 105, the basic outline shape data and the like. The model
parts are composed of a teeing ground 131, a putting green 141, a pond 151
as a water hazard, a fairway bunker 161, guard bunkers 162, 163 and so on.
In FIG. 5, the object locating means disposes objects such as vegetation
(trees,
grasses and followers) 171, 172 at prescribed positions inside and outside the
rough 120, on the basis of the par of the hole, the imaginary moving lines
104,
105, the basic outline shape data and the like.
The golf course generating means further has height data generating
means and three-dimensional shape data generating means. The height data
generating means automatically generates height data that define heights of
the basic shape data and the like. Specifically, in FIG. 6, the height data
generating means generates the height data 180 as a polygon mesh on the
basis of the par of the hole. The height data define information relating to
the
heights such as the slope of the entire hole (entire inclination), ups and
downs
(partial irregularity). The three-dimensional data generating means synthesize
the basic outline shape data and the height data to automatically generate
three-dimensional shape data that define the basic outline shape as a solid.
That is, the golf course generating means automatically generates the
fairway and the rough as surface parts at random within a range of the given
parameters (conditions), as shown in FIGS. 2 to 5. Moreover, the golf course
generating means beforehand generates a predetermined number of the model
parts and the objects and automatically places them at random within the

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range of the given parameters. Thus, the basic shape data are generated in
which every necessary parts and objects are located at appropriate positions
in
the hole layout. At this time, part of the surface parts, the model parts and
the objects may include the height data. Basically, they are generated two-
s dimensionally or planarly and disposed two-dimensionally. Then, the golf
course generating device synthesizes the basic shape data (two-dimensional
data) and the height data (three-dimensional data), thereby converting the
basic shape data into three-dimensional polygon data that are usable in an
actual golf game.
In the first embodiment, the CPU 11 that reads in the main memory 12
the automatic generation program and the related data from the storage
medium 50 constitutes the basic frame shape data generating means, the
basic outline shape data generating means, the height data generating means
and the three-dimensional shape data generating means. That is, the CPU 11
reads the program and the related data from the storage medium 50 and
executes predetermined procedures. Alternatively, the CPU 11 executes the
predetermined procedures on the basis of the program and the data supplied
through a network.
[PARAMETER BETTING)
Parameters used in the first embodiment of the golf course generating
device is described hereafter.
FIGS. 7 to 9 show a monitor screen for inputting the parameters. FIGS.
10 to 13 indicate the parameters.
[EA8Y DESIGN MODE)
The first embodiment of the course generating device provides two
automatic course generation modes: 'Easy Design" mode and 'Free design"
mode. In the first automatic generating mode or the 'Easy Design" mode, the
image processor 13 shows a basic screen 200 on the display 13 on the basis of
the data read in the main memory 12, as shown in FIG. 7. The basic screen
200 has a menu list 201 arranged at the left and a plurality of selection
boxes
202 disposed in the menu list 201. Each selection box enables the player to
select a desired parameter by pop-up menu.
Specifically, the menu list 201 has upper two selection boxes 202 for
defining 'Course Type" and 'Level", respectively, as parameters representing
characteristics or features of the course or the hole. Under them, there are
arranged an input box 202 of 'Course Name" for inputting a name of a new
generated course, an input box 202 of 'Designer's Name" for inputting a name
of a course designer and an input box 202 of 'Password" that the designer can
set as desired. The selecting operation and the inputting operation are
enabled in each box 202 if the player selects one of the selection boxes 202
and the input boxes 202 by a finger-shaped menu cursor 203.
At the lower end of the screen 200, there are provided help buttons 204
as selecting means for enabling the player to do necessary operations such as
a selecting operation in the selection box 202 or the input box 202. A preview
screen 205 is provided at the right part of the screen 200. A course
information area 206 occupies an inside upper left part of the preview screen
205. The preview screen 205 displays a preview picture 207 (two-dimensional
data) of the automatically generated golf course after the basic shape data
has

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been generated by the course generating process. The course information area
206 indicates a hole number, a distance and a par of a previewed golf course.
At the right upper corner of the screen 200, there is provided a help button
208 as selecting means for changing the "Easy Design" mode into the 'Free
Design' mode.
The player can control each function of the basic screen 200 of FIG. 7 by
a special controller (not shown) that is commonly used in the personal game
machine. Specifically, a vertical movement key (m) of the controller is
operated upward and downward to move the menu cursor 203 upward and
downward, thereby selecting a desired one of the boxes 202 of the menu list
201. A "2'button of the controller is pushed to select and decide one of the
parameters in the selection box 202, thereby fixing the parameter. A ".'
button of the controller is pushed to cancel the setting of the parameter that
has been selected in the selection box 202. If the '~" button is pushed once
more, another function can be realized such as an "Undo" function for deleting
the basic shape data of the automatically generated hole or a 'Redo" function
for getting the automatically generated hole data back to the hole data one
before the present data.
A "7('"' button of the controller is pushed to send to the CPU 11 a course
generating command for automatically generating the course on the basis of
the set parameters. It is possible to construct the course generating device
such that, each time the "Y" button is further pushed, the course is
reproduced. Every course thus generated is displayed on the preview screen
205. It is also possible to configure the course generating device such that,
if
"START" button of the controller is pushed, the game machine gets out of the
course generating routine and proceeds to an ordinary game mode. In this
case, it is further possible to indicate a dialogue that warns the player
whether
to store the automatically generated data. Moreover, it is also possible to
construct the course generating device such that, if "L1" button and 'R1'
button of the controller are pushed, a hole to be automatically generated is
changed. In this case, it is also possible to construct the course generating
device such that the "L1" button makes the present hole return to the previous
hole, while the 'R1" button makes the present hole move to the next hole.
A left analog stick of the controller may be used or operated to scroll a
displayed area of the course in the preview screen 205 vertically and
horizontally. "L2" button and "R2" button of the controller may be used or
pushed to scale up and down the course that has been displayed on the
preview screen 205. Furthermore, the left analog stick may be used or
inclined to change a moving or scrolling speed of a displayed area according
to
a scale thereof that is controlled by the "L2" button and the "R2" button. A
"SELECT" button of the controller may be used or pushed to switch a display
mode of the course or the hole inside the preview screen 205 between a bird's-
eye view and a three-dimensional view at the time of playing.
In FIG. 10, the "Course Type" selection box 202 enables the user to
selectively input one of eight choices (Choice 1 to Choice 8) by pop-up menu.
For example, if the player selects the Choice 2, the course generating device
sets conditions proper to a woody course and, in the course generation,
executes a procedure for heightening the level of the game. For instance, the
course generating device increases a number of trees inside the course and
makes the fairnvay narrower. If the player selects the Choice 3, the course

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generating device sets conditions proper to a resort course and, in the course
generation, executes such a procedure as to increase flatness of each hole and
copy a landscape or a scenery of a resort as a background of the course. If
the
player selects the Choice 4, the course generating device sets conditions
proper to a mountain course and, in the course generation, executes such a
procedure as to make severe a slope or ups and downs of each hole.
If the player selects the Choice 5, the course generating device sets
conditions proper to a desert course and, in the course generation, executes
such a procedure as to eliminate grass bunkers. If the player selects the
Choice 6, the course generating device sets conditions proper to the Links
that
is a golf course of Scotland and, in the course generation, executes such a
procedure as to make severe the weather (wind and the like) and copy a
landscape of the Links as the background of the course. If the player selects
the Choice 8, the course generating device sets conditions proper to the
Augusta Golf Club that is the stage of the U.S. Open (Masters Tournament)
and, in the course generation, executes such a procedure as to copy a
landscape of the Augusta Golf Club as the background of the course. If the
player selects the Choice 1, the course generating device automatically
selects
one of the course types of the Choices 1 to 8 at random.
In FIG. 10, the "Level" selection box 202 enables the user to selectively
input one of three choices (Choice 1 to Choice 3) by pop-up menu. If the
player selects the Choice 1, the course generating device sets easy course
conditions suitable for beginners. If the player selects the Choice 2, the
course generating device sets normal course conditions suitable for
intermediate or normal players. If the player selects the Choice 3, the course
generating device sets hard course conditions suitable for seniors or skilled
players.
If the player selects the input boxes 202 such as the "Course Name", the
course generating device changes part of displayed contents from those of the
basic screen 200 of FIG. ? to a character input screen 200 of FIG. 8. At the
same time, the character input screen 200 places help buttons 211 at the
lower end that are different from the help buttons 204 of the basic screen
200.
The preview screen 205 has a character list 212 for an inputting operation of
the characters. The player can select a desired character by the vertical
movement key (m) and a horizontal movement key ('~'"~). Then, the player can
fix the selected character by the 'a"button or clear one of the selected
characters by the '~' button. Thus, the player can input desired characters
into each input box of the "Course Name", the "Designer's Name" and the
"Password". In this case, the device may install a Roman character inputting
and/or converting function in order to convert data between a Japanese
product and a foreign product. If the "Password" is set, a designed course
(hole) is stored in the storage medium 50 with a password. Then, unless the
password is input, nobody can do any operations such as copy or alteration of
the designed course. Thus, it is possible to effectively protect a copyright
of
the designer.
(FREE DE8IG1'~ MODE]
If a '2" button of the controller is pushed in the basic screen 200 of FIG.
7, the player can switch from the "Easy Design" mode to the "Free Design"
mode. In the "Free Design" mode, the image processor 13 shows a basic

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screen 220 on the display 13 on the basis of the data read in the main
memory 12, as shown in FIG. 9. The basic screen 220 has a menu list 221
arranged at the left, which is divided into a plurality of selection tabs 222.
The
selection tabs 222 are composed of a "General" tab, a "Course" tab and a
"Hole" tab. The "General" tab 222 has input boxes for a course designer's
name, a course name and a course password, respectively. The "Course" tab
222 has selection boxes for setting parameters in the whole course. The "Hole"
tab 222 has selection boxes for setting parameters in each of the holes.
Each of the input boxes of the "General" tab 222 corresponds to each of
the "Designer's Name", the "Course Name" and the "Password" of the "Easy
Design" mode and has the same configuration. The selection boxes in the
"Course" setting tab 222 serve to enable the player to select and set each of
parameters shown in FIG. 11 by pop-up menu. The selection boxes in the
"Hole" setting tab 222 serve to enable the player to select and set each of
parameters shown in FIG. 12 by pop-up menu. The selection boxes are
disposed from the top to the bottom in each of the tabs 222, though only the
boxes 223 of the "Hole" setting tab 222 are shown in FIG. 9. If the player
selects a marker 225 by a menu cursor 224, he or she can scroll and display
all of displayed items (selection boxes 223) step by step.
At the lower end of the screen 220, there are provided help buttons 226
like the help buttons 204 of the basic screen 200. A preview screen 227 like
the preview screen 205 of the basic screen 200 is provided at the right part
of
the screen 220. The preview screen 227 displays a preview picture 229 of an
automatically generated golf course (hole). A course information area 228 like
the course information area 206 of the basic screen 200 occupies an inside
upper left part of the preview screen 227. At the right upper corner of the
screen 220, there is provided a help button 230 like the help button 208 of
the
screen 200.
The player can control the basic screen 220 of FIG. 9 by the controller of
the personal game machine in the same manner as the basic screen 200.
Specifically, each of the buttons, the keys and the stick of the controller is
operated also in the "Free Design" mode in the same way as the "Easy Design"
mode. Then, the player can perform each of the necessary operations such as
a setting operation of the parameters, automatic generation of the golf course
and a checking operation in the preview screen 230. In the "Free Design"
mode, the horizontal movement key (T"~ of the controller is used to switch the
setting tabs.
Referring to FIG. 11, the "Course" setting tab 222 has selection boxes as
parameters showing characteristics relating to the whole course: "Course Type
(kind of course)", "Par", "Weather", "Wind", "Scenery (kind of scenery)",
"Cloud
(kind of cloud)", "Vegetation (kind of vegetation)", "Clubhouse (kind of
clubhouse)" and "Course Object (kind of course object)". In the selection box
of the "Course Type", the player can selectively input one of eight choices
(Choice 1 to Choice 8). These eight choices are the same as the eight choices
of the "Course Type" of the "Easy Design" mode shown in FIG. 10.
In the selection box of the "Par", the player can select one of the Choice 1
(Automatic) and the Choice 2 (Input (Manual Input)). If the player selects the
Choice 1, the par is chosen at random. If the player selects the Choicx 2, he
or she can manually input or selectively input a desired par, so that such par
is set as the parameter.

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In the selection box of the "Weather", the player can select one of the
Choice 1 (Automatic), Choice 2 (Rain), Choice 3 (Rainy), Choice 4 (Normal),
Choice 5 (Fine) and Choice 6 (Fair). If the player selects the Choice 1, one
of
the Choices 2 to 6 is automatically chosen at random. If the player selects
the
Choice 2, the weather condition in the whole course becomes rain only, and,
in the course generation, the rain is always displayed in a scenery of the
course (hole). If the player selects the Choice 3, the weather condition in
the
whole course becomes rainy, and, in the course generation, the rain is
frequently displayed in the scenery of the course (hole). If the player
selects
the Choice 4, the weather condition in the whole course becomes normal, and,
in the course generation, fine weather and the rain are displayed with normal
frequency in the scenery of the course (hole). If the player selects the
Choice
5, the weather condition in the whole course becomes fine, and, in the course
generation, the fine weather is frequently displayed in the scenery of the
course (hole). If the player selects the Choice 6, the weather condition in
the
whole course becomes fine or fair only, and, in the course generation, the
fine
weather is always displayed in the scenery of the course (hole). Normally, if
the choice number increases from Choice 2 to Choice 6, the weather condition
of the course (hole) becomes better. Then, there are less influences of the
rain
against the play, thereby lowering the level or difficulty of the course.
In the selection box of the "Wind", the player can select one of Choice 1
(Automatic), Choice 2 (Weak), Choice 3 (Normal) and Choice 4 (Strong). If the
player selects the Choice 1, one of the Choices 2 to 4 is automatically chosen
at random. If the player selects the Choice 2, the wind scale or the wind
velocity in the whole course is set in a weak range in the course generation.
If
the player selects the Choice 3, the wind scale in the whole course is set in
a
normal range (medium range between the Choice 2 and the Choice 4) in the
course generation. If the player selects the Choice 4, the wind scale in the
whole course is set in a strong range in the course generation. Normally, if
the
choice number increases from the Choice 2 to Choice 4, the weather condition
of the course (hole) becomes worse. Then, there are more influences of the
wind against the play, thereby heightening the level or difficulty of the
course.
Moreover, in case the Choice 1 is selected, it is possible to set the range of
the
"Wind" relatively stronger than that of common cases if the "Course Type" is
the "Links" or "Seaside".
In each of the selection boxes of the "Scenery", the "Cloud ", the
"Vegetation", the "Clubhouse" and the "Course Object", the player can select
one of Choice 1 (Automatic) and Choices 2 to 8 (Type 1 to Type ?),
respectively.
If the player selects the Choice 1, one of the Choices 2 to 8 is automatically
chosen at random. Different seven types or kinds are generated and prepared
for each of the "Scenery", the "Cloud ", the "Vegetation", the "Clubhouse" and
the "Course Object" in the Choices 2 to 8. Such types or kinds are stored as
picture data in the storage medium 50, respectively. If the player selects the
one of the Choices 2 to 8 in each of the parameters, the selected type of
picture of the "Scenery", the "Cloud ", the "Vegetation", the "Clubhouse" and
the "Course Object" is displayed as the scenery of the course (hole) or in the
scenery of the course (hple) in the course generation. In case the Choice 1 is
selected, it is possible to select a type of the "Scenery", the "Cloud ", the
"Vegetation" and the like that is suitable for the "Choice" selected in the
"Course Type". Moreover, it is possible to provide a variety of versions for
each

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of the four seasons for the "Vegetation". For example, maples with autumn
color leaves may be provided for the autumn.
Referring to FIG. 12, the "Hole" setting tab 222 has selection boxes 223
as parameters showing characteristics relating to each of the hole:
"Distance",
"Shape 1 (Dogleg (kind of dogleg))", "Shape 2 (Dogleg (angle of doglep~)",
"Shape
3 (Slope (kind of slope))", "Shape 4 (Slope (angle of slope))", "Ups and
Downs",
"Fairway Width", "Rough Type (depth of rough)" and "Guard Bunker (Yes or
No)", "Fairway Bunker (Yes or No)", "Water Hazard (pond, lake, marsh,
watercourse, sea and the like)","Green Area", "Wind Scale (or wind velocity)"
and "Wind Direction".
In the selection box of the "Distance", the player can select one of the
Choice 1 (Automatic), Choice 2 (Short), Choice 3 (Middle) and Choice 4 (Long).
If the player selects the Choice l, one of the Choices 2 to 4 is automatically
chosen at random. If the player selects the Choice 2, a distance of a hole is
set in a short range in the course generation. If the player selects the
Choice
3, the distance of the hole is set in a normal range (medium range between the
Choice 2 and the Choice 4) in the course generation. If the player selects the
Choice 4, the distance of the hole is set in a long range in the course
generation. Normally, if the choice number increases from the Choice 2 to
Choice 4, the level or difficulty of the course increases. Moreover, the range
of
the "Distance" parameter is set depending on the "Par" parameter in the
"Course" setting tab 222.
In the selection box of the "Shape 1 ", the player can select one of the
Choice 1 (Automatic), Choice 2 (Left Dogleg), Choice 3 (Straight) and Choice 4
(Right Dogleg). If the player selects the Choice 1, one of the Choices 2 to 4
is
automatically chosen at random. If the player selects the Choice 2, a fairway
is bent leftward at a middle and a left dogleg hole is generated in the course
generation. If the player selects the Choice 3, the fairway is linearly
extended
and a straight hole is generated in the course generation. If the player
selects
the Choice 4, the fairway is bent rightward at the middle and a right dogleg
hole is generated in the course generation. Generally, there is no dogleg in a
short hole (par 3). Then, it is possible to always select the Choice 3 in case
the
Choice 1 is selected. Alternatively, it is possible to display a dialog that
warns
the player if the player selects the Choice 2 or the Choice 4 in the short
hole.
In the selection box of the "Shape 2", the player can select one of the
Choice 1 (Automatic), Choice 2 (Least), Choice 3 (Dull) and Choice 4 (Sharp).
If the player selects the Choice 1, one of the Choices 2 to 4 is automatically
chosen at random. If the player selects the Choice 2, a dogleg angle is set in
a
least range in the course generation. If the player selects the Choice 3, the
dogleg angle is set in a middle range (medium range between the Choice 2 and
the Choice 4) in the course generation. If the player selects the Choicc 4,
the
dogleg angle is set in a most sharp range in the course generation. Normally,
if the choice number increases from the Choice 2 to Choice 4, the level or
difficulty of the course increases.
In the selection box of the "Shape 3", the player can select one of the
Choice 1 (Automatic), Choice 2 (Uphill), Choice 3 (Straight) and Choice 4
(Downhill). If the player selects the Choice 1, one of the Choices 2 to 4 is
automatically chosen at random. If the player selects the Choice 2, an entire
hole is inclined upward toward a putting green and an uphill hole is generated
in the course generation. If the player selects the Choice 3, the entire hole

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becomes generally flat without a slope and a straight hole is generated in the
course generation. If the player selects the Choice 4, the entire hole is
sloped
downward toward the putting green and a downhill hole is generated in the
course generation.
In the selection box of the "Shape 4", the player can select one of the
Choice 1 (Automatic), Choice 2 (Least), Choice 3 (Gentle) and Choice 4
(Steep).
If the player selects the Choice 1, one of the Choices 2 to 4 is automatically
chosen at random. If the player selects the Choice 2, a slope angle is set in
a
least range in the course generation. If the player selects the Choice 3, the
slope angle is set in a middle range (medium range between the Choice 2 and
the Choice 4) in the course generation. If the player selects the Choice 4,
the
slope angle is set in a steepest range in the course generation. Normally, if
the
choice number increases from the Choice 2 to Choice 4, the level or difficulty
of the course increases.
In the selection box of the "Ups and Downs", the player can select one of
the Choice 1 (Automatic), Choice 2 (Flat), Choice 3 (Gentle) and Choice 4
(Steep). If the player selects the Choice 1, one of the Choices 2 to 4 is
automatically chosen at random. If the player selects the Choice 2, a flat
hole
without partial irregularity (ups and downs) is generated in the course
generation. If the player selects the Choice 3, a degree of the ups and downs
in the hole is set in a gentle range (medium range between the Choice 2 and
the Choice 4) in the course generation. If the player selects the Choice 4,
the
degree of the ups and downs in the hole is set in a steepest range in the
course generation. Normally, if the choice number increases from the Choice
2 to Choice 4, the level or difficulty of the course increases. In case the
"Links" is selected as the "Course Type" in the "Course" setting tab 222, it
is
possible to set the range of the "Ups and Downs" in a relatively steeper range
in each of the Choices. Particularly, in case the Choice 1 is selected, it is
possible to set the "Ups and Downs" range into a relatively steeper range like
the actual ups and downs in the Links.
In the selection box of the "Fairway Width", the player can select one of
the Choice 1 (Automatic), Choice 2 (Wide), Choice 3 (Normal) and Choice 4
(Narrow). If the player selects the Choice 1, one of the Choices 2 to 4 is
automatically chosen at random. If the player selects the Choice 2, a width of
a fairway is set in a widest range in the course generation. If the player
selects
the Choice 3, the fairway width is set in a middle range (medium range
between the Choice 2 and the Choice 4) in the course generation. If the player
selects the Choice 4, the fairway width is set in a narrowest range in the
course generation. Normally, if the choice number increases from the Choice
2 to Choice 4, the level or ditliculty of the course increases. In case the
"Links" is selected as the "Course Type" in the "Course" setting tab 222, it
is
possible to set the range of the "Fairway Width" in a relatively narrower
range
in each of the Choices. Particularly, in case the Choice 1 is selected, it is
possible to set the "Fairway Width" range into a relatively narrower range
like
the actual small fairway width in the Links.
In the selection box of the "Rough Type", the player can select one of the
Choice 1 (Automatic), Choice 2 (Shallow), Choice 3 (Normal) and Choice 4
(Deep). If the player selects the Choice 1, one of the Choices 2 to 4 is
automatically chosen at random. If the player selects the Choice 2, a depth of
a rough is set in a shallowest range in the course generation. If the player

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selects the Choice 3, the rough depth is set in a middle range (medium range
between the Choice 2 and the Choice 4) in the course generation. If the player
selects the Choice 4, the rough depth is set in a deepest range in the course
generation. Normally, if the choice number increases from the Choice 2 to
Choice 4, the level or difficulty of the course increases.
In each of the "Guard Bunker", "Fairway Bunker" and "Water Hazard",
the player can select one of the Choice 1 (Automatic), Choice 2 (None), Choice
3 (Normal) and Choice 4 (Many), respectively. If the player selects the Choice
1, one of the Choices 2 to 4 is automatically chosen at random. If the player
selects the Choice 2, no hazards are placed in a hole in the course
generation.
If the player selects the Choice 3, corresponding hazards are placed in the
hole
in the course generation by a normally supposed range of number (medium
number between the Choice 2 and the Choice 4). If the player selects the
Choice 4, corresponding hazards are placed in the hole in the course
generation by a larger number than the normally supposed range of number.
Normally, if the choice number increases from the Choice 2 to Choice 4, the
level or difficulty of the course increases.
The hazards are composed of the guard bunkers, the fairway bunkers
and the water hazards. They are generated and provided beforehand as the
model parts and stored in the storage medium 50 as the picture data. The
grass bunkers as the other hazards than the above are selected according to
the "Course Type" in the "Course" setting tab 222. For example, no grass
bunker is placed in the "Desert" course where the grass bunker is
inappropriate. To the contrary, if the "Links" is selected in the "Course
Type",
it is possible to compulsorily provide the grass bunkers regardless of the
setting by the player.
In the selection box of the "Wind Scale", the player can select one of the
Choice 1 (Automatic), Choice 2 (Gentle), Choice 3 (Normal) and Choice 4
(Strong). If the player selects the Choice 1, one of the Choices 2 to 4 is
automatically chosen at random. If the player selects the Choice 2, the wind
scale or the wind velocity in a hole is set in a gentle range in the course
generation. If the player selects the Choice 3, the wind scale in the hole is
set
in a normal range (medium range between the Choice 2 and the Choice 4) in
the course generation. If the player selects the Choice 4, the wind scale in
the
hole is set in a strong range in the course generation. Normally, if the
choice
number increases from the Choice 2 to Choice 4, the weather condition of the
hole become worse. Then, there are more influences of the wind against the
play, thereby heightening the level or difficulty of the course. The "Wind"
parameter of the "Course" setting tab 222 is set as an initial value in the
course generation. However, the set value of the "Wind Scale" parameter of
the "Hole" setting tab 222 has priority over the initial value, the player can
change the wind scale parameter in each of the holes.
[RELATION BETWEEN EASY DESIGN AND FREE DESIGN']
As mentioned above, the "Free Design" mode provides many kinds of
conditions (parameters) necessary for the automatic course generation or
course design. Then, the parameters are input automatically or by the
selected operations of the player (user). On the other hand, the "Easy Design"
mode uses the "Course Type" and the "Level" as the parameters for the course
generation among the parameters of the "Free Design" mode. Specifically, the

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"Free Design" mode intends to increase choices as many as possible in the
course design, which is selectable or decided by the player by himself or
herself. With such configuration, the game reflects tastes of the player
thereon. On the other hand, the "Easy Design" mode is configured to spare
the player the labor in designing the course as much as possible. Moreover,
the player can change each of the parameters as desired in the "Free Design"
mode. The Choice 1 is set as an initial value in each of the parameters.
Therefore, if the user does not change the initial value of the parameters,
the
"Free Design" mode has the same parameter values as the "Easy Design"
mode.
In the first embodiment, the player can move course data that have been
generated in the "Easy Design" mode into the "Free Design" mode, thereby
adjusting or altering them. To the contrary, it is possible to have a function
or
technique to move the course data generated in the "Free Design" mode into
the "Easy Design" mode. However, it means making the parameter setting in
the "Free Design" mode in vain. Therefore, it is preferable in such case to
show a dialog that warns the player.
FIG. 13 shows the relation between the parameters in the "Easy Design"
mode and the parameters in the "Free Design" mode.
In the "Easy Design" mode, the basic frame shape data generating means
and the basic outline shape data generating means use the parameters
relating to the level or difficulty of the course, the parameters relating to
the
basic frame shape, the basic outline shape and so on, as the parameters
representing the characteristics or features relating to the hole. Moreover,
these means enable the player to selectively input the parameters relating the
level of the course. At the same time, these means automatically input the
parameters relating to the basic frame shape, the basic outline shape and the
like on the basis of the parameters relating the level of the course. Thus,
these means automatically generate the data of the whole golf course such as
the basic frame shape data (imaginary moving lines 104, 105), the basic
outline shape data (fairway 110, rough 120) and so on.
Referring to FIG. 13, the relation between the parameters in the "Easy
Design" mode and the parameters in the "Free Design" mode is described
hereafter. First, if the level is set in the Choice 1 in the "Easy Design"
mode
(see FIG. 10), prescribed choices with relatively lower diiHculty are
automatically selected among the parameter choices that influence the course
difficulty in the "Free Design" mode. Specifically, the "Weather" is set in
the
Choice 6 and the ""Wind" is set in the Choice 2 (see FIG. 11). As shown in
FIGS. 12 and 13, the "Distance" is set in the Choice 2, the Choice 3 is
frequently used as the "Shape 1" and the "Shape 2" is set in the Choice 2. The
"Shape 3" is set in the Choice 3, the ""Shape 4" is set in the Choice 2 and
the
"Ups and Downs" is set in the Choice 2. The Choices 2 are selected as the
"Fairway Width", the "Rough Type", the "Guard Bunker", the "Fairway
Bunker", the "Water Hazard" and the "Green Area", respectively. Though not
shown, the "Wind Direction" can be set in the Choice 1.
Next, if the level is set in the Choice 2 in the "Easy Design" mode,
prescribed choices with approximately medium difficulty are automatically
selected among the parameter choices that influence the course difficulty in
the "Free Design" mode. Specifically, the "Weather" is set in the Choice 4 and
the ""Wind" is set in the Choice 3. The "Distance" is set in the Choice 3, the

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Choices 2 to 4 are used at random as the "Shape 1" and the "Shape 2" is set in
the Choice 3. The Choices 2 to 4 are used at random as the "Shape 3", the
"Shape 4" is set in the Choice 3 and the "Ups and Downs" is set in the Choice
3. The Choices 3 are selected as the "Fairway Width", the "Rough Type", the
"Guard Bunker", the "Fairway Bunker", the "Water Hazard" and the "Green
Area", respectively. Though not shown, the "Wind Direction" can be set in the
Choice 1.
If the level is set in the Choice 3 in the "Easy Design" mode, prescribed
choices with relatively higher difficulty are automatically selected among the
parameter choices that influence the course difficulty in the "Free Design"
mode. Specifically, the Choices 2 to 4 are used at random as the "Weather",
while the Choices 3 and 4 are used at random as the ""Wind". The Choices 3
and 4 are used at random as the "Distance", the Choices 2 and 4 are
frequently used as the "Shape 1" and the "Shape 2" is set in the Choice 4. The
Choices 2 and 4 are frequently used as the "Shape 3", the "Shape 4" is set in
the Choice 4 and the "Ups and Downs" is set in the Choice 4. The Choices 4
are selected as the "Fairway Width", the "Rough Type", the "Guard Bunker",
the "Fairway Bunker", the "Water Hazard" and the "Green Area", respectively.
Though not shown, the "Wind Direction" can be set in the Choice 1.
(AUTOMATIC COURSE QrENERATINQr METHOD (PROCESSj~
The automatic golf course generating method (procedures or functions) of
the first embodiment is described hereafter.
FIG. 14 shows an overall procedure of the first embodiment of the course
generating method.
First, the player should operate fixed switches or buttons of the
controller or the like during the game or at the beginning of the game in
order
to perform the golf course generation. Then, the basic screen 200 or the basic
screen 220 is shown on the display 20 (see FIGS. ? to 9). In this procedure,
either of the basic screen 200 and the basic screen 220 may be displayed first
as an initial screen. At the same time, at STEP 301 (initialization) of FIG.
14,
each of the parameters in the basic screens 200 and 220 is set in initial
values. Next, at STEP 302, the player sets the parameters as desired by the
"Easy Design" mode or the "Free Design" mode, thereby deciding conditions for
the automatic course generation.
If the player inputs a command for the course generation by the button
of the controller or the like, an automatic generation process of course data
starts at STEP 304. Then, after the process as shown in FIGS. 2 to 5, the
basic shape data of the course or the hole are automatically generated
according to the set parameters or conditions. The basic shape data has
three-dimensional features in part. However, they are basically generated as
the two-dimensional data, thereby reducing or simplifying the steps in the
generation process.
At STEP 304, the generated basic shape of the course or the hole is
displayed as a preview picture 207, 229 on the preview screen 205, 227.
Then, the player can check the generated basic shape by the preview picture
207, 229. If the player agrees with the generated data, he or she makes a
fixed operation to settle the data. Thereby, at STEP 305, the basic shape data
as the two-dimensional data are synthesized with height data as shown in
FIG. 6, so that the three-dimensional polygon data of the course are

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generated. If the player dislikes or disagrees with the generated basic shape
at
STEP 304, he or she operates a fixed button to make the process return to
STEP 301. Then, the set parameters are canceled, thereby enabling the player
to set new parameters.
In the first embodiment, the imaginary moving lines 104, 105 are
generated as the basic line (basic frame shape) in the course generation as
shown in FIG. 2 so that tactics of the golf course can be easily altered.
Then,
the course is automatically generated on the basis of the basic line, while
taking the level into account. Particularly, the golf course has an
originality as
the map or the playing field when a variety of geographical features (playing
field elements) are placed at appropriate positions. Such geographical
features
are the teeing ground, the fairway, the rough, the bunkers, the putting
greens,
for example. Therefore, the course generating device basically functions to
generate the course in consideration of that point. The geographical features
are automatically disposed in view of the tactics in the golf game, the
natural
law, the other conditions to give originality to the game and the like. Thus,
the
golf course that satisfies requests of the player is automatically generated.
On
the other hand, the first embodiment takes into account the facts that the
geographical features of the golf course are disposed in a very two-
dimensional
way. Therefore, each of the features is placed in the two-dimensional way
while the features being divided into parts, respectively, and each of the
parts
being located at a fixed position. Consequently, the total number of the steps
for disposing the features is reduced. Some conditions such as the slope and
the ups and downs must be defined in a three-dimensional way in the golf
course. However, these conditions have little relation with the two-
dimensionally disposed data. Therefore, the three-dimensional data are
separately generated as the processed data and synthesized with the two-
dimensional data at last.
A process for generating the basic shape data that are generated on the
basis of the above-mentioned principle is described hereafter referring to
FIGS.
15 to 29. For convenience sake, each procedure is explained just in case of
automatically generating a shape of a hole (par 4) shown in FIGS. 2 to 5 a.s
the
basic shape data However, it is apparent that the first embodiment of the
generating process can be applied to the other cases in which the other holes
are automatically generated.
FIG. 15 schematically shows a basic frame shape data generating
procedure as a whole in the golf course generating device according to the
first
embodiment.
As shown in FIG. 15, at STEP 400, a basic line such as the imaginary
moving lines 104, 105 of FIG. 2 is generated first on the basis of the set
parameters. Next, at STEP 500, an outline of a fairway such as the outline
110 of FIG. 3 is generated around the basic line on the basis of the set
parameters and the basic line. Then, at STEP 600, an outline of a rough such
as the outline 120 of FIG. 3 is generated outside the outline of the fairway
on
the basis of the set parameters, the basic line and the like. Thereafter, at
STEP 700, an OB ground not shown is generated outside the outline of the
rough on the basis of the set parameters, the basic line and the like. In STEP
800, height data are generated to define heights such as a slope and ups and
downs of the entire hole. In STEP 900, each of the model parts such as the
teeing ground, the putting green and the bunkers are generated and disposed

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in the hole on the basis of the set parameters, the basic line and the like.
Moreover, the water hazards such as the ponds are generated and disposed in
the hole. At last, at STEP 1000, the other objects are disposed inside and
outside the hole on the basis of the set parameters, the basic line and the
like.
Such objects may be the vegetation (trees, glasses, flowers and so on) and
belongings of the golf course (carts, artificial objects like washers and/or
natural objects like puddles).
FIG. 16 shows a basic line generating procedure in the golf course
generating device according to the first embodiment.
A sequence of steps shown in FIG. 16 indicate the basic line generating
procedure corresponding to STEP 400 of FIG. 15. They are executed by the
CPU 11 to constitute the basic frame shape data generating means (step or
function) of the invention. In the basic line generating process, at STEP 401,
a
coordinate (x, z) of the center position 101 of the teeing ground 131 is
decided
first. The center position becomes a start point or start position of the
basic
line. For convenience sake of the procedure, an origin is usually selected as
the start point. Then, a first supposed shot distance is set at STEP 402. At
this time, set at STEP 402 is a range that is supposed for the first shot
distance of the golf ball in a usual play, referring to the parameters such as
the "Par" and the "Distance", for example. Then, the first supposed shot
distance of the golf ball is decided at random at STEP 402 within the range by
use of a random number generating device. Thereafter, a first shot angle is
set
at STEP 403. At this time, set at STEP 403 is a range that is supposed for the
first shot angle of the golf ball in the usual play, referring to the
parameters
such as the "Shape 1" and the "Shape 2", for example. Then, the first shot
angle of the golf ball is decided at STEP 403 at random within the range by
use of the random number generating device.
At STEP 404, a coordinate (x, z) of a first shot reaching point 102 is
decided on the basis of the first supposed shot distance and the first shot
angle. Consequently, the basic line 104 is finally determined. In the short
hole (par 3), the first shot reaching point is set as a center position of the
putting green 141. At STEP 405, it is decided whether or not the par of the
hole to be generated is four (middle hole) or more, on the basis of the "Par"
parameter. If it is decided at STEP 405 that the currently generated hole is
the short hole (par 3), the execution of the process is ended. That is, since
the
first reaching point is the center position of the putting green in the short
hole,
the following steps (STEP 406 to STEP 411) are unnecessary.
If it is decided at STEP 405 that the par of the current hole is four or
more, a second supposed shot distance is set at STEP 406. At this time, set at
STEP 406 is a range that is supposed for the second shot distance of the golf
ball in the usual play, referring to the parameters such as the "Par" and the
"Distance", for example. Then, the second supposed shot distance of the golf
ball is decided at STEP 406 at random within the range by use of the random
number generating device. Thereafter, a second shot angle is set at STEP 407.
At this time, set at STEP 407 is a range that is supposed for the second shot
angle of the golf ball in the usual play, referring to the parameters such as
the
"Shape 1" and the "Shape 2", for example. Then, the second shot angle of the
golf ball is decided at STEP 407 at random within the range by use of the
random number generating device.
At STEP 408, a coordinate (x, z) of a second shot reaching point 103 is

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decided on the basis of the second supposed shot distance and the second
shot angle. Consequently, the basic line 105 is finally determined. Moreover,
a third supposed shot distance is set at STEP 409. At this time, set at STEP
409 is a range that is supposed for the third shot distance of the golf ball
in
the usual play, referring to the parameters such as the 'Par" and the
"Distance", for example. Then, the third supposed shot distance of the golf
ball is decided at STEP 409 at random within the range by use of the random
number generating device. Thereafter, a third shot angle is set at STEP 410.
At this time, set at STEP 40? is a range that is supposed for the third shot
angle of the golf ball in the usual play, referring to the parameters such as
the
"Shape 1" and the "Shape 2", for example. Then, the third shot angle of the
golf ball is decided at STEP 410 at random within the range by use of the
random number generating device.
At STEP 411, a coordinate (x, z) of a third shot reaching point is decided
on the basis of the third supposed shot distance and the third shot angle.
Then, the execution of the procedure is ended. In the middle hole (par 4) and
the long hole (par 5), the third shot reaching point is set as the center
position
of the putting green 141. Moreover, the set shot distance of the first to the
third shots (particularly the third shot) is set longer in the long hole as a
whole
than in the middle hole.
In the first embodiment, the first shot reaching point is set as the center
position of the putting green 141 in the short hole, while the third shot
reaching points being set as such center point. Therefore, it is decided at
STEP 405 whether or not the current hole is short hole. If it is the short
hole,
the execution of the procedure is ended. However, if the second shot reaching
point is set as the center position of the putting green 141 in the middle
hole,
it is decided whether or not the current hole is the long hole between STEP
408 and STEP 409. If it is the middle hole, the execution of the procedure is
ended. That is, the positions and the number of the decisions will change
depending on which shot reaching point is the center position of the putting
green.
FIG. 17 shows a faixyvay generating procedure for a short hole and a
middle hole in the golf course generating device according to the first
embodiment.
A sequence of steps shown in FIG. 17 indicate the generating procedure
of the fairway of par 3 and par 4 corresponding to STEP 500 of FIG. 15. They
are executed by the CPU 11 to constitute the basic outline shape data
generating means (step or function) of the invention. In the fairway
generating
process, at STEP 501, a start point 111 of the fairway 110 is decided first.
At
this time, the start point 111 is placed on the basic line referring to the
tee
center position 101, the first shot reaching point 102 and the like, for
example. Usually, a range is set at STEP 501 between the tee center position
101 and the first shot reaching point 102 within which the start point can be
set. Then, a coordinate (x, z) of the star point 111 is decided at random
within
the set range.
At STEP 502, an end point 112 of the fairway 110 is decided. At this
time, the end point 112 is placed on the basic line referring to the green
center
position, the second shot reaching point 103 and the like, for example. In
case of the short hole, a range is set usually at STEP 502 beyond the putting
green 141 within which the end point 112 can be set. Then, a coordinate (x, z)

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of the end point 112 is decided at random within the set range. In case of the
middle hole, set usually at STEP 502 is a range between the green center
position and the second shot reaching point 103 within which the end point
112 can be set. Then, a coordinate (x, z) of the end point 112 is decided at
random within the set range.
At STEP 503, a middle point 113 of the fairway 110 is decided. At this
time, the middle point 113 is placed on the basic line between the start point
111 and the end point 112, referring to the first shot reaching point 102, the
second shot reaching point 103 and the like. In case of the short hole, which
generally has no doglegs, a range is set at STEP 503 near a middle point
between the first shot reaching point 112 and the second shot reaching point
103 within which the middle point 113 can be set, for example. Then, a
coordinate (x, z) of the middle point 113 is decided at random within the set
range. Alternatively, the middle point between the first shot reaching point
102 and the second shot reaching point 103 is set just as the coordinate (x,
z)
of the middle point 113. In case of the middle hole, which may have doglegs, a
range is set at STEP 503 within which the end point 112 can be set, on the
basis of the first shot reaching point, for example. Then, the coordinate (x,
z)
of the middle point 113 is decided at random within the set range.
At STEP 504, a first auxiliary point 114 of the fairway 110 is decided. At
this time, the first auxiliary point 114 is placed on the basic line between
the
start point 111 and the middle point 113, referring to the start point 111,
the
middle point 113, the first shot reaching point 102 and the like. For example,
a range is set at STEP 504 near a middle point between the start point 111
and the middle point 113 within which the first auxiliary point 114 can be
set.
Then, the coordinate (x, z) of the first auxiliary point 114 is decided at
random
within the set range.
At STEP 505, a second auxiliary point 115 of the fairway 110 is decided.
At this time, the second auxiliary point 115 is placed on the basic line
between
the middle point 113 and the end point 112, referring to the middle point 113,
the first shot reaching point 102, the second shot reaching point 103 and the
like. For example, a range is set at STEP 505 near a middle point between the
middle point 113 and the end point 112 or near a middle point between the
first and the second shot reaching points 102, 103 within which the second
auxiliary point 115 can be set. Then, the coordinate (x, z) of the second
auxiliary point 115 is decided at random within the set range.
At STEP 506, a width of the start point 111 is decided. At this time, a
predetermined range is set at both sides of the basic line in the direction
perpendicular thereto about the start point 111 as a center, on the basis of
the
parameters such as the "Fairway Width". Then, the width of the start point
111 is decided at random within the set range. Thereafter, coordinates (x, z)
of
opposite ends of the width of the start point 111 are defined as a pair of end
points 111W. At STEP 507, a width of the end point 112 is decided. At this
time, a predetermined range is set at both sides of the basic line in the
direction perpendicular thereto about the end point 111 as a center, on the
basis of the parameters such as the "Fairway Width". Then, the width of the
end point 112 is decided at random within the set range. Thereafter,
coordinates (x, z) of opposite ends of the width of the end point 112 are
defined
as a pair of end points 112W. At STEP 508, widths of the middle point 113,
the first auxiliary point 114 and the second auxiliary point 115 are decided,

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respectively. At this time, predetermined ranges are set at both sides of the
basic line in the direction perpendicular thereto about the middle point 113,
the first auxiliary point 114 and the second auxiliary point 115 as centers,
respectively, on the basis of the parameters such as the "Fairway Width".
Then, the widths of the middle point 113, the first auxiliary point 114 and
the
second auxiliary point 115 are decided at random within the set ranges,
respectively. Thereafter, coordinates (x, z) of opposite ends of the widths of
the
middle point 113, the first auxiliary point 114 and the second auxiliary point
115 are defined as pairs of end points 113W, 114W and 115W, respectively.
At last, the start point 111, the end point 112, the middle point 113, the
first auxiliary point 114, the second auxiliary point 115 and their end points
111 W, 112W, 113W, 114W, 115W are connected at STEP 509. Then, the
outline 110 of the fairway with a smooth curve is generated at STEP 509 by
use of a curve interpolation technique such as a spline approximation. The
outline 110 defines an extension or profile of the fairway.
FIG. 18 shows a fairway generating procedure for a long hole in the golf
course generating device according to the first embodiment. FIG. 19 shows a
fairway generating procedure for a long hole having two fairways in the golf
course generating device according to the first embodiment.
A sequence of steps shown in FIG. 18 and FIG. 19 indicate the generating
procedures of the fairway corresponding to STEP 500 of FIG. 15, while the par
is five and the number of the fairway is one or two. They are executed by the
CPU 11 to constitute basic outline shape data generating means (step or
function) of the invention. In the fairway generating process, a width of a
start
point is decided at STEP 511. A width of an end point is decided at STEP 512.
Widths of a middle point, a first auxiliary point and a second auxiliary point
are decided, respectively, at STEP 513. At this time, predetermined ranges are
set at both sides of the basic line in the direction perpendicular thereto on
the
basis of the parameters such as the "Fairway Width". Then, the widths of the
start point, the end point, the middle point, the first auxiliary point and
the
second auxiliary point are decided at random within the set ranges,
respectively. In this case, the start point, the end point, the middle point,
the
first auxiliary point and the second auxiliary point have not been determined
yet. Therefore, each of the widths is defined as a scalar, while end points at
opposite ends of the width being not specified at this time.
At STEP 514, it is decided whether the number of the fairway is one or
not. If there is one fairway, the execution proceeds to STEP 515 and the
following steps. On the other hand, if there are two fairways, the execution
proceeds to STEP 521 shown in FIG. 19. At STEPS 515 to 519, coordinates (x,
z) of the start point, the end point, the middle point, the first auxiliary
point
and the second auxiliary point of the fairway are determined, respectively, in
the same manner as at STEPS 501 to 505. At STEPS 515 to 519, the data, the
ranges to be set and the 1>'ke, which are referred to in determining each of
the
coordinates, are appropriately changed in consideration of the difference of
the
distance between the middle hole and the long hole. Thereafter, the
coordinates (x, z) of the opposite ends of the widths of the start point, the
end
point, the middle point, the first auxiliary point and the second auxiliary
point
are decided, respectively, on the basis of the widths decided at STEPS 511 to
513. An outline of the fairway is generated in the same manner as at STEP
509 on the basis of the above coordinates. Then, the execution of the

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procedure is ended.
On the other hand, if there are two fairways, coordinates (x, z) of the start
point, the end point, the middle point, the first auxiliary point and the
second
auxiliary point of the first fairway that is located at the side of the teeing
ground are decided at STEP 521 to STEP 525, respectively, in the same
manner as at STEP 515 to STEP 519, as shown in FIG. 19. At STEPS 521 to
525, the data, the ranges to be set and the like, which are referred to in
determining each of the coordinates (x, z), are changed so that the first
fairway
is placed at or near a front half portion of the long hole. Next, coordinates
(x,
z) of the start point, the end point, the middle point, the first auxiliary
point
and the second auxiliary point of the second fairway that is located at the
side
of the putting green are decided at STEP 526 to STEP 530, respectively, in the
same manner as at STEP 515 to STEP 519. At STEPS 526 to 530, the data,
the ranges to be set and the like, which are referred to in determining each
of
the coordinates (x, z), are appropriately changed so that the second fairway
is
placed at or near a rear half portion of the long hole and is not overlapped
with
the first fairovay.
At STEP 531, the coordinates (x, z) of the opposite ends of the widths of
the start point, the end point, the middle point, the first auxiliary point
and
the second auxiliary point of the first fairway are decided, respectively, on
the
basis of the widths decided at STEP 511 to 513. An outline of the first
fairway
is generated in the same manner as at STEP 509 on the basis of the above
coordinates. Similarly, the coordinates (x, z) of the opposite ends of the
widths
of the start point, the end point, the middle point, the first auxiliary point
and
the second auxiliary point of the second fairway are decided, respectively, on
the basis of the widths decided at STEP 511 to 513. An outline of the second
fairway is generated in the same manner on the basis of the above
coordinates. Then, the execution of the procedure is ended.
FIG. 20 shows a rough generating procedure in the golf course generating
device according to the first embodiment.
A sequence of steps shown in FIG. 20 indicate the generating procedure
of the rough corresponding to STEP 600 of FIG. 15. They are executed by the
CPU 11 to constitute basic outline shape data generating means (step or
function) of the invention. In the rough generating process, at STEP 601, a
start point 121 of the rough 120 is decided first. At this time, the start
point
121 is placed on the basic line referring to the tee center position 101, the
first
shot reaching point 102 and the like, for example. Usually, a range is set at
STEP 601 in front of the teeing ground 130 within which the start point 121
can be set. Then, a coordinate (x, z) of the start point 121 is decided at
random within the set range.
At STEP 602, a slope (inclination angle) of the entire rough is set at
random. STEP 602 is a procedure relating to generation of a height data (y
component). Therefore, STEP 602 may be omitted from the rough generating
process, while the height data obtained at STEP 800 being used as the height
data of the rough.
At STEP 603, a middle point 123 of the rough 120 is decided. At this
time, a range is set on the basic line at STEP 603 within which the middle
point 123 can be set, referring to the data of the fairway and the like. Then,
a
coordinate (x, z) of the middle point 123 is decided at random within the set
range.

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At STEP 604, a height (y component) of the middle point 123 is set on the
basis of the slope angle that has been set at STEP 602. STEP 604 is a
procedure relating to generation of the height data (y component). Therefore,
STEP 604 may be omitted from the rough generating process of FIG. 20, too,
same as STEP 602.
At STEP 605, an end point 122 of the rough 120 is decided. At this time,
a range is set at STEP 605 beyond the putting green 140 within which the end
point 122 can be set, referring to the green center position, the first shot
reaching point 102, the second shot reaching point 103, the data of the
fairway and the like. Then, a coordinate (x, z) of the end point 122 is
decided
at random within the set range.
At STEP 606, a height (y component) of the end point 122 is set on the
basis of the slope angle that has been set at STEP 602. STEP 606 is a
procedure relating to generation of the height data (y component). Therefore,
STEP 606 may be omitted from the rough generating process of FIG. 20, too,
same as STEP 602.
At STEP 607, a first auxiliary point 124 of the rough 120 is decided. At
this time, a range is set on the basic line at STEP 607 between the start
point
121 and the end point 122 within which the first auxiliary point 124 can be
set. Then, a coordinate (x, z) of the first auxiliary point 124 is decided at
random within the set range.
At STEP 608, a height (y component) of the first auxiliary point 124 is set
on the basis of the slope angle that has been set at STEP 602. STEP 608 is a
procedure relating to generation of the height data (y component). Therefore,
STEP 608 may be omitted from the rough generating process of FIG. 20, too,
same as STEP 602.
At STEP 609, a second auxiliary point 125 of the rough 120 is decided.
At this time, a range is set on the basic line at STEP 609 between the middle
point 123 and the end point 122 within which the second auxiliary point 125
can be set. Then, a coordinate (x, z) of the second auxiliary point 125 is
decided at random within the set range.
At STEP 610, a height (y component) of the second auxiliary point 125 is
set on the basis of the slope angle that has been set at STEP 602. STEP 610 is
a procedure relating to generation of the height data (y component).
Therefore,
STEP 610 may be omitted from the rough generafiing process of FIG. 20, too,
same as STEP 602.
At STEP 611, a width of the start point 121 is decided. At this time, a
predetermined range is set at both sides of the basic line in the direction
perpendicular thereto about the start point 121 as a center, on the basis of
the
parameters such as the width of the start point 111 of the fairway and the
like. Then, the width of the start point 121 is decided at random within the
set range. Thereafter, coordinates (x, z) of opposite ends of the width of the
start point 121 are defined as a pair of end points 121W.
At STEP 612, widths of the middle point 123, the first auxiliary point 124
and the second auxiliary point 125 are decided, respectively. At this time,
predetermined ranges are set at both sides of the basic line in the direction
perpendicular thereto about the middle point 123, the first auxiliary point
124
and the second auxiliary point 125 as centers, respectively, on the basis of
the
parameters such as the widths of the middle point 113, the first auxiliary
point 114 and the second auxiliary point 115 of the fairway and the lie.

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Then, the widths of the middle point 123, the first auxiliary point 124 and
the
second auxiliary point 125 are decided at random within the set ranges,
respectively. Thereafter, coordinates (x, z) of opposite ends of the widths of
the
middle point 123, the first auxiliary point 124 and the second auxiliary point
'S 125 are defined as pairs of end points 123W, 124W and 125W, respectively.
At STEP 613, a width of the end point 122 is decided. At this time, a
predetermined range is set at both sides of the basic line in the direction
perpendicular thereto about the end point 122 as a center, on the basis of the
parameters such as the width of the end point 112 of the fairway and the like.
Then, the width of the end point 122 is decided at random within the set
range. Thereafter, coordinates (x, z) of opposite ends of the width of the end
point 122 are defined as a pair of end points 122W.
At last, the start point 121, the end point 122, the middle point 123, the
first auxiliary point 124, the second auxiliary point 125 and their end points
121W, 122W, 123W, 124W, 125W are connected at STEP 614. Then, the
outline 120 of the rough with a smooth curve is generated at STEP 614 by use
of a curve interpolation technique such as the spline approximation. The
outline 120 defines an extension or profile of the rough.
An order of deciding the reference points is not limited to the above
mentioned order in generating the outline of the rough. That is, as in the
generation of the outline 110 of the fairway shown in FIGS. 17 to 19, the
start
point, the end point, the middle point, the first auxiliary point and the
second
auxiliary point may be decided in this order. Then, the widths and the pairs
of
the end points of the start point, the end point, the middle point, the first
auxiliary point and the second auxiliary point may be decided in this order.
Thereafter, the outline 120 of the rough may be generated on the basis of the
reference points. In this case, the data that are referred to in deciding each
of
the reference points are changed appropriately according to the difference of
the characteristics between the rough and the fairway, the difference of the
par in each hole and the like. Moreover, the data relating to the height are
omitted in the rough outline generating process. The automatically generated
data of the rough are added with data relating to a rough depth on the basis
of
the parameters such as "Course Type" and the "Rough" when or after the data
of the rough are generated.
FIG. 21 shows an OB ground generating procedure in the golf course
generating device according to the first embodiment.
FIG. 21 indicates the generating procedure of the OB ground
corresponding to STEP 700 of FIG. 15. In the OB ground generating process,
at STEP 701, a start point of the OB gxound is decided first. At this time, a
coordinate (x, z) of the start point is decided referring to the data of the
fairway, the data of the rough (outline 120) and the like, for example. At
STEP
702, an end point of the OB ground is decided. At this time, a coordinate (x,
z)
of the end point is decided referring to the data of the fairway, the data of
the
rough (outline 120), the start point of the OB ground and the like, for
example.
At STEP 703, a middle point of the OB ground is decided. At this time, a
coordinate (x, z) of the middle point is decided referring to the start point
and
the end point of the OB ground and the like, for example. At STEP 704, a first
auxiliary point of the OB ground is decided. At this time, a coordinate (x, z)
of
the first auxiliary point is decided referring to the start point and the
middle
point of the OB ground and the like, for example. At STEP 705, a second

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auxiliary point of the OB ground is decided. At this time, a coordinate (x, z)
of
the second auxiliary point is decided referring to the end point and the
middle
point of the OB ground and the like, for example. At last, the start point,
the
end point, the middle point, the 5rst auxiliary point and the second auxiliary
point are connected at STEP 706. Then, the outline of the OB ground with a
smooth curve is generated at STEP 706 by use of a curve interpolation
technique such as the spline approximation. The outline defines an extension
or profile of the OB ground.
FIG. 22 shows a height data generating procedure in the golf course
generating device according to the first embodiment.
A sequence of steps shown in FIG. 22 indicate the generating procedures
of the height corresponding to STEP 800 of FIG. 15. They are executed by the
CPU 11 to constitute the height data generating means (step or function) of
the invention. In the height data generating process, at STEP 801, a
predetermined polygon mesh is stored or kept in the main memory 12. Then,
the data about the outline 110 of the fairway, the data about the outline 120
of the rough and so on are read in the main memory 12 at STEP 802. At STEP
803, the parameters of "Shape 3" and "Shape 4" are referred to for deciding
whether there is a slope or not. If there is a slope, the data of the polygon
mesh is converted so as to include the slope data at STEP 804. Then, the
execution proceeds to STEP 805. If the hole is straight or has no slope, the
execution proceeds to STEP 805 immediately. At STEP 805, the "Ups and
Downs" parameter is referred to for deciding whether there are ups and downs
or not. If there are ups and downs, the data of the polygon mesh is converted
so as to include the ups and downs data at STEP 806. Then, the execution is
finished. If the hole is flat or has no ups and downs, the execution is
finished
immediately.
FIG. 23 shows a tee part locating procedure in the golf course generating
device according to the first embodiment.
FIG. 23 indicates the tee part locating procedure as one of part locating
procedures corresponding to STEP 900 of FIG. 15. In the tee part locating
procedure, a tee part (teeing ground) 131 is selected at random among a group
of model parts for many prescribed tee parts at STEP 901, which have been
generated and prepared in advance. In the model part group, there are
provided a variety of tee parts that have their own part numbers. The tee
parts have their own characteristics according to the part numbers,
respectively. At STEP 902, a height at a position of the tee part 131 is
decided
on the basis of the tee center position 101 decided at STEP 400 and the height
data generated at STEP 800. At STEP 903, coordinate data of the tee part 131
is converted by a fixed operation such as moving or rotation, on the basis of
the tee center position 101 (x and z components) and the height position (y
component) decided at STEP 902. Thereby, the tee part 131 is disposed on
the hole. Thereafter, the execution of the procedure is finished.
FIG. 24 shows a green part locating procedure in the golf course
generating device according to the fast embodiment.
FIG. 24 indicates the green part locating pure as one of the part
locating procedures corresponding to STEP 900 of FIG. 15. In the green part
locating procedure, a green part (putting green) 141 is selected at random
among a group of the model parts for many prescribed green parts at STEP
911, which have been generated and prepared in advance. In the model part

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group, there are provided a variety of green parts that have their own part
numbers. The green parts have their own characteristics according to the part
numbers, respectively. At this time, the green 141 is selected at random so as
to have an area corresponding to the set values of the parameters such as the
"Course Type" and the "Green". At STEP 912, a height at a disposed position
of the green part 141 is decided on the basis of the green center position 101
decided at STEP 400 and the height data. At STEP 913, the coordinate data of
the green part 141 are converted by a fixed operation such as moving or
rotation, on the basis of the green center position (x and z components) and
the height position (y component) decided at STEP 912, thereby being
disposed on the hole. Thereafter, the execution of the procedure is finished.
FIG. 25 shows a pond generating procedure in the golf course generating
device according to the first embodiment.
FIG. 25 indicates the pond generating procedure as one of the part
generating procedures corresponding to STEP 900 of FIG. 15. In the pond
generating procedure, an outline of the pond is generated first at STEP 921.
At this time, the coordinates of the outline of the rough near the center of
the
hole can be used as a model to generate the outline of the pond. For example,
the five coordinates of both the end points 123W, the second auxiliary point
125 and both the end points 125W are used as reference points and connected
to make the outline of the pond. Moreover, the connected lines are smoothed
by the curve interpolation. Thereby, the outline of the pond with a smooth
curve can be generated. In this case, since the previously defined coordinates
of the outline of the rough are used as the model, the outline of the pond can
be generated easily and the procedure can be simplified.
On the other hand, if the rough is used as the model of the pond, there
takes place some relationship between the shape of the pond and the shape of
the rough. Then, the choices or freeness in generating the course may be
lessened. Therefore, it is preferable to generate basic shapes for the outline
of
the pond by using a circle or an ellipse or a plurality of circles and/or
ellipses
in combination. Then, the basic shapes are varied by random numbers so
that the outline of the pond is generated finally. In the above operation, it
is
more preferable to decide the number of the ponds to be generated and the
outline of each of the ponds on the basis of the parameters such as the
"Course Type" and the "Water Hazard".
At STEP 922, a position where the pond is disposed is decided on the
basis of the rough data generated at STEP 600, the height data and the like.
For example, the pond 151 is placed in a zone that is extended at random
from the center position of the rough.
At STEP 923, it is decided whether a vertical edge is formed on the pond
or not. If YES, the vertical edge is formed at an edge of the pond 151 at STEP
924 and the execution proceeds to STEP 925. If there is no vertical edge, the
execution proceeds to STEP 925 immediately. At STEP 925, a normal edge is
formed on the edge of the pond 151. In providing the normal edge, its
inclination (x component and so on) may be set at random.
At STEP 926, a bottom shape of the pond is formed at random on the
basis of a bottom data of the pond 151. At STEP 927, the coordinate data of
the pond 151 is converted by a fixed operation such as moving or rotation, on
the basis of the position (x, y, and z components) decided at STEP 922. Then,
the pond 151 is disposed on the hole. Thereafter, the execution of the

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procedure is ended. If the pond is overlapped with the rough, the putting
green and the like, such overlapped area are further processed, e.g. to
eliminate one of the overlapped elements.
In the same manner as the other model parts (teeing grounds, putting
greens and so on), many and various pond parts may be prepared beforehand
as one of the model parts. Then, the pond part may be selected at random in
consideration of the parameters among such group of the model parts at STEP
921. Moreover, another water hazard such as the sea, the lake and the
waterway may be placed on the hole in the same process as the above,
according to the parameters such as the course type.
FIG. 26 shows a bunker part locating procedure in the golf course
generating device according to the first embodiment.
FIG. 26 indicates the bunker part locating procedure as one of the part
locating procedures corresponding to STEP 900 of FIG. 15. The bunker is a
very important element in view of strategy of the golf course, so that a more
complicated procedure is used for placing the bunker parts, compared with
the other parts. Specifically, at STEP 931, a necessary number of bunker
parts (bunkers) 161, 162, 163 are selected at random among a group of model
parts for many prescribed bunker parts, which have been generated and
prepared in advance. In the model part group, there are provided a variety of
bunker parts that have their own part numbers. The bunker parts have their
own characteristics according to the part numbers, respectively. The number
and kinds of the bunker parts 161, 162, 163 to be selected are decided on the
basis of the parameters such as the "Course Type", the "Guard Bunker" and
the "Fairway Bunker".
At STEP 932, it is decided if the hole to be generated is a short hole or
not, on the basis of the "Par" parameter. If YES, the guard bunkers 161 and
162 are placed near the putting green 141 at STEP 938. If the hole is a middle
hole or a long hole, it is decided at STEP 933 if there is a dogleg or not in
the
hole to be generated on the basis of the "Shape 1" parameter. If yes, a
fairway
bunker 161 is placed at STEP 934 at a position that has been selected at
random near the first shot reaching point 102. Then, the execution proceeds
to STEP 936. If the hole is a straight hole, a pair of fairway bunkers 161 is
placed at STEP 934 at positions that have been selected at random at the right
and the left of the first shot reaching point 102. Then, the execution
proceeds
to STEP 936.
At STEP 936, it is decided if the hole to be generated is a long hole or not.
If YES, a fairway bunker is placed near the second shot reaching point 103 at
STEP 937. Then, the execution proceeds to STEP 938. If the hole is a middle
hole, the execution proceeds to STEP 938 immediately. At STEP 939, the
guard bunkers 161 and 162 are placed at positions that have been selected at
random near the putting green 141, e.g. at the right and the left in front of
the
putting green 141. In the above-mentioned placement of the bunker parts,
they are provisionally disposed and their positions are determined as
temporary positions. At that time, each of the bunker parts 161, 162, 163 is
not disposed actually on the hole to be generated.
At STEP 939, each bunker part 161, 162, 163 is moved to the provisional
position after coordinate conversion such as necessary rotation or movement.
At STEP 940, a geographical configuration is formed around the bunker parts
161 to 163. At STEP 941, it is decided whether or not there is overlap between

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the bunker parts 161 to 163 and the green parts 141. If some parts are
overlapped, such overlapped parts are moved gradually by a predetermined
amount until the overlap is cleared at STEP 942. If the overlap is eliminated
completely, the execution proceeds to STEP 943. If there is no overlap, the
execution proceeds to STEP 943 immediately.
At STEP 943, it is decided whether or not there is overlap between the
bunker parts 161 to 163 and the pond (pond part) 151. If there is an overlap,
such overlapped parts are moved gradually by a predetermined amount until
the overlap is cleared at STEP 944. If the overlap is eliminated completely,
the
execution proceeds to STEP 945. If there is no overlap, the execution proceeds
to STEP 945 immediately. At STEP 945, the bunker parts 161 to 163 are
placed actually after the above mentioned positional adjustment is carried
out.
At STEP 946, an edge is formed between the bunker parts 161 to 163
and a loan of the fairway and the like. Then, the execution of the procedure
is
ended. At this time, a depth of each of the bunker parts 161 to 163 is
calculated according to the selected part number. Thereafter, the edge is
formed according to the calculated value.
In the above-mentioned procedure to dispose each kind of model part, it
is preferable to refer to the height data so that the model parts are not
placed
at inconvenient positions. For example, it is difficult to dispose the model
parts on a slope having ups and downs (irregularity) or bent portion or the
like. Therefore, the model parts are prohibited to be disposed at such
positions.
FIG. 27 shows an object locating procedure in the golf course generating
device according to the first embodiment.
FIG. 27 indicates the locating procedure of the other objects (object parts
171, 172) corresponding to STEP 1000 of FIG. 15. In the procedure for
placing the object parts 171, 172, an extension (outer outline) and an
intension (inner outline) between which the object parts 171, 172 are placed
are set first at step S 1001. For example, the intension of the area where the
object parts 171, 172 are placed is made to coincide with the outline 110 of
the fairway or the outline 120 of the rough. Moreover, the extension is
located
at random position that is distant outward and away from the intension.
Thus, the area where the object parts 171, 172 can be placed is set in the
hole.
At STEP 1002, polygons of the area where the object parts 171, 172 are
placed are generated. At step 1003, it is decided at random how many object
parts 171, 172 are placed on the hole on the basis of the parameters such as
the "Course Type" and the "Vegetation". At step S 1004, a random number
table of the object parts 171, 172 is generated by use of the model parts
group
that has been formed and provided for predetermined object parts. Each of
the object parts 171, 172 has its own characteristics, size and so on
according
to its part number.
At STEP 1005, the object parts 171, 172 to be placed are selected from
the random number table up to the number decided at STEP 1003. At STEP
1006, the positions (x and z components) of the selected object parts 171, 1?2
are decided at random. At STEP 1007, the sizes of the selected object parts
171, 172 are determined at random. Then, the sizes go under necessary scale
conversion. At STEP 1008, the height positions (y component) of the placed
object parts 171, 172 are determined on the basis of the sizes decided at STEP

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100?. At last, the object parts 171, 172 are placed at the decided positions
at
STEP 1009. Then, the execution of the procedure is ended.
FIG. 28 shows a three-dimensional polygon data generating procedure in
the golf course generating device according to the first embodiment.
The procedure of FIG. 28 shows the three-dimensional polygon data
generating procedure of the course corresponding to STEP 305 of FIG. 14.
Such procedure is executed by the CPU 11 thereby to constitute the three-
dimensional data generating means (step and function) of the invention. In
the generation, at STEP 2001, a height position (y component) of the outline
110, 120 of the surface part (fairways, roughs and OB grounds) is determined
on the basis of the coordinates (x, z) of each of the surface parts and the
height data generated in STEP 800. The model parts (tees, greens, bunkers
and ponds) are located at STEP 2002 and the objects (trees and other
vegetation) are placed at STEP 2003. STEPS 2001 to 2003 are carried out as a
preliminary process for generating the three dimensional polygon data
Actually, these steps have been carried out at STEPS 500, 600, 700, 900 and
1000.
At STEP 2004, a random number table is set for the converting operation
into the three-dimensional polygon data. At STEP 2005, a memory area is set
in the main memory 12 for chromaticity data (RGBA data including
transparency data) and texture data. At STEP 2006, polygons of the teeing
ground part are generated. At STEP 2007, polygons of the green part are
generated. At STEP 2008, polygons of the pond are generated. At STEP 2009,
polygons of the bunker part are generated.
At STEP 2010, it is decided whether or not the part number of the
bunker part that has the polygons generated is less than the number of all the
bunkers to be located. If it is less than the total number, the execution
returns to STEP 2009, then polygons of the next number of the bunker part
are generated. The same operation is repeated until the polygons are
generated for all the bunker parts. If the polygons are generated for all the
bunker parts, the polygons of the OB ground are generated at STEP 2011. At
STEP 2012, polygons of the rough are generated. At STEP 2013, polygons of
the fairway are generated.
In the above-mentioned generation of polygons, if the hole has the pond,
the first fairway, the green part and the second fairway, overlay lines are
set
for the second fairway, the teeing ground part and the bunker part in such
order. Then, the polygons of each of the parts are generated. Moreover, UV
coordinates of the texture data are designated in the generation of each of
the
polygons. At last, the RGBA data of each of the polygons are generated. Then,
the execution of the procedure is ended.
FIG. 29 shows a cup locating procedure and a tee locating procedure in
the golf course generating device according to the first embodiment.
The process of FIG. 29 relates to the process for locating the cups that
are provided on the green part and the process for locating the tees that are
provided on the teeing ground part. In the procedure, one or plural positions
are set for the cup location on the green part at STEP 2101. Specifically, the
cup is placed at one or plural positions that have been selected at random on
each of the green parts. The cup position also becomes a criterion in
selecting
the green part according to the "Level". Next, at STEP 2102, it is decided
whether or not the number of the cups that have been processed is less than

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the total number of the cups to be located on the green part. If it is less
than
the total number, the execution returns to STEP 2101. Then, the same
operation is repeated until finishing locating all the cups on the green part.
STEPS 2101 and 2102 are described more in detail. In the cup locating
procedure, plural cups (e.g. sixteen cups) are placed on one green in
consideration of "Cup Selecting Function" that will be installed in the
inventive
golf game system. The cup selecting function enables the player to select a
suitable cup among the cups in accordance with a progress of the game.
Therefore, it is preferable to calculate appropriately a coordinate for the
cup or
each of the plural cups in consideration of the conditions (parameters) and
the
like and to store the coordinates as positional information in the memory at
STEPS 2101 and 2102. That is, in the first embodiment, it is preferable to
place the one or more cups, which have been specified in advance, on one
green, while calculating the position thereof according to the parameters.
If the procedure completes the location of all the cups, one or plural
positions are set for the tee location on the teeing ground part at STEP 2103
in
the same way as the cup locating procedure. Specifically, the tee is placed at
one or plural positions that have been selected at random on each of the
teeing ground parts. Next, at STEP 2104, it is decided whether or not the
number of the tees that have been processed is less than the total number of
the tees to be located on the teeing ground part. If it is less than the total
number, the execution returns to STEP 2103. Then, the same operation is
repeated until finishing locating all the tees on the teeing ground part. If
all
the tees are placed on the teeing ground, the execution of the procedure is
ended.
STEPS 2103 and 2104 are described more in detail. In the tee locating
procedure, plural tees (e.g. sixteen tees) are placed on one teeing ground,
too,
in consideration of "Tee Selecting Function" that will be installed in the
inventive golf game system. The tee selecting function enables the player to
select a suitable tee among the tees in accordance with a progress of the
game.
Therefore, it is preferable to calculate appropriately a coordinate for the
tee or
each of the plural tees in consideration of the conditions (parameters) and
the
like and to store the coordinates as positional information in the memory at
STEPS 2103 and 2104. That is, in the first embodiment, it is preferable to
place the one or more tees, which have been specified in advance, on one
teeing ground, while calculating the position thereof according to the
parameters.
In the above description, the cup locating procedure (STEPS 2101 and
2102) and the tee locating procedure (STEP 2103 and 2104) are shown as one
sequential procedure. However, each of them may be carried out separately as
a matter of course.
(8ECO1~D EMBODIMENT)
FIGS. 30 to 33 show a basic screen used in a golf course generating
device according to a second embodiment of the invention.
The second embodiment of the course generating device is different from
the first embodiment in the configuration of the screen for inputting the
parameters. Specifically, the second embodiment of the automatic course
generating mode (design mode) is not divided into two modes of the "Easy
Design" mode and the "Free Design" mode as in the first embodiment. In the

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second embodiment, the two modes are integrated for use of the player as one
design mode.
More in detail, in the second embodiment, the CPU 11 reads in the main
memory 12 the data recorded in the storage medium 50. Then, the image
processor 13 makes the display 20 show the basic screen 250 thereon. The
basic screen 250 has a menu list 251 at the left side. In the menu list 251,
plural selection items 252 for parameter selection are disposed from an upside
to a downside. If one of the selection items 252 is selected by a finger-
shaped
menu cursor 253, the player is permitted to select a desired parameter or
input characters in each of the selection items 252.
At a lower end of the basic screen 250, help buttons 254 are arranged as
inputting means in order to enable the player to do necessary operations such
as a parameter selection. When each of the selection items 252 is selected by
the menu cursor 253, plural choices are indicated by pop-up menu at the
right of each of the selection items 252. Then, the player is permitted to
select
a desired parameter. Each of the choices in the pop-up menu can be selected
by a finger-shaped menu cursor 255.
At an upper side of the menu list 251, "General Setting" tab 256 and
"Hole Setting" tab 256 are arranged in a line. If the "General Setting" tab
256
is selected, characters of the "General Setting" itself are displayed in
reverse
manner. Then, the selection items 252 for defining parameters that are
necessary in setting the overall course are shown in the menu list 251. For
example, "Course Type", "Level", "Designer's Name" and "Password" are
displayed as the selection items 252 in FIG. 30. FIG. 30 shows the basic
screen 250 when the "General Design" tab 256 is selected, while the "Course
Type" is selected as the selection item 252 of the menu list 251. In FIG. 30,
plural choices are indicated by pop-up menu corresponding to the "Course
Type" at the right of the selection item "Course Type" 252. The choices are
"Automatic", "Woody Course", "Southern Country Course", "Pond Course",
"Desert Course", "Links" and "Seaside Course". The player selects one of the
choices as the set parameter by use of the menu cursor 255.
If the "Hole Setting" tab 256 is selected, characters of the "Hole Setting"
itself are displayed in reverse manner. Then, the selection items 252 in the
menu list 251 are switched, thereby showing setting items 252 for defining
parameters that are necessary in setting the hole. For example, "Distance",
"Layout", "Slope", "Ups and Downs" and "Fairway" are displayed as part of the
selection items 252 in FIG. 31. In case there are many setting items and all
the setting items 252 cannot be displayed at once, an up arrow 251a and a
down arrow 251a are shown at the rigk~t end of the menu list 251. Then, after
the player selects the uppermost or lowermost selection item 252 by the menu
cursor 253, selection items 252 that are hidden at the upper or the lower side
are shown or scrolled one by one.
At the upper end of the basic screen 250 or above the selection item
"Hole Setting" 256, a hole number indicator 257 is provided to indicate a
number of a hole to be generated.
The basic screen 250 of the second embodiment is designed such that
the above-mentioned selecting operations can be done by the controller of the
personal game machine and the like. Specifically, a variety of buttons, keys
and sticks are operated in the same way as the "Free Design" mode and the
"Easy Design" mode. Then, a variety of operations such as the parameter

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setting, the golf course generation and the checking of the preview screen are
carried out. For example, the menu cursor 203 is moved upward and
downward by the vertical movement key (m), thereby selecting a desired
selection item 252 in FIGS. 30 and 31. Then, the "ct" button is pushed to fix
or settle the selection item 252. Furthermore, if the '.' button is pushed,
the
selecting action in the selection item 252 can be canceled. If the "7f'"
button is
pushed, a course generating command is sent to the CPU 11.
Particularly, when a horizontal direction button or the horizontal
movement key (~'"~) is operated in a horizontal direction, the hole number
shown in the indicator 257 is switched. Thus, the hole as an object to be
generated can be switched accordingly. For example, if the right button is
pushed in the basic screen 250 of FIG. 31, the hole number is switched so as
to increase from 1H (1st hole) to 2H (2nd hole) and 3H (3rd hole). Then, the
hole to be generated can be switched in such order. On the other hand, if the
left button is pushed, the hole number is switched so as to decrease and the
hole to be generated can be switched in such order. If the left button is
pushed when the hole number shown in the indicator 257 is "1st hole (1H)",
the setting mode is turned over from the hole setting mode to the general
setting mode.
At the right of the basic screen 250, there are provided a preview screen
for showing a generated hole as a preview and an auxiliary screen 258 that
acts as an input screen for characters of a designer's name and the like. If
one of the selection items "Designer's Name", "Course Name" and "Password" is
selected, contents shown on the auxiliary screen 258 are switched from those
shown in FIG 30, FIG. 32 or FIG. 33 to those shown in FIG. 31. Then, a list of
characters is shown for the inputting operation. At the same time, the basic
screen 250 of FIG. 32 has different help buttons 254 from those of the basic
screen 250 of FIG. 30 or FIG. 31. The player selects a desired character by
the
vertical movement key (DO) and the horizontal movement key ("~). Then, the
player fixes the character selection by the 'a" button. Alternatively, the
player
does other necessary operations such as deleting one character from the
selected or input characters by the '." button. Thereby, the player can input
desired characters in each of the selection items 252 of "Designer's Name",
"Course Name" and "Password".
One of the menu list 251 and the auxiliary screen 258, which is under
operation, is displayed while laid over the other. For example, at the time of
selecting the selection item 252 of the menu list 251 shown in FIG. 30, the
right side of the menu list 251 is overlaid on the left side of the auxiliary
screen 258. On the other hand, at the time of inputting characters shown in
FIG. 31, the left side of the auxiliary screen 258 is overlaid on the right
side of
the menu list 251 and the like.
When the player requests a hole generation after finishing setting of FIG.
30 and FIG. 31, the basic shape of the hole is automatically generated. Then,
the generated basic shape of the hole is shown as a preview picture 260 in the
preview screen 258 as shown in FIG. 33. At this time, a course information
area 259 is provided on the lower end of the auxiliary screen 258. The hole
number, the distance and the par relating to the preview picture 260 are
shown on the course information area 259. At the same time, the basic screen
250 of FIG. 33 has different help buttons 254 from those of the basic screen
250 of FIG. 30, FIG. 31 or FIG. 32.

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In the basic screen 250 of FIG. 33, the L1 button and the R1 button are
pushed to magnify and minify the preview picture 260. It is possible to
change a moving or scrolling speed of a displayed area by inclining the left
analog stick in accordance with the scale thereof determined by the L1 and R1
buttons. If the vertical or horizontal movement buttons are pushed, the
displayed area of the preview picture 260 is moved vertically and
horizontally,
thereby changing the viewpoint. Moreover, if the "~" button is pushed, the
basic screen 250 returns from the preview picture displaying mode to the
course generating parameter setting mode. Furthermore, if the '2" button is
pushed, the generated basic shape of the hole is converted into the three-
dimensional polygon data, so that a hole in which the user can actually play
golf is generated. Therefore, the player can try playing golf by using the
hole
(3D picture). Thus, the player is given information to decide if he or she
wants
to store the hole data or not.
In the second embodiment, the parameters for generating the course are
essentially the same as the parameters in the "Free Design" mode of the first
embodiment. In contrast, the second embodiment of the course generating
device uses the items (parameters) displayed in the "Easy Design" mode of the
first embodiment as the items (parameters) displayed when the "General
Setting" tab 256 is selected. Moreover, the second embodiment of the course
generating device uses, as the items (parameters) displayed when the "General
Setting" tab 256, all the items (parameters) other than the parameters of the
"Course Type" that are displayed in the "Course" setting tab of the "Free
Design" mode as well as all the items (parameters) in the "Hole" setting tab
of
the first embodiment.
In the parameters of the "Course Type" when the "General Setting" tab is
selected as shown in FIG. 31, the "Layout" corresponds to the "Shape 1" of the
first embodiment. Moreover, the "Slope" corresponds to the "Shape 3" and the
"Fairway" corresponds to the "Fairway Width", respectively.
In the second embodiment, the "Masters" of the first embodiment is
omitted from the parameters of the "Course Type" of the "General Setting" tab,
while the "Pond Course" is added. If the "Pond Course" is selected, proper
conditions are set to carry out such operations as to increase ponds in the
golf
course generation. Moreover, the parameters relating to the "Shape 2" and the
"Shape 4" of the first embodiment are omitted from the parameters of the "Hole
Setting" tab.
The second embodiment is able to realize the same functions as the first
embodiment. That is, the general setting mode can act in the same way as the
free design mode. Specifically, it is possible to generate a course after the
items 252 of the "General Setting" tab are set as desired, while all the items
252 of the "Hole Setting" tab being set in initial states where no changes are
given thereto. Consequently, the same e$'ects or results are obtained as the
"Easy Design" mode of the first embodiment. In the initial states, all the
items
252 are set in "Automatic". Thus, the input screen as a user interface (GUI)
becomes simple, and the player is allowed to input the parameters more
easily.
(MODIFICATIONS OF THE FIR8T AND SECOND EMBODIMENTS]
In the above embodiments, all the elements (surface parts, model parts,
SO ponds objects and the like) of the golf course are automatically generated
or

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automatically disposed on the course. Therefore, many parameters
representing characteristics of the respective elements are prepared so that
the parameters are automatically set or manually set. However, other
modifications are possible as long as the inventive device automatically
generates at least the basic frame shape and the basic outline shape. In this
case, at least the parameter relating to the hole (e.g. par) may be provided
as
the parameter having several choices, while values of the other necessary
parameters being automatically processed.
For example, in a first modification, it is possible to adopt only the
procedures from the generation of the basic line as the basic frame shape to
the generation of the outline of the fairway as the basic outline shape (STEP
400 to STEP 500) in the above embodiments. Then, only the fairway can be
automatically generated among many shapes in the course or the hole. In this
case, the player should prepare and dispose the other elements by him or
herself in order to finish the golf course. That is, he or she makes and
places
a rough around the automatically generated fairway and makes and places an
OB ground outside the prepared rough. Then, he or she places a teeing
ground and a putting green in front of and behind the fairway and places
hazards such as bunkers and objects such as vegetation inside and outside
the rough. Still, the automatically generated data (fairway data) constitute
the
main part of the basic shape of the hole of the golf course. Therefore, even
if
such device with less function has less utility for the game, the player using
such device can design and fabricate the golf course with less labor than
using
the conventional golf construction function.
Alternatively, in a second modification, it is possible to adopt only the
procedures from the generation of the basic line to the generation of the
outline of the rough (STEP 400 to STEP 600) so that the following steps are
done by the player. Alternatively, in a third modification, it is possible to
adopt only the procedures from the generation of the basic line to the
generation of the OB ground (STEP 400 to STEP 700) so that the following
steps are done by the player.
In a fourth modification, heigk~t data as three-dimensional data may be
automatically generated (STEP 800) in each case of the first to third
modifications. Then, the two-dimensional data obtained in each of the fwst to
the third embodiments are synthesized with the height data. Thereafter, the
player carries out the following steps. In the first to the third
modifications,
the automatically generated data such as the fairway data and the rough data
are two-dimensional. In contrast, the fourth modification is able to
automatically generate the three-dimensional polygon data that can be used in
the actual game, thereby eliminating the labor of the player very much in
designing the course.
The inventive playing environment generating device may generate the
course shape until the basic outline shape such as the fairway by use of the
conventional golf construction function. Then, the invention is embodied into
the device that automatically disposes the part such as the bunker parts and
the objects such as the vegetation on the basis of the parameters relating
thereto such as the "Course Type" and the "Level". Moreover, the invention
may be concretized into a playing environment generating device that
automatically performs the above-mentioned cup disposing procedure and/or
the tee disposing procedure.

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(APPLICATION TO THE OTHER SIMULATION SYSTEM8]
FIG. 34 shows an entire procedure of the golf course generating device
according to other embodiments of the invention.
The inventive playing environment generating device is applicable to a car
race game system, a computer role playing game (RPG) system and the like
other than the golf game described above.
A simulation system incorporating the playing environment generating
device may have the same hardware configuration as that of FIG. 1. The
simulation system executes its overall simulation program in the same
manner as the first embodiment.
The playing environment generating device uses parameters proper to
each of the simulation systems, as shown in FIG. 14 and FIG. 34, so as to
automatically generate basic shapes such as a basic frame shape, a basic
outline shape, a variety of parts and a variety of objects, in the same way as
the first and second embodiments. Then, the inventive device synthesizes the
basic shape data with height data to automatically generate three-dimensional
polygon data.
For example, in a procedure to generate the basic frame (basic line) data
(STEP 2301), a coordinate (x0, y0) of a start point (origin) is set first.
Then, a
direction and a distance of a next point (first point) relative to the start
point is
set at random on the basis of a parameter relating to the basic line, so that
a
coordinate (x1, z1) is determined. Thus, the basic line connecting the start
point and the first point is fixed. Similarly, necessary numbers of points
(passing points of the basic line) are added one by one, so that an entire
basic
line is generated.
In a procedure to generate the basic outline data (STEP 2302), a basic
outline shape (extension) of the basic line that has been generated in STEP
2301 is generated. At this time, auxiliary points are set to each of the
points
of the basic line, in the same way as the first embodiment. If necessary,
middle points and their auxiliary points are set between the above points,
too.
Then, the auxiliary points are connected to make one continuous line.
Thereafter, the continuous line is processed by the curve interpolation to
generate a smooth outline (basic outline shape).
In a procedure to generate height data (STEP 2303), height data of thus
obtained entire basic outline shape is generated on the basis of a parameter
relating to height. Then, the basic outline shape data and the height data are
synthesized so that three-dimensional polygon data are obtained at STEP
2304.
As examples for putting the invention into practice other than the golf
game, a car racecourse generating device (3rd embodiment) and an 1ZPG map
generating device (4th embodiment) are described, respectively.
(THIRD EMBODIMENT)
The third embodiment is concretized into the racecourse generating
device that automatically generates course data of a car race game. If the
invention is applied to the car race game, the racecourse is shown on the
screen or monitor as a playing environment or a playing field. Then, the
player drives a car as a simulation on the racecourse.
Parameters relating to the course generation and a basic line generating

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method are described hereafter.
[BASIC PARAMETERS]
FIG. 35 shows basic parameters used in an automatic racecourse
generating device according to a third embodiment of the invention.
The car race game has many elements to constitute the course. As basic
parameters that can be used as characteristics for defining the course, four
parameters are exemplified as shown in FIG. 35: "Course Type", "Course
Kind", "Course Length" and "Level". Therefore, these four characteristics are
used as the basic parameters in the racecourse generation of the third
embodiment, as shown in FIG. 35.
The "Course Type" serves to specify a kind of a basic geographical
configuration of the course. A state of a road surface of the course or
structures around the course are decided to a certain extent according to the
kind. It is possible to prepare only one kind of the geographical
configuration.
However, the course can be rich in variations of the geographical
configuration
if several kinds are prepared and used in combination. Eight choices are
provided as the "Course Type" in FIG. 35: "Automatic", "Circuit", "City Road",
"Mountain Road", "Desert", "Rocky Place", "Marsh" and "Snowy Road". If the
"Automatic" is selected, one of the course types of the choices 2 to 8 is
automatically selected at random. If one of the Choices 2 to 8 is selected,
the
course generating device sets conditions proper to the selected course type,
such as the state of the road surface and the structures around the course.
Then, a processing is carried out in the course generation so as to provide
the
course with features proper to the selected course type.
The "Course Kind" serves to specify whether the course is circular or
non-circular. The course is specified as "Circular" if it is circular such as
a
circuit. The course is specified as "Non-circular" if it is not circular such
as a
long distance rally course. Three choices are provided as the "Course Kind" in
FIG. 35: "Automatic", "Circular" and "Non-circular". If the "Automatic" is
selected, one of the choices 2 and 3 is automatically selected at random. If
one of the Choices 2 and 3 is selected, the course generating device generates
a circular course or a non-circular course in the course generation.
The "Course Length" serves to specify a length of the course. It is
possible to roughly set the course such as "short". Alternatively, it is
possible
to directly specify the length such as "30km". Seven choices are provided as
the "Course Length" in FIG. 35: "Automatic", "Very Short", "Short", "Middle",
"lAng", "Very Long" and "???km". If the "Automatic" is selected, one of the
choices 2 to 7 is automatically selected at random. If one of the Choices 2 to
6
is selected, the course generating device sets a course length at random
according to the choice. If the Choice 7 is selected, the player can input and
set a desired course length. Then, the course generating device generates a
racecourse having the above specified length.
The "Level" serves to specify a level or difficulty when the player drives on
the course. The level is adjusted by a number of corners, a corner R (radius
of
each corner) and so on. Four choices are provided as the "bevel" in FIG. 35:
"Automatic", "Easy", "Normal" and "Difficult". If the "Automatic" is selected,
one of the choices 2 to 4 is automatically selected at random. If one of the
Choices 2 to 4 is selected, the course generating device sets course
conditions
according to the selected level. For example, the choice 2 provides conditions

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that the course has a small number of corners and a relatively large corner R.
In contrast, the choice 4 provides conditions that the course has a large
number of corners and a relatively small corner R. Then, a processing is
carned out in the course generation so as to provide the course with features
proper to the selected level.
[BPECIFIC PARAMETERBj
FIG. 36 shows specific parameters used in the third embodiment of the
racecourse generating device.
In the third embodiment, as shown in FIG. 36, specific parameters are
provided in addition to the basic parameters. Specifically, eight features
relating to the course are provided as the specific parameters: "Weather",
"Corners", "Corner R", "Crossing", "Ups and Downs", "Course Width", "Wind"
and 'Time". It is possible to adjust the racecourse to be generated more in
detail if these specific parameters are operated.
Among the specific parameters, the "Weather" specifies a weather of the
course and gives change to the level or the scenery of the course. Six choices
are provided as the "Weather" in FIG. 36: "Automatic", "Rain", "Rainy",
"Normal", "Fine" and "Fair". If the "Automatic" is selected, one of the
choices 2
to 6 is automatically selected at random. If one of the Choices 2 to 6 is
selected, a processing is carried out in the course generation so that the
course has the selected "Weather".
The "Corners" specifies a number of the corners of the course. Six
choices are provided as the "Corners" in FIG. 36: "Automatic", "Least",
"Less",
"Normal", "Many" and "Most". If the "Automatic" is selected, one of the
choices
2 to 6 is automatically selected at random. If one of the Choices 2 to 6 is
selected, a processing is carried out so as to provide a random number of
corners within a range of condition of the choice. If there are many
"Corners",
the course becomes a technical course. If there are less number of corners,
the course becomes a high-speed course. The number of the corners are set
at random within a range of the condition that has been set as the "Level" of
the basic parameter.
The "Corner R" specifies a radius of each of the corners of the course.
Six choices are provided as the "Corner R" in FIG. 36: "Automatic", "Very
Small", "Small", "Normal", "Large" and "Very Large". If the "Automatic" is
selected, one of the choices 2 to 6 is automatically selected at random. If
one
of the Choices 2 to 6 is selected, a processing is carried out so as to set
the
radius of each corner at random within a range of the condition of the choice.
If the "Corner R" is smaller, the course generating device makes many sharp
curves such as a hairpin curve in the processing. In contrast, If the "Corner
R" is larger, the course generating device makes many slow curves in the
processing.
The "Crossing" specifies whether or not the course has a crossing. Three
choices are provided as the "Corner R" in FIG. 36: "Automatic", "Yes" and
"No".
If the "Automatic" is selected, one of the choices 2 and 3 is automatically
selected at random. If one of the Choices 2 and 3 is selected, a processing is
carned out so as to forth a crossing course in which it has one or more
crossing such as an eight-figure racecourse.
The "Ups and Downs" specifies a degree of change in irregularity over the
entire course. Six choices are provided as the "Ups and Downs" in FIG. 36:

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"Automatic", "Least", "Less", "Normal", "Many" and "Most". If the "Automatic"
is selected, one of the choices 2 to 6 is automatically selected at random. If
one of the Choices 2 to 6 is selected, a processing is carried out so as to
set
the ups and downs at random within a range of the condition of the choice.
The "Course Width" specifies a width of the course. Six choices are
provided as the "Course Width" in FIG. 36: "Automatic", "Very Narrow",
"Narrow", "Normal", "Wide" and "Very Wide". If the "Automatic" is selected,
one
of the choices 2 to 6 is automatically selected at random. If one of the
Choices
2 to 6 is selected, a processing is carried out so as to set the width of the
course at random within a range of the condition of the choice. For example,
if the course width is set in "Narrow", a relatively narrow course is
generated
as a whole. In contrast, if the course width is set in "Wide", a relatively
wide
course is generated as a whole.
The "Wind" specifies a strength of the wind in the course. Six choices are
provided as the "Wind" in FIG. 36: "Automatic", "Very Weak", "Weak",
"Normal", "Strong" and "Very Strong". If the "Automatic" is selected, one of
the
choices 2 to 6 is automatically selected at random. If one of the Choices 2 to
6
is selected, a processing is carried out so as to set the strength of the wind
at
random within a range of the condition of the choice. A strong wind
influences a car action, thereby making the driving harder. That is, the wind
strength varies the level or difficulty of the course.
The "Time" specifies a time zone in which a car race is held and
influences the difficulty of the course, the scenery and the like. Five
choices
are provided as the "Wind" in FIG. 36: "Automatic", "Morning", "Daytime",
"~ening" and "Night". If the "Automatic" is selected, one of the choices 2 to
5
is automatically selected at random. If one of the Choices 2 to 5 is selected,
a
processing is carried out so as to set the time zone at random within a range
of the condition of the choice.
(USER INTERFACE]
The third embodiment may use a user interface (screen for selecting
parameters) similar to that of the first or the second embodiment. For
example, each of the setting items or parameters are displayed by pop-up
menu at the left of the screen. Then, a generated course (two-dimensional
map) is displayed at the right of the screen. Moreover, the third embodiment
may have an easy design mode, in which only the "Course Type" and the
"Level" are selectable by the player as in the first or the second embodiment.
Then, all the other parameters are set in an automatic processing (choice 1).
Alternatively, the easy design mode may enable the player to select one or
more parameters among the basic parameters. Then, all the other parameters
are set in an automatic processing (choice 1).
(BASIC LINE GENERATION]
It is helpful to think about the basic line generation as a frame of the
racecourse separately for the circular course and the non-circular course.
Therefore, the basic line generation is described for the circular type and
the
non-circular type, respectively.
[BASIC LINE GEl'IERATION (CIRCULAR TYPE)]
FIG. 37 shows an overall procedure for making a basic shape of a

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circular racecourse according to the third embodiment of the racecourse
generating device. The procedure of FIG. 3? basically corresponds to the
procedure of STEP 2301 of FIG. 34. FIG. 38 to FIG. 41 conceptually depict the
procedure for making the basic line of the racecourse according to the third
embodiment.
In case the circular course is generated, a start point 2601 is decided
first at STEP 2501 as shown in FIG. 3?. For convenience sake, the start point
2501 is set as an origin. At STEP 2502, lengths of a front straight line and a
back straight line are decided at random with respect to the start point 2601
on the basis of the parameter settings such as the "Course Type" and the
"Course Length", as shown in FIG. 38. Thus, a front straight line end point
2602 and a back straight line end point 2603 are decided, respectively.
Then, a random number of points (four points 2604, 2605, 2606, 260? in
FIG. 39) are added at STEP 2503 to roughly form a shape of an entire course.
The shape of the entire course is decided by applying basic figures such as a
rectangle, an ellipse and an eight figure thereto and geometrically
calculating
the basic figure thereafter. Alternatively, a variety of basic shapes may be
prepared as initial data, including the above-mentioned basic figures and
their
variations. Then, one or more of them are selected to decide the shape of the
entire course. If the "Crossing" parameter is "Yes" and the course has one or
more crossings, a basic shape having a crossing figure such as the eight
figure
is selected. In FIG. 39, the rectangle is used as the basic figure to
constitute
the basic shape of the entire course. It is preferable to prepare many choices
as the basic shapes for the purpose of providing many variations on the course
shape.
A position of each of the points 2604 to 2607 is decided in forming the
basic shape, taking the length of the entire course into account to a certain
degree. If the number of the corners should be many according to the settings
of the "Level" and the "Corners", the course length becomes longer than the
length of the basic shape in the following process. Therefore, the positions
of
the points 2604 to 260? are decided in view of that point so that the length
of
the circular basic shape becomes within a range of 50% to 80% of the final
length of the course.
At STEP 2505, the points 2604 to 2607 added in the process of FIG. 39
are moved at random, thereby changing the basic shape of the course. At this
time, the processing is done while preventing each line between the points
2604 to 260? from coming very near to each other, preventing a non-crossing
course from crossing or a crossing course from becoming a non-crossing
course. That is, the moving area of each of the points 2604 to 260? is set
within such a range as to prevent the above problems. Moreover, each of the
points 2604 to 260? is moved such that a corner angle defined by each of the
points 2604 to 260? becomes a predetermined angle such as a sharp angle or
dull angle, in consideration of the "Corner R".
At STEP 2506, new points are added between the points 2604 to 260?
that constitute the basic shape, thereby making the basic shape more
complicated. FIG. 41 depicts an example in which new points 2608, 2609,
2610, 2611, 2612 are added one by one at random positions between the
points 2604 to 260? so as to change the basic shape more. That is, the shape
obtained by connecting the points 2601 to 2612 of FIG. 41 is more
complicated than the shape obtained by connecting the points 2601 to 260? of

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FIG. 40. At this time, the processing is done while preventing each line
between the points 2602 to 2612 from coming very near to each other,
preventing a non-crossing course from crossing or a crossing course from
becoming a non-crossing course, as carried in STEP 2505. Moreover, the
number of newly added points is changed so as to increase or decrease the
number of the corners as a whole, in accordance with the setting of the
"Corners". For example, if the "Corners" is set in "Many", many points are
added so as to dispose many corners. At this time, the angle of each corner is
adjusted according to the parameter of the "Corner R" by setting appropriately
the positions of the added points.
After making the entire shape in the prescribed way as mentioned above,
the course length is adjusted into a set range of the "Course Length" at STEP
2507. Specifically, the entire course formed as mentioned above is scaled up
or down thereby to decide the final course length within the set range.
The circular type car racecourse is generated with the above-described
operations.
[BASIC LINE GENERATION (NON-CIRCULAR TYPE)]
FIG. 42 shows entire procedures for making a basic shape of a non
circular type racecourse according to the third embodiment of the racecourse
generating device. The procedure of FIG. 42 basically corresponds to the
procedure of STEP 2301 of FIG. 34. FIG. 43 and FIG. 44 conceptually depict
the procedure for making the basic line of the non-circular racecourse
according to the third embodiment.
The non-circular racecourse has no such limitation as the circular
racecourse in which the course should return to the original point (start
point). That is, there is relatively little limitation in generating the non-
circular racecourse.
A start point 2801 is decided first at STEP 2701 as shown in FIG. 42.
For convenience sake, the start point 2701 is set as an origin. At STEP 2702,
a length of a front straight line is decided at random with respect to the
start
point 2701 on the basis of the parameter settings such as the "Course Type"
and the "Course Length", as shown in FIG. 43. Thus, a front straight line end
point 2802 is decided.
Then, straight lines are additionally joined to the front end point 2802
one by one at STEP 2703. Specifically, a random number of points (six points
2703, 2704, 2705, 2706, 2707, 2708 in FIG. 44) are added to roughly form a
shape of an entire course, thereby providing a basic shape of the course. At
this time, the number of the points (number of divisions of the entire basic
shape) is decided according to the setting of the "Corners" and the "Corner
R".
Thereafter, the position of each of the points is adjusted to modify a corner
angie between the points. In case of forming a special course such as a
crossing course, it is possible to use the parts that form the basic shape
(basic
line) of the circular course described above. For example, a crossing part
composed of the points 2709, 2710, 2711, 2712 is interposed between the
point 2707 and the point 2708 in FIG. 44, in order to make a "Crossing"
course. Then, a goal point 2713 is located next to the end point 2708 and a
line joining them is defined.
At STEP 2704, additional points 2713, 2714, 2715, 2716, 2? 17 are
placed between the points 2702 to 2712 of the basic lines of the course, which

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has been formed in STEP 2703, so as to further divide each of the basic lines.
Then, the additional points 2713 to 2717 are moved and located at random
positions, thereby making the basic shape more complicated. Moreover, the
number of the additional points is changed so as to increase or decrease the
number of the corners as a whole, in accordance with the setting of the
"Corners". For example, if the "Corners" is set in "Many", many points are
added so as to dispose many corners. At this time, the angle of each corner is
adjusted according to the parameter of the "Corner R" by setting appropriately
the positions of the added points.
After making the entire shape in the prescribed way as mentioned above,
the course length is adjusted into a set range of the "Course Length" at STEP
2705. Specifically, the entire course formed as mentioned above is scaled up
or down thereby to decide the final course length within the set range.
The non-circular type car racecourse is generated with the above-
described operations.
[FOLLOWING OPERATIONS)
As a next procedure, the course generating device forms a basic outline
shape that defines an outline (extension) of the basic frame shape. In case
the
course width is constant as in the "Circuit" course, the basic line can be set
as
a center line of the course for the purpose of simplifying the procedure, for
example. Then, a pair of outlines (inner outline and outer outline) can be
formed at lateral both sides of the center line (basic line) with a constant
width, thereby providing the basic outline shape. That is, a pair of course
boundaries (inner and outer boundaries) are generated at the lateral both
sides of the basic line according to the setting of the "Course Width",
thereby
obtaining the basic outline shape. Thereafter, corners of the basic outline
shape are made into smooth curves by the curve interpolation, thereby
generating the entire course shape.
On the other hand, if the course width is not constant, it is possible to
give variation at random to the course boundaries at the both lateral sides of
the basic line, on the basis of the setting of the "Course Width", thereby
obtaining the basic outline shape. Thereafter, corners of the basic outline
shape are made into smooth curves by the curve interpolation, thereby
generating the entire course shape. If there are no boundaries at the lateral
both sides of the course as in the "Desert" course, it is possible to set
supposed or virtual boundaries with a constant width or a varying width at the
both lateral sides of the basic line, on the basis of the "Course Width".
Then,
the basic outline shape can be obtained.
Thereafter, height data are generated corresponding to the basic outline
shape on the basis of the parameters relating to the height such as the "Ups
and Downs". Then, the height data is synthesized with the basic outline
shape data to obtain three-dimensional polygon data. Moreover, obstacles,
objects and the like are disposed on the basis of the "Course Type" and the
like. Thus, a racecourse that is usable in the actual car race game is
automatically generated.
[ADVANTAGES OF THE THIRD EMBODIMENT]
The inventive car race game can make infinite kinds of racecourses and
SO increase fun as the car race game.

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[FOURTIi EMBODIMENT]
The fourth embodiment is concretized into the map generating device
that automatically generates dungeon map data of the RPG. If the invention is
applied to the RPG, the map is displayed on the screen or monitor as a playing
environment or a playing field. Then, the player plays or simulates a role of
a
character on the map in accordance with a story.
Parameters relating to the map generation and a basic frame shape
(basic line) generating method are described hereafter with respect to the
automatic map generation.
[BASIC PARAMETERS]
FIG. 45 shows basic parameters used in an automatic map generating
device according to a fourth embodiment of the invention.
The RPG has many elements to constitute the dungeon map. As basic
parameters that can be used as characteristics for defining the map, three
parameters are exemplified as shown in FIG. 45: "Map Type", "Map Length",
and "Level". Therefore, these three characteristics are used as the basic
parameters in the map generation of the fourth embodiment, as shown in FIG.
45.
The "Map Type" selves to specify a kind of a basic geographical
configuration of the map. Several elements such as a path of the map, a state
of a wall, kinds of traps are decided to a certain extent according to the
Type.
It is possible to prepare only one kind of the geographical configuration.
However, the map can be rich in variations of the geographical configuration
if
several kinds are prepared and used in combination. Eight choices are
provided as the "Map Type" in FIG. 45: "Automatic", "Underground Prison",
"Limestone Cave", "Lava Cave", "Gallery", "Underground Watercourse", "Sewer"
and "Underground Ruins". If the "Automatic" is selected, one of the course
types of the choices 2 to 8 is automatically selected at random. If one of the
Choices 2 to 8 is selected, the map generating device sets conditions proper
to
the selected map type, such as the path of the map, the state of the wall and
the kinds of the traps state. Then, a processing is carried out in the map
generation so as to provide the map with features proper to the selected map
type.
The "Map Length" serves to specify a length of the map or a route. It is
possible to roughly set the map such as "short". Alternatively, it is possible
to
directly specify the length such as "1000m". Seven choices are provided as the
"Map Length" in FIG. 45: "Automatic", "Very Short", "Short", "Middle", "Long",
"Very Long" and "???km". If the "Automatic" is selected, one of the choices 2
to
7 is automatically selected at random. If one of the Choices 2 to 6 is
selected,
the map generating device sets a map length at random according to the
choice. If the Choice 7 is selected, the player can input and set a desired
map
length. Then, the map generating device generates a map having the above
specified length.
The "Level" selves to specify a level or dithculty when the player passes
the map. The level is adjusted by a number of branches, a number of
enemies, a number of traps, kinds of traps and so on. Four choices are
provided as the "Level" in FIG. 45: "Automatic", "Easy", "Normal" and
"DitFcult". If the "Automatic" is selected, one of the choices 2 to 4 is

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automatically selected at random. If one of the Choices 2 to 4 is selected,
the
map generating device sets map conditions according to the selected level. For
example, the choice 2 provides conditions that the map has a small number of
branches, a small number of enemies and the like. In contrast, the choice 4
provides conditions that the course has a large number of branches, a small
number of enemies and the like. Then, a processing is carried out in the map
generation so as to provide the map with features proper to the selected
level.
[SPECIFIC PARAMETERS]
FIG. 46 shows specific parameters used in the fourth embodiment of the
map generating device.
In the fourth embodiment, as shown in FIG. 46, specific parameters are
provided in addition to the basic parameters. Specifically, five features
relating to the map are provided as the specific parameters: "Brightness",
"Enemy", "Trap", "Branch" and "Path Width". It is possible to adjust the map
to be generated more in detail if these specific parameters are operated.
Among the specific parameters, the "Brightness" specifies a brightness at
an interior of the map and influences the level or the scenery of the map. For
example, if it comes to the darker side, it becomes harder for the player to
avoid an attack or a raid of the enemy. Six choices are provided as the
"Brightness" in FIG. 46: "Automatic", "Very Dark", "Dark", "Normal", "Bright"
and "Very Bright". If the "Automatic" is selected, one of the choices 2 to 6
is
automatically selected at random. If one of the Choices 2 to 6 is selected, a
processing is carried out in the map generation so that the map has the
selected "Brightness".
The "Enemy" specifies a level or a difficulty caused by the enemy. Six
choices are provided as the "Enemy" in FIG. 46: "Automatic", "Very Easy",
"Easy", "Normal", "Difficult" and "Very Difficult". If the "Automatic" is
selected,
one of the choices 2 to 6 is automatically selected at random. If one of the
Choices 2 to 6 is selected, a processing is carried out so as to set contents
of
the enemies at random within a range of condition of the choice. For example,
if the "Enemy" is "Easy", the processing makes the enemies weaker and the
number of the enemies smaller, thereby lowering the level as a whole. If the
"Enemy" is "Difficult", the processing makes the enemies stronger and the
number of the enemies larger, thereby heightening the level as a whole.
The "Trap" specifies a level or a difficulty caused by the trap that is
located on the map. Six choices are provided as the "Trap" in FIG. 46:
"Automatic", "Very Easy", "Easy", "Normal", "Difficult" and "Very Difficult".
If
the "Automatic" is selected, one of the choices 2 to 6 is automatically
selected
at random. If one of the Choices 2 to 6 is selected, a processing is carried
out
so as to set contents of the traps at random within a range of condition of
the
choice. For example, if the "Trap" is "Easy", the processing makes the traps
easier and the number of the traps smaller, thereby lowering the level as a
whole. If the "T'rap" is "Difficult", the processing makes the enemies harder
and the number of the traps larger, thereby heightening the level as a whole.
The "Branch" specifies how many branches the map includes. Six
choices are provided as the "Branch" in FIG. 46: "Automatic", "Least", "Less",
"Normal", "Many" and "Most". ff the "Automatic" is selected, one of the
choices
2 to 6 is automatically selected at random. If one of the Choices 2 to 6 is
selected, a processing is carried out so as to set the number of the branches
at

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random within a range of condition of the choice. If the number of the
branches becomes larger, the player is easier to lose his or her way on the
map. Thus, the level of the map increases.
The "Path Width" specifies a width of the path of the map. Six choices
are provided as the "Path Width" in FIG. 46: "Automatic", "Very Narrow",
"Narrow", "Normal", "Wide" and "Very Wide". If the "Automatic" is selected,
one
of the choices 2 to 6 is automatically selected at random. If one of the
Choices
2 to 6 is selected, a processing is carried out so as to set the width of the
path
at random within a range of the condition of the choice. For example, if the
path width is set in "Narrow", the level of the game increases even if the
same
number of enemies appear, in comparison with the case where the path width
is wide. That is, the "Path Width" influences the level and the scenery of the
map.
[USER INTERFACE]
The fourth embodiment may use a user interface (screen for selecting
parameters) similar to that of the first or the second embodiment. For
example, each of the setting items or parameters are displayed by pop-up
menu at the left of the screen. Then, a generated map (two-dimensional map)
is displayed at the right of the screen. Moreover, the fourth embodiment may
have an easy design mode, in which only the "Map Type" and the "Level" are
selectable by the player as in the first or the second embodiment. Then, all
the other parameters are set in an automatic processing (choice 1).
Alternatively, the easy design mode may enable the player to select one or
more parameters among the basic parameters. Then, all the other parameters
are set in an automatic processing (choice 1).
BASIC LINE QrENERATION]
FIG. 4? shows entire procedures for making a basic line of a map
according to the fourth embodiment of the map generating device. The
procedure of FIG. 47 basically corresponds to the procedure of STEP 2301 of
FIG. 34. FIG. 48 to FIG. 50 conceptually depict the procedure for making the
basic line of the map according to the fourth embodiment.
A start point 3101 is decided first at STEP 3001. For convenience sake,
the start point 3101 is set as an origin. While a route is generated from an
entrance to a goal of the map in a map making procedure described hereafter
only for convenience sake, it is not limited to such way how the route is
generated. For example, the route may be formed from the goal to the
entrance to the contrary. Alternatively, the route may be generated from an
intermediate point to the goal and the entrance.
At STEP 3102, next points that connect to the start point 3101 are set
one by one as shown in FIG. 48, thereby joining lines to the start points 3101
to roughly form a shape of a route on the map. In FIG. 48, four points 3102,
3103, 3104, 3105 are added to the start point 3101. The map generation is
carried out while preventing the route from crossing.
One or more branches are formed on the mute, if necessary, at the time
of making the mute. Specifically, if it is decided to use a branch at STEP
3003, the branch is formed at the point 3105 as shown in FIG. 49. Then, a
new point 3106 is added to the branch point 3105 so as to continue a main
route. At the same time, new points 3107 and 3108 are added to the branch

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point 3105 so as to form a branch route (sub-route) in the same manner as
the main route. In FIG. 49, the point 3108 also becomes a branch point in the
sub-route. Then, a point 3109 is added thereto to continue a first sub-route.
Moreover, point 3110 and 3111 are added to the branch point 3108. The
points 3109 and 3111 become branch ends or the first sub-route end and the
second sub-route end, respectively.
It is possible to use map parts in combination with the generated lines in
forming the route. For example, a hall 3120 as a map part is connected to the
point 3112, which is connected with the point 3106 of the main route. Then,
the hall 3120 is furnished with an entrance 3121 such as a door through
which the character can enter and exit. The hall 3120 is furnished with
another entrance 3122 to which new points 3123, 3124, 3125 are added to
continue the main route.
If it is decided at STEP 3006 that a necessary length of map is generated,
a goal is disposed at the end point 3125 of the main route at STEP 3007. For
example, a treasure 3130 as a map part is connected to the end point 3125.
The basic line of the dungeon map of the RPG is generated with the
above-described operations.
[FOLLOWING OPERATIONS]
As a next procedure, the map generating device forms a basic outline
shape that defines an outline (extension) of the basic frame shape (basic
line).
In case the route width is constant as in the "Underground Prison", the basic
line can be set as a center line of the route or the course for the purpose of
simplifying the procedure, for example. Then, a pair of outlines (inner
outline
and outer outline) can be formed at lateral both sides of the center line
(basic
line) with a constant width, thereby providing the basic outline shape.
Thereafter, corners of the basic outline shape are made into smooth co=ves by
the curve interpolation, thereby generating the entire route or course shape.
On the other hand, if the course width is not constant as in the
"Limestone Cave", it is possible to give variation at random to the route
boundaries at the both lateral sides of the basic line, on the basis of the
setting of the "Path Width", thereby obtaining the basic outline shape.
Thereafter, corners of the basic outline shape are made into smooth curves by
the curve interpolation, thereby generating the entire route shape.
There are no parameters relating to height such as "Ups and Downs" in
the fourth embodiment. Therefore, after the basic outline shape is generated,
three-dimensional polygon data corresponding to the actual game scxeen are
generated by a specified three-dimensional processing. In this case, the route
of the map or the road surface, on which the character passes, is arranged in
itself in the two-dimensional manner. Moreover, obstacles, objects and the
like are disposed on the basis of the "Map Type" and the like. Thus, a map
that is usable in the actual RPG is automatically generated.
However, the route of the map is not limited in the two-dimensional data
in the invention. For example, one or more parameters may be prepared such
as "Slope". Then, the route (basic line) is inclined on the basis of the
height
related parameter to such a degree as not to make it hard for the character to
pass the route. Thus, the route is arranged in the three-dimensional manner.
It is possible to perform such processing at the time of generating the basic
line. Alternatively, the height data may be generated after the basic line is

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generated or after the basic outline shape is generated. Then, they are
synthesized to generate the three-dimensional polygon data.
(ADVANTAGES OF THE FOURTH EMBODIMENT]
If the invention is applied to the dungeon of the RPG as mentioned above,
infinite kinds of maps can be generated so as to increase fun as the RPG.
[OTHER MODIFICATIONS OF THE INVENTION)
The basic frame shape data automatically generated in the invention may
be two-dimensional data (planar data) in place of the one-dimensional data
(linear data) such as the basic line. For example, in the golf game, a fixed
width of a plane may be generated as the basic frame shape data so as to
extend from the teeing ground to the putting green, according to the set
parameters. Then, an outline of a fairway, an outline of a rough and the like
may be formed at the outside of the plane, on the basis of an outline of the
plane.
The invention can be concretized in a variety of simulation systems as
mentioned above. That is, the inventive playing environment generating
system (device, method and program storage medium) is applicable to any
simulation systems, as long as the system has a playing field that is
displayed
on a screen and enables a simulation, while the playing field can be grasped
in
terms of a basic frame shape and a basic outline shape.
For example, the invention is applicable to a variety of sport simulation
games other than the golf game as well as a variety of race simulation games
other than the car race game. Moreover, the invention is applicable to a
variety of simulation game systems such as a fishing game other than the
RPG. Furthermore, the invention is applicable to simulator systems that use a
monitor such as a big screen, e.g. a golf simulator that uses an actual golf
club and an actual golf ball, a drive simulator that uses a dummy car or a
dummy steering wheel, a flight simulator that uses a dummy plane or a
dummy control lever.
Any kind of the playing field can be used in the invention, as long as it is
a field in which the player plays the game or the simulation. As the playing
fields, there are exemplified a variety of racecourses of race games, a
variety of
maps of RPG, a variety of maps such as lake maps, pond maps, marsh maps,
sea maps or river maps, including water surface maps as well as underwater
maps, that are used in fishing games where fishes to be fished in the game
live, flight spaces including lands used in flight simulators.
As parameters used in the automatic generation of the playing field in
the invention, any parameter can be used as long as it has a characteristic
relating to the playing field and can define a basic frame shape of the
playing
field. As such parameters, there are exemplified a geographical condition at a
course or a course type, a geographical configuration (slope, ups and downs
and the like), and the like. It is possible to use a weather condition such as
a
wind velocity (wind scale), a wind direction and a raining condition as a
parameter. It is also possible to use as a parameter a background element
such as scenery, cloud, vegetation (tree, grass or flower) and a clubhouse.
However, at least one parameter is preferably an information relating directly
to an entire shape and a size of a hole such as a par and a dogleg as at least
one parameter in the golf game, in order to define the basic shape of the hole

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of the golf course. Particularly, the par regulates and limits the course
length
and is preferable as a parameter that can be used by itself. However, it is
also
possible to use as a parameter a condition other than the geographical
configuration. For example, only a weather condition can be used as a
parameter. In this case, it is possible to automatically generate the playing
environment within the range of the parameter.
As a parameter for generating a basic frame shape in each of the race
games, there are exemplified a geographical condition at a course, a course
length, a course width, a geographical configuration such as ups and downs, a
course layout and the like. As a parameter for generating a basic frame shape
in each of the l2PGs, there are exemplified a geographical configuration such
as a mountain, a valley and ups and downs, a natural object such as a lake, a
marsh, a river and a cave, an artificial object such as a building, a bridge
and
a road. As a parameter for generating a basic frame shape in the fishing
game, there are particularly exemplified a shape of a bottom of the water
(bottom of the lake, river and the like), an artificial object such as a
tetrapod
(Trademark) in the water and a sunken ship, a natural object such as a rock,
a stone and vegetation and other obstacles. As a parameter for generating a
basic frame shape in the flight simulator, there are particularly exemplified
a
geographical configuration such as a mountain, a valley, a flat land and ups
and downs, a natural object such as a river, an artificial object such as a
building, a bridge and a road.
The inventive device displays a picture such as the course layout of the
golf game, which influences the play in each game or simulation, as the
playing field on the monitor. However, the inventive device may display a
picture such as a background, which has no influence on the play in each
game or simulation, as the playing field on the monitor.
The inventive device may define and prepare beforehand prescribed kinds
of parameters as described above for the automatic generation of the playing
environment. For example, such parameters are stored as data in the storage
medium 50. Then, the inventive device displays the parameters as a menu on
the screen when necessary so that the player can selectively input a desired
parameter as an external input. Alternatively, the CPU 11 may automatically
input all or part of the parameters as the basic frame shape generating means.
In order to increase variations or choices in the playing environment, it is
preferable to use parameters as many as possible so as to make more
diversified playing environments. To the contrary, in order to save the labor
in
the operations of the player, it is preferable to have kinds of the parameters
that are input by the player as less as possible. In this case, only the level
in
playing the simulation system may be used as the parameter that needs
selection by the player. Then, the other parameters may be automatically
input by the CPU 11 on the basis of the level that has been selected by the
player. Thereby, the labor of the player becomes minimum, while a variety of
playing environments can be generated. Alternatively, the CPU 11 may
automatically input all the parameters on the basis of a start command for the
automatic generation by the player, for example, without parameter input
operation of the player. In this case, the player is substantially completely
free
from the labor of the operation.
The CPU 11 may judge how the play goes on or a story of the game so as
to selectively input a predetermined parameter. In this case, it is possible
to

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automatically generate a playing environment that is suitable for the progress
or the story of the game play. For example, there is a golf game that has a
character selection function in which the player (actual game player) can
designate a characteristic or features of a golfer (nationality, handicap,
skill
and so on) who appears in the game. In such game, the inventive device can
automatically select and input an appropriate parameter according to the
characteristics of the golfer. For example, if the golfer has a nationality of
the
United States, the inventive device selects such parameters (course type,
course layout and the like) as to provide a playing environment that realizes
a
tour in the United such as the Masters Tournament. Then, the inventive
device may automatically input the parameters in appropriated values.
There is a golf game that has a player educating or training mode. In
this case, the inventive device may control the game so as to increase kinds
of
golf courses that can be automatically generated, according to the progxess of
the educating mode. For example, if there is an educating mode having a
story that an amateur golfer becomes a professional after a test and attends
tours with achievements, appropriate parameters may be automatically
selected and input according to the progress of the educating mode. In this
case, the skill of the golfer increase steadily with the progress of the
educating
mode. Therefore, the inventive device may automatically input values of the
parameters (weather condition, distance, number and degree of dogleg, fairway
width and the like) relating to the course level so as to increase the level
step
by step. Moreover, it is possible to augment the kinds of the parameters in
the
"Free Design" mode according to the progress of the educating mode. In this
case, the inventive device controls all the parameters to be settable at the
stage when the educating mode enters a tour pro mode.
As the basic frame shape of the playing field other than the golf game,
any one can be used as long as it can be automatically generated on the basis
of the parameter representing the characteristic of the playing field. In each
of
the race games, a locus or an outline of a road or a course as a racecourse
can
be used as the basic frame shape, for example. In each of the RPGs, an
outline of a way or a course a shape of which can be seen specifically may be
used as the basic frame shape. Moreover, a locus or an outline of a course
which a character is going to pass or is permitted to pass may be used as the
basic frame shape in the RPG. In the fishing game, a specific course shape
such as the road cannot be seen. Therefore, the basic frame shape may be a
locus or an outline of a course which a fish is going to move or permitted to
move according to a fishing operation of the player. In the flight simulator,
the
flight course exists in the sir, so that a specific course shape such as the
road
cannot be seen. Therefore, the basic frame shape may be a locus or an outline
of a course which a plane is going to fly according to a flight operation of
the
player.
As the basic outline shape of the playing field, any one can be used as
long as it can be generated in association with the basic frame shape and
define a main element of the playing field. For example, the fai~vay, the
rough
or the OB gxound can be generated as the basic outline shape in the golf
game. Moreover, the teeing ground, the putting green or the bunker can be
generated as the basic outline shape in the golf game, too. In the race games,
the basic outline shape may be generated as outlines defining both sides of
the
racecourse, a course wall disposed along the racecourse, a slope of a

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mountain or a valley, a tire barner, lawns, a sand zone, poles, etc, for
example.
In the RPGs, the basic outline shape may be generated as outlines
defining both sides of the course on which the character passes, a slope of a
mountain or a valley that is located along the course, a natural object such
as
a cliff, a sea, a lake, a pond, a marsh and a river, an artificial object such
as a
building, a bridge and a road, etc, for example. In the fishing game, the
basic
outline shape may be generated as an artificial object such as tetrapods that
are located along a moving course of a fish to be fished and a sunken ship, a
natural object such as rocks, stones and vegetation, other obstacles, etc, for
example. In the flight simulator, the basic outline shape may be generated as
a geographical configuration such as a mountain, a valley, a flat land and ups
and downs that are located particularly on the ground along the flight course,
a natural object such as a river, an artificial object such as a building, a
bridge and a road, etc, for example.
The basic outline shape is located around the basic frame shape in the
above embodiments. However, in case the basic frame shape is defined
planarly, part or all of the basic outline shape may be placed inside the
basic
frame shape in an overlapped manner. Moreover, if the basic frame shape is
defined linearly, part of the basic outline shape may cross the basic frame
shape.
In order to generate the height data of the basic outline shape such as
the fairway, the rough, the OB ground in the invention, a predetermined
polygon mesh is prepared first as mentioned above. Then, the basic outline
shape is read in and the coordinates of the polygon mesh are converted
according to the parameters relating to the height such as the slope and ups
and downs. At this time, the height-related parameters are reflected on the
polygons within a plane that is surrounded by the outline of the basic outline
shape such as the outline of the fairway, the rough or the OB ground. Then,
each of the polygons goes under the conversion of the coordinate. Moreover,
thus generated height data are synthesized with the basic outline shape data,
so that the three-dimensional polygon data are generated. At this time, the
height data is synthesized not only with the basic outline shape data itself
but
also with the coordinate data inside the basic outline shape. Namely, the
height data is synthesized with the entire plane surrounded by the basic
outline shape. Similarly, the three-dimensional polygon data are generated for
the entire plane surrounded by the basic outline shape. ~.trthermore, the
height data and the three-dimensional polygon data may be generated for
coordinates outside the basic outline shape that do not belong thereto, if
necessary.
Golf courses made by the user according to the invention may be storod
as a golf course collection in an external storage medium such as a CD-R, a
CD-R, DVD-RAM, MO, etc, so that the other users can utilize it. In this case,
the golf course generating system may have an additional function to read in
and reproduce the collection data stored in the external storage medium.
The inventive device may be structured such that the CPU 11 virtually
rounds the golf course, which is automatically generated by the course
generation device according to each of the above embodiments. Then, the CPU
11 can check a score in the round so as to decide if the course meets
requirement of the player and the like.

CA 02324202 2000-10-25
53/59
The invention is mainly concretized in the automatic generation of the
geographical data such as the map as the playing environment. However, the
invention may be concretized into the other playing environments than the
geographical data. For example, the invention may be embodied into the
system for automatically generating data of the weather such as the rain or
the wind, data of the time, etc. That is, the invention may use only a part of
the above-mentioned parameters. Then, the invention may automatically
generate the playing environment on the basis of the parameters that has been
set.
[BUMMARYJ
In the inventive playing environment generation system, each of the basic
frame shape data generating means, the basic outline shape data generating
means, the height data generating means and the three-dimensional shape
data generating means is realized by the CPU of the computer that reads in
the program for realizing the functions of each of the means. Specifically,
the
CPU reads in the program from the storage medium and performs a
predetermined processing. Alternatively, the CPU performs a predetermined
processing on the basis of the program supplied through a telecommunication
line. Thus, the CPU functions as each of the basic frame shape data
generating means, the basic outline shape data generating means, the height
data generating means and the three-dimensional shape data generating
means. Similarly, in the inventive playing environment generation system,
each of the procedure to realize the program such as the basic frame shape
data generating procedure is realized by the CPU on the basis of the program
that is read from the storage medium.
The inventive playing environment generating device automatically
generate all the data that are necessary for defining the playing field
according
to the kind of the simulation system. Specifically, the basic frame shape data
generating means automatically generates the basic frame shape data on the
basis of the parameters representing the characteristics of the playing field
such as the geographical configuration and the weather. Thus, the basic
frame shape of the playing field is defined by the basic frame shape data..
Moreover, the basic outline shape data generating means automatically
generates the basic outline shape data on the basis of the basic frame shape
data. Thus, the basic outline shape for the basic frame shape is defined by
the basic outline shape data. Thereafter, thus generated playing field can be
used as the playing environment for the simulation system.
The preferred embodiments described herein are illustrative and not
restrictive, the scope of the invention being indicated in the appended claims
and all variations which come within the meaning of the claims are intended
to be embraced therein.

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Administrative Status , Maintenance Fee  and Payment History  should be consulted.

Administrative Status

Title Date
Forecasted Issue Date 2004-02-24
(22) Filed 2000-10-25
Examination Requested 2001-01-31
(41) Open to Public Inspection 2001-04-25
(45) Issued 2004-02-24
Deemed Expired 2007-10-25

Abandonment History

There is no abandonment history.

Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Application Fee $150.00 2000-10-25
Request for Examination $200.00 2001-01-31
Registration of a document - section 124 $100.00 2001-01-31
Maintenance Fee - Application - New Act 2 2002-10-25 $100.00 2002-10-17
Registration of a document - section 124 $100.00 2002-11-04
Extension of Time $200.00 2002-11-25
Maintenance Fee - Application - New Act 3 2003-10-27 $100.00 2003-09-30
Final Fee $300.00 2003-11-19
Maintenance Fee - Patent - New Act 4 2004-10-25 $100.00 2004-10-22
Maintenance Fee - Patent - New Act 5 2005-10-25 $200.00 2005-10-12
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
D WONDERLAND, INC.
Past Owners on Record
NISHIWAKI, KENTARO
SHIMADA, HISASHI
T & E SOFT, INC.
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
Documents

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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Cover Page 2001-04-10 1 31
Abstract 2000-10-25 1 15
Claims 2000-10-25 5 274
Drawings 2000-10-25 38 1,194
Representative Drawing 2001-04-10 1 7
Description 2000-10-25 53 4,607
Claims 2003-01-24 7 269
Cover Page 2004-01-23 1 36
Correspondence 2000-12-06 1 2
Assignment 2000-10-25 3 77
Prosecution-Amendment 2001-01-31 1 27
Assignment 2001-01-31 2 62
Prosecution-Amendment 2001-08-02 1 25
Prosecution-Amendment 2002-07-25 2 68
Assignment 2002-11-04 9 477
Correspondence 2002-11-25 1 60
Correspondence 2002-12-19 1 14
Prosecution-Amendment 2003-01-24 10 397
Assignment 2003-03-14 2 67
Correspondence 2003-11-19 1 34
Correspondence 2003-05-09 1 15
Examiner Requisition 2001-01-31 1 33