Programs, information processing systems
Patent Information
- Application Number
- JP2025028955
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-02-26
- Publication Date
- 2026-09-07
AI Technical Summary
【0006】 本開示によれば、興趣性を向上させることができる。
Smart Images

Figure 2026142072000001_ABST
Abstract
Description
[[Technical Field]]
[0001] The present disclosure relates to a program and an information processing system. [[Background Art]]
[0002] Conventionally, systems that provide a function of playing a game using artificial intelligence are known. For example, Patent Document 1 discloses an information processing system that uses artificial intelligence to generate content such as stories and items in a game. [[Prior Art Documents]] [[Patent Documents]]
[0003] [[Patent Document 1]] Japanese Patent No. 7493664 [[Summary of the Invention]] [[Problem to be Solved by the Invention]]
[0004] An object of the present invention is to improve entertainment interest. [[Means for Solving the Problem]]
[0005] A program according to one aspect of the present disclosure causes a computer to, in a game configured to include a first part and a second part having game characteristics different from those of the first part, acquire predetermined information related to an action of a player object in the first part, cause artificial intelligence to evaluate the action of the player object in the first part by inputting the predetermined information to the artificial intelligence, and cause the evaluation to influence a game result in the second part in accordance with the evaluation. [[Effects of the Invention]]
[0006] According to the present disclosure, entertainment interest can be improved. [[Brief Description of the Drawings]]
[0007] [Figure 1] Figure 1 is a diagram illustrating the overview of the information processing system. [Figure 2] Figure 2 shows an example of the module configuration of the terminal shown in Figure 1. [Figure 3] Figure 3 shows an example of the module configuration of the first server shown in Figure 1. [Figure 4] Figure 4 shows an example of the module configuration of the second server shown in Figure 1. [Figure 5] Figure 5 shows an example of the game flow provided by the information processing system shown in Figure 1. [Figure 6] Figure 6 shows an example of the process flow for executing an event. [Figure 7] Figure 7 shows an example of the processing flow in the investigation part. [Figure 8] Figure 8 shows an example of the processing flow in the preview segment. [Figure 9] Figure 9 shows an example of the processing flow in the intrusion phase. [Figure 10] Figure 10 shows an example of the processing flow for executing the second sub-event. [Figure 11] Figure 11 shows an example of the processing flow in the escape phase. [Figure 12] Figure 12 shows an example of the processing flow in the results section. [Figure 13] Figure 13 shows an example of the survey screen displayed on the terminal shown in Figure 2. [Figure 14] Figure 14 shows an example of a notification screen displayed on the terminal shown in Figure 2. [Figure 15] Figure 15 shows an example of an intrusion screen displayed on the terminal shown in Figure 2. [Figure 16] Figure 16 shows an example of the escape screen displayed on the terminal shown in Figure 2. [Figure 17] Figure 17 shows an example of the results screen displayed on the terminal shown in Figure 2. [Modes for carrying out the invention]
[0008] The information processing system related to this disclosure will be explained with reference to the drawings. [System Overview] As shown in Figure 1, the information processing system 10 includes a network 20, one or more terminals 100, and one or more servers 200. One or more terminals 100 are examples of computers. One or more servers 200 are examples of computers. The following describes an example in which the information processing system 10 is configured to include one terminal 100 and multiple servers 200, such as a first server 200a and a second server 200b.
[0009] The information processing system 10 is provided as a system for home use or as a system for business use. Terminal 100 is configured to communicate with server 200 via network 20. As an example, the information processing system 10 is configured as a game system that provides games to users 11 of terminal 100. In the following description, when simply referred to as "games," it means games provided by the information processing system 10. In other words, terminal 100 can be used as a game terminal. As a game terminal, terminal 100 provides users 11 with the function to play games (hereinafter referred to as the game function). Users 11 of terminal 100 can become players.
[0010] As an example, the first server 200a provides an execution environment for various events included in a game. As an example, the second server 200b provides an execution environment for generative AI (Artificial Intelligence), which is a type of artificial intelligence. For example, the second server 200b includes a generative model. The generative model is configured to generate new data such as text data, image data, and audio data based on input data. The generative model is preferably a large-scale model trained based on a huge dataset for learning, but it may also be a small-scale model in which the learning dataset is narrowed down to a specific field or the like. As an example, the second server 200b includes a language generation model M1 that generates text data (see FIG. 4).
[0011] [Network] As an example, the network 20 is configured of a communication system including the Internet, a WAN (Wide Area Network), a LAN (Local Area Network), provider terminals, a wireless communication network, wireless base stations, and dedicated lines.
[0012] [Hardware Configuration of Terminal] As an example, the terminal 100 is a portable gaming computer. The terminal 100 may also be a mobile terminal such as a smartphone, a feature phone, a PDA (Personal Digital Assistant), smart glasses, AR glasses, a wearable device, or a tablet computer. The terminal 100 may also be a fixed terminal such as a personal computer (PC) or a workstation.
[0013] As an example, the terminal 100 includes a processor 110, a memory 120, and a storage 130. As an example, the terminal 100 includes a communication interface 140 and an input / output interface 150. As an example, the terminal 100 includes a microphone 160, a speaker 170, a touch screen 180, and a controller 185. Each component included in the terminal 100 is connected to a communication bus 190.
[0014] The processor 110 executes a series of instructions contained in a program stored in the memory 120 or storage 130 in response to a signal given to the terminal 100, or in response to a predetermined condition being met. For example, the processor 110 can be implemented as a CPU (Central Processing Unit), GPU (Graphics Processing Unit), MPU (Micro Processor Unit), FPGA (Field-Programmable Gate Array), or other arithmetic unit.
[0015] Memory 120 temporarily stores programs and data. For example, programs are read from storage 130. Data includes data sent to terminal 100 and data generated by processor 110. For example, memory 120 can be implemented as RAM (Random Access Memory) or other volatile memory. Storage 130 permanently stores programs and data. For example, storage 130 can be implemented as ROM (Read-Only Memory), a hard disk drive, flash memory, or other non-volatile storage device. Storage 130 may also be implemented as a removable storage device, such as a memory card.
[0016] For example, storage 130 stores a game program and a communication program. For example, the game program implements game functions. The game program provides an environment for user 11 to play the game. The game program implements functions for executing events within the game. In the following description, when simply referred to as "event," it means an event executed within the game. The communication program implements functions for communicating with other computers. For example, the other computer is the first server 200a. Storage 130 may also store an operating system, a simulation program, a user authentication program, and other programs.
[0017] For example, the data stored in storage 130 may include data for defining the virtual space, data defining various objects, and user data. Various objects may include characters as electronic data, equipment, and objects that constitute screens for various games. As an example, user data may include in-game currency, in-game items, characters owned by user 11, and various rewards.
[0018] The communication interface 140 is connected to the network 20. The communication interface 140 communicates with other computers connected to the network 20. For example, the communication interface 140 can be implemented as a LAN (Local Area Network) or another wired communication interface. For example, the communication interface 140 can be implemented as Wi-Fi®, Bluetooth®, NFC (Near Field Communication), or another wireless communication interface. The communication interface 140 is not limited to those described above.
[0019] The input / output interface 150 communicates with an external input device (not shown). For example, the input / output interface 150 can be implemented as USB (Universal Serial Bus), DVI (Digital Visual Interface), HDMI (Registered Trademark, High-Definition Multimedia Interface), or other wired communication interface. For example, the input / output interface 150 can be implemented as Bluetooth (Registered Trademark), or other wireless communication interface.
[0020] One example is a camera. The camera may be configured to transmit images of user 11 to terminal 100. For example, the input device may be a distance measuring sensor. The distance measuring sensor may be configured to transmit output values to terminal 100 based on the detection of user 11's hand or a marker, etc.
[0021] The microphone 160 converts the user 11's speech into an audio signal (electrical signal) and transmits it to the processor 110. The speaker 170 converts the audio signal back into speech and outputs it to the user 11. In addition to the speaker 170, or in place of it, the terminal 100 may be equipped with earphones or an earphone jack to which earphones can be connected.
[0022] The touchscreen 180 may include a monitor 181 and a touch sensor 182. The monitor 181 can be implemented as a transmissive or non-transmissive display device. For example, the monitor 181 can be a liquid crystal monitor, an OLED (Electro-Luminescence) monitor, or other display device. The monitor 181 displays various images. The images displayed on the monitor 181 include various objects such as backgrounds, characters, windows, buttons, menus, lists, and icons. The monitor 181 is not limited to those described above. For example, the monitor 181 may be a 3D monitor including a sub-monitor for displaying an image for the left eye and a sub-monitor for displaying an image for the right eye.
[0023] The touch sensor 182 transmits output values to the processor 110 based on user 11's operations on the monitor 181. For example, the touch sensor 182 can be implemented as a capacitive touch sensor, a resistive touch sensor, an ultrasonic touch sensor, or another type of touch sensor. The input surface of the touch sensor 182 is part or all of the display surface of the monitor 181. The touch sensor 182 can be used as an operating device configured to accept user 11's input operations. For example, if the operating device is the touch sensor 182, the processor 110 accepts the user 11's physical contact operation with the input surface of the touch sensor 182 as the user 11's input operation. For example, forms of input operations using the touch sensor 182 may include tapping, swiping, dragging, flicking, and other forms.
[0024] For example, the controller 185 has one or more operating components. For example, one or more operating components may include buttons, keys, switches, handles, bars, or sticks. The controller 185 transmits output values to the processor 110 based on the user 11's operation of the operating components. For example, the controller 185 may include motion sensors such as an accelerometer and an angular velocity sensor. The controller 185 may be configured to transmit output values from the motion sensors to the processor 110.
[0025] [Hardware configuration of the first server] The first server 200a may be a workstation or a general-purpose computer such as a PC. The first server 200a comprises a processor 210a, memory 220a, storage 230a, a communication interface 240a, and an input / output interface 250a. Each component of the first server 200a is connected to the communication bus 290a.
[0026] The processor 210a executes a series of instructions contained in a program stored in memory 220a or storage 230a in response to a signal given to the first server 200a, or in response to a predetermined condition being met. For example, the processor 210a can be implemented as a CPU, GPU, MPU, FPGA, or other arithmetic unit.
[0027] Memory 220a temporarily stores programs and data. For example, programs are read from storage 230a. Data may include data sent to the first server 200a and data generated by processor 210a. For example, memory 220a can be implemented as RAM or other volatile memory.
[0028] Storage 230a permanently stores programs and data. For example, storage 230a can be implemented as ROM, a hard disk drive, flash memory, or other non-volatile storage device. Storage 230a may also be implemented as a removable storage device, such as a memory card. The first server 200a may use programs stored in an external storage device instead of storage 230a. For example, in a scenario where multiple information processing systems 10 are used, such as in an amusement facility, program and data updates can be performed collectively.
[0029] Storage 230a stores game programs and communication programs. For example, the game programs implement game functions. The communication programs implement functions for communicating with other computers. For example, the other computers are one or more terminals 100 and a second server 200b. Storage 230a may also store an operating system, a simulation program, a user authentication program, and other programs.
[0030] The communication interface 240a is connected to the network 20. The communication interface 240a communicates with other computers connected to the network 20. For example, the communication interface 240a can be implemented as a LAN or other wired communication interface. For example, the communication interface 240a can be implemented as Wi-Fi®, Bluetooth®, NFC, or other wireless communication interface. The communication interface 240a is not limited to those described above.
[0031] The input / output interface 250a communicates with external input / output devices (not shown). For example, the input / output interface 250a can be implemented as a USB, DVI, HDMI, or other wired communication interface. For example, the input / output interface 250a can be implemented as Bluetooth® or other wireless communication interface.
[0032] [Hardware configuration of the second server] The second server 200b may be a workstation or a general-purpose computer such as a PC. The second server 200b comprises a processor 210b, memory 220b, storage 230b, a communication interface 240b, and an input / output interface 250b. Each component of the second server 200b is connected to the communication bus 290b.
[0033] The processor 210b executes a series of instructions contained in a program stored in memory 220b or storage 230b in response to a signal given to the second server 200b, or in response to a predetermined condition being met. For example, the processor 210b can be implemented as a CPU, GPU, MPU, FPGA, or other arithmetic unit.
[0034] Memory 220b temporarily stores programs and data. For example, programs are read from storage 230b. Data may include data sent to the second server 200b and data generated by processor 210b. For example, memory 220b can be implemented as RAM or other volatile memory.
[0035] Storage 230b permanently stores programs and data. For example, storage 230b can be implemented as ROM, a hard disk drive, flash memory, or other non-volatile storage device. Storage 230b may also be implemented as a removable storage device, such as a memory card. The second server 200b may use programs stored in an external storage device instead of storage 230b.
[0036] Storage 230b stores a communication program and a generation program. The communication program implements the function of communicating with another computer. For example, the other computer is the first server 200a. For example, the generation program implements the function of generating text data. Storage 230b may also store an operating system, a simulation program, a user authentication program, and other programs.
[0037] The communication interface 240b is connected to the network 20. The communication interface 240b communicates with other computers connected to the network 20. For example, the communication interface 240b can be implemented as a LAN or other wired communication interface. For example, the communication interface 240b can be implemented as Wi-Fi®, Bluetooth®, NFC, or other wireless communication interface. The communication interface 240b is not limited to those described above.
[0038] The input / output interface 250b communicates with external input / output devices (not shown). For example, the input / output interface 250b can be implemented as a USB, DVI, HDMI, or other wired communication interface. For example, the input / output interface 250b can be implemented as Bluetooth® or other wireless communication interface.
[0039] [Device Features] As shown in Figure 2, the components of terminal 100 can be combined one or more to form functionally cohesive functional units (modules). For example, terminal 100 may include a game control unit 101, a display control unit 102, a display unit 103, a storage unit 104, a communication unit 105, and an input / output unit 106. For example, the game control unit 101 and the display control unit 102 can be implemented by a processor 110. For example, the display unit 103 can be implemented by a monitor 181. For example, the storage unit 104 can be implemented by a memory 120 and a storage 130. For example, the communication unit 105 can be implemented by a communication interface 140. For example, the input / output unit 106 can be implemented by a processor 110, a touch sensor 182, and a controller 185.
[0040] The input / output unit 106 detects user 11's input operations to the touch sensor 182 and user 11's input operations to the controller 185. For example, the input / output unit 106 can identify the type of user 11's input operation to the touch sensor 182. For example, the types of input operations to the touch sensor 182 that the input / output unit 106 can identify may include tapping, swiping, dragging, flicking, and other types. Hereinafter, when user 11's fingers or the like touch the touch sensor 182, it will simply be referred to as "touch".
[0041] When a touch is initiated on the touch sensor 182, the input / output unit 106 identifies the coordinates of the touch position (hereinafter referred to as the touch start position). When the touch on the touch sensor 182 is interrupted, the input / output unit 106 identifies the coordinates of the last touch position (hereinafter referred to as the touch end position). While the touch on the touch sensor 182 is ongoing, the input / output unit 106 identifies the coordinates of the touch position at that time (hereinafter referred to as the current touch position). Based on the touch time from the start to the end of the touch and the change in the touch position, the input / output unit 106 identifies the type of input operation performed by the user 11.
[0042] When an operation on the controller 185 is initiated, the input / output unit 106 identifies the operating component that has been operated and the manner of operation of that component. Based on the operating component that has been operated, the operation time, and the operation of the component, the input / output unit 106 identifies the manner of user 11's input operation. The manner of operation of the operating component may include the degree of tilt of a handle, bar, or stick.
[0043] The communication unit 105 receives various types of data from the first server 200a. For example, the data that the communication unit 105 receives from the first server 200a may include progress data and user data. Progress data is information for controlling the progress of the game. Progress data may include various requests. Progress data may include various notifications. Progress data may include text data.
[0044] The communication unit 105 transmits various types of data to one or more servers 200. For example, the data that the communication unit 105 transmits to the servers 200 may include play data and user data. Play data is information that reflects the input operations of the user 11 in the progress of the game. Play data is output according to the input operations received by the input / output unit 106. Play data may include various requests. Play data may include various notifications. Play data may include text data.
[0045] The game control unit 101 defines the virtual space that serves as the stage for the game. The game control unit 101 places various objects in the virtual space. These various objects include objects that constitute the field. These various objects include a player object (user object) corresponding to user 11. For example, the player object is the avatar of user 11. For example, the player object may be a character, a symbol, or an icon. The game control unit 101 identifies the instructions of user 11 based on the progress data and the nature of the input operation received by the input / output unit 106.
[0046] The game control unit 101 generates play data according to progress data, user 11 instructions, various judgment results, and various lottery results. At least a portion of the play data generated by the game control unit 101 is transmitted to the first server 200a by the communication unit 105. The play data transmitted to the first server 200a may include text data based on the type of input operation received by the input / output unit 106. For example, the processor 110, as the game control unit 101, can perform functions corresponding to the steps for receiving various data. For example, the processor 110, as the game control unit 101, can perform functions corresponding to the steps for transmitting various data. For example, the processor 110, as the game control unit 101, can perform functions corresponding to the steps for advancing the game.
[0047] The display control unit 102 controls the display content of the monitor 181, which acts as the display unit 103. In other words, the display control unit 102 creates the image to be displayed on the monitor 181. The display control unit 102 creates the game screen image according to the play data generated by the game control unit 101. The display control unit 102 creates the game screen image according to the progress data received via the communication unit 105. The display control unit 102 displays the game screen image on the monitor 181. The game screen is an image created by controlling and drawing 2D or 3D objects.
[0048] The display control unit 102 may control and draw objects (hereinafter referred to as UI objects) for constructing a user interface (hereinafter referred to as UI) necessary for user 11's input operations. UI objects are information that assists user 11's input operations necessary to advance the game. For example, UI objects include icons, buttons, lists, windows, and menus. The various UI objects shown in this disclosure are merely examples and are not limited to their forms. As an example, the processor 110, as the display control unit 102, can perform functions corresponding to the steps taken to control the display content of the monitor 181, which acts as the display unit 103.
[0049] The steps that can be performed at terminal 100 can be realized by hardware and software (programs) executed by processor 110. The software may be pre-stored in storage 130. The software may be stored on a computer-readable non-volatile data storage medium such as a CD-ROM and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. The software is read from the data storage medium by a data reading device, or downloaded from another computer such as servers 200a and 200b via the communication interface 140, and then stored in storage 130. The software is read from storage 130 by processor 110 and stored in memory 120 in the form of an executable program. Processor 110 executes the program.
[0050] [Functions of the first server] As shown in Figure 3, the components of the first server 200a can be combined one or more to form functionally cohesive functional units (modules). For example, the first server 200a may include a game control unit 201a, a data acquisition unit 202a, a storage unit 203a, a communication unit 204a, and an input / output unit 205a. The first server 200a may also include a display control unit (not shown). For example, the game control unit 201a and the data acquisition unit 202a can be implemented by a processor 210a. For example, the storage unit 203a can be implemented by a memory 220a and a storage 230a. For example, the communication unit 204a can be implemented by a communication interface 240a. For example, the input / output unit 205a can be implemented by a processor 210a and an input / output interface 250a.
[0051] The communication unit 204a receives various types of data from the terminal 100. For example, the data that the communication unit 204a receives from the terminal 100 includes play data and user data. The communication unit 204a also transmits various types of data to the terminal 100. For example, the information that the communication unit 204a transmits to the terminal 100 includes progress data and user data.
[0052] The communication unit 204a receives various types of data from the second server 200b. For example, the data received by the communication unit 204a from the second server 200b includes various types of text data. The communication unit 204a also transmits various types of data to the second server 200b. For example, the data transmitted by the communication unit 204a to the second server 200b includes various types of text data and various prompts.
[0053] The game control unit 201a advances the game according to the play data received by the communication unit 204a from terminal 100. The game control unit 201a advances events according to the play data received by the communication unit 204a from terminal 100. The game control unit 201a advances events according to the text data received by the communication unit 204a from second server 200b. The game control unit 201a generates progress data according to the results of these processes. The progress data is transmitted to terminal 100 by the communication unit 204a.
[0054] The data acquisition unit 202a acquires a prompt. For example, the prompt is stored in the storage unit 203a. The prompt may include text indicating questions, commands, and conditions. The language in which the text is written may be Japanese, English, German, French, or any other language. The prompt may also include progress data and data generated based on the progress data. The data acquisition unit 202a inputs the prompt and play data from the communication unit 204a to the language generation model M1. The data acquisition unit 202a acquires the text data generated by the language generation model M1.
[0055] For example, the processor 210a, as the game control unit 201a or the data acquisition unit 202a, can perform functions corresponding to the steps for receiving various types of data. For example, the processor 210a, as the game control unit 201a or the data acquisition unit 202a, can perform functions corresponding to the steps for transmitting various types of data. For example, the processor 210a, as the game control unit 201a or the data acquisition unit 202a, can perform functions corresponding to the steps for advancing the game.
[0056] The steps that can be performed in the first server 200a can be realized by hardware and software (programs) executed by the processor 210. The software may be pre-stored in storage 230a. The software may be stored on a computer-readable non-volatile data storage medium such as a CD-ROM and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. The software is read from the data storage medium by a data reading device, or downloaded from another computer such as an external storage device via a communication interface 240a, and then stored in storage 230a. The software is read from storage 230a by the processor 210a and stored in memory 220a in the form of an executable program. The processor 210a executes the program.
[0057] [Functions of the second server] As shown in Figure 4, the components of the second server 200b are combined one or more to form functionally cohesive functional units (modules). For example, the second server 200b may include a control unit 201b, a storage unit 202b, a communication unit 204b, and an input / output unit 205b. The second server 200b may also include a display unit (not shown) and a display control unit (not shown). The storage unit 202b stores the language generation model M1.
[0058] For example, the control unit 201b can be implemented by the processor 210b. For example, the storage unit 202b can be implemented by the memory 220b. For example, the communication unit 204b can be implemented by the communication interface 240b. For example, the input / output unit 205b can be implemented by the processor 210b and the input / output interface 250b. For example, the processor 210b, as any functional unit, performs a function corresponding to the step of receiving various types of data. For example, the processor 210b, as any functional unit, performs a function corresponding to the step of transmitting various types of data. For example, the processor 210b, as any functional unit, performs a function corresponding to the step of generating data (information), etc.
[0059] The control unit 201b inputs the prompt and text data received by the communication unit 204b from the first server 200a into the language generation model M1, causing it to generate text data. The text data generated by the language generation model M1 is then transmitted to the first server 200a by the communication unit 204b.
[0060] For example, language generation model M1 is a large-scale model that has been trained using a large dataset. For instance, language generation model M1 is a natural language model trained using so-called deep learning. For example, language generation model M1 may be a large-scale language model (LLM) capable of performing various language tasks such as text translation, text analysis, text summarization, text classification, and response. When language generation model M1 is input with a text-written prompt, it generates text data that conforms to the commands and other instructions expressed in the text contained in the prompt. When language generation model M1 is input with text data, it generates text data (responses) for the input text data.
[0061] The communication unit 204b receives various types of data from the first server 200a. For example, the data received by the communication unit 204b from the first server 200a includes various prompts and text data. The communication unit 204b transmits various types of data to the first server 200a. For example, the data transmitted by the communication unit 204b to the first server 200a includes various types of text data. The communication unit 204b may also detect and accept input operations from the user 11 to an external input device via the communication interface 240b. The input / output unit 205b may also detect and accept input operations from the user 11 to an external input device via the input / output interface 250b.
[0062] [Game Overview] As shown in Figure 5, the game relating to this disclosure, as an example, includes multiple parts. For example, the game's parts include a preparation part and an event part. In the preparation part, preparations for the event part can be made. In the event part, an event is executed. For example, an event may include achieving a predetermined task. For example, the task of the event is for the avatar, the thief object (character), to steal a treasure object without being caught by an enemy object. In other words, the event is a competitive event between the avatar, the thief object, and an enemy object. The game may consist of three or more parts, or it may consist of one part.
[0063] [Preparation Part] For example, the preparation phase is where preparations for the event phase are made. Preparing for the event phase includes changing the avatar's settings. In the preparation phase, you can change the phantom thief character used as your avatar. In the preparation phase, you can change the items your avatar possesses, including equipment items and consumable items. Changing these items may include adding, deleting, and exchanging them.
[0064] Equipment items include tools and accessories. Equipment items affect the parameters of an avatar. For example, an avatar has parameters such as agility data, which indicates movement speed, and dexterity data, which indicates dexterity. For example, equipping an avatar with an equipment item can add skills that the avatar can use. For example, adding an equipment item means equipping the equipment item to the avatar. In other words, equipping an equipment item to an avatar allows you to associate the equipment item with the avatar. For example, adding a consumable item means having the avatar possess the consumable item. In other words, having the avatar possess a consumable item allows you to associate the consumable item with the avatar.
[0065] [Event Part] In the event part, an event takes place. For example, there can be multiple types of events. There can also be only one type of event. For example, an event can consist of multiple parts. For example, the parts of an event can include an investigation part, a preview part, an infiltration part, an escape part, and an outcome part. The event progresses in the order of investigation part, preview part, infiltration part, escape part, and outcome part. When the outcome part of the event is completed, the event ends. In other words, when the outcome part of the event is completed, the event part ends. An event may consist of six or more parts, or it may consist of four or fewer parts. The investigation part, preview part, infiltration part, and escape part are examples of the first part. The outcome part is an example of the second part, which has different gameplay from the first part.
[0066] [Event Investigation Part] As an example, in the investigation part of an event, information about the treasure object to be stolen can be investigated. The information about the treasure object includes the type of the treasure object, the storage location of the treasure object, the security status of the storage location, information related to resident objects, and the like. The security status includes the number of resident objects guarding the treasure object, the strictness of the security, the position of surveillance cameras, and the like. The information related to resident objects includes, for example, the addresses of resident objects, their places of work, the dates and times they stay at these places, their personalities, and the like. The investigation can be performed by the avatar conversing with a resident object, by the avatar eavesdropping on conversations between resident objects, or the like. The investigation part ends when points that decrease according to the avatar's actions (hereinafter referred to as action points) reach a prescribed value. The actions of the avatar in the investigation part include moving, conversing, eavesdropping, and the like.
[0067] [Event announcement part] As an example, in the announcement part of an event, a notice announcing the theft of the treasure object can be created. In the announcement part, the user 11 can select the type of treasure object to be described in the notice, the intrusion date and time, and the intrusion location. The type of treasure object, intrusion date and time, and intrusion location that can be selected by the user 11 in the announcement part may vary depending on the result of the investigation part. As an example, in the announcement part, by investigating the storage location of a treasure object in the investigation part, the investigated treasure object can be selected as the treasure object to be stolen. As an example, in the announcement part, by investigating a date and time when security is weak in the investigation part, the investigated date and time can be selected as the intrusion date and time. As an example, in the announcement part, by investigating a location where security is weak in the investigation part, the investigated location can be selected as the intrusion location. It can also be said that the announcement part is a part for selecting the type of treasure object, the intrusion date and time, and the intrusion location.
[0068] [Event intrusion part] For example, in the intrusion part of an event, the avatar can infiltrate the interior (virtual space) of a building where a treasure object is stored and steal it. In the intrusion part, the avatar infiltrates the interior (virtual space) of the building where the treasure object selected in the preview part is stored, from the intrusion location selected in the preview part, at the intrusion date and time selected in the preview part. In the intrusion part, the avatar can disguise themselves as a predetermined resident object depending on the results of the investigation part. In the intrusion part, events are executed when the avatar moves within the imaging range of a security camera object, moves within the visual range of a resident object, and attempts to unlock a locked door. In the following explanation, events executed in the intrusion part of an event will be described as sub-events for ease of explanation. For example, in the intrusion part, the first sub-event is executed when the avatar moves within the imaging range of a security camera object. For example, in the intrusion part, the second sub-event is executed when the avatar moves within the visual range of a resident object. For example, in the intrusion part, the third sub-event is also executed when the avatar attempts to unlock a locked door. For example, the imaging range of a surveillance camera object is determined based on the position and orientation of the surveillance camera object. For example, the imaging range of a surveillance camera object may vary in size from one surveillance camera object to another. For example, the field of view of a resident object is determined based on the position and orientation of the resident object. For example, the field of view of a resident object may vary in size from one resident object to another.
[0069] For example, the first, second, and third sub-events may each involve completing predetermined tasks. For example, the task of the first sub-event is to move outside the imaging range of a surveillance camera object while hiding behind other objects to avoid being photographed by the camera object. For example, the task of the second sub-event is to fully embody the original resident object and finish a conversation with the resident object without arousing suspicion, or to extract information from the resident object through conversation. For example, the task of the third sub-event is to complete a puzzle.
[0070] For example, the infiltration part ends when the termination conditions are met. Termination conditions can include success conditions and failure conditions. For example, the success condition for the infiltration part is to complete the task of the infiltration part. In other words, the infiltration part can end when the avatar obtains the treasure object. Meeting the success condition means successfully completing the task. For example, the failure condition for the infiltration part is when the avatar's identity as a phantom thief is revealed to the resident object. Meeting the failure condition means failing to complete the task. For example, in the infiltration part, the avatar's identity as a phantom thief is revealed to the resident object when a sub-event fails. In other words, the infiltration part can end when the failure conditions in a sub-event are met. For example, the failure condition for the first sub-event is that a predetermined amount of time has passed before the success condition is met. For example, the failure condition for the second sub-event is that the avatar's identity as a phantom thief is revealed to the resident object being talked to, who is not the original resident object the avatar was disguised as. The failure condition for the third sub-event is that a predetermined amount of time has passed before the success condition is met.
[0071] [Escape segment of the event] As an example, the escape phase of an event proceeds with the task being for the avatar to escape from the resident object. As an example, the escape phase ends when an end condition is satisfied. As an example, the end condition for the escape phase may include a success condition and a failure condition. As an example, the success condition for the escape phase is to complete the task of the escape phase. That is, the escape phase may end when the avatar escapes from the resident object. As an example, in the escape phase, the avatar can escape from the resident object by escaping from the building object without colliding with an object that serves as an obstacle. As an example, the failure condition for the escape phase is that the phase ends when the avatar's action points reach a specified value before the success condition is satisfied.
[0072] [Event Result Phase] As an example, in the event result phase, the result of the event is presented to user 11. It can be said that the event result is the result of the investigation phase, announcement phase, intrusion phase, and escape phase of the event. That is, it can be said that the event result phase is affected by the content of play by user 11 in the investigation phase, announcement phase, intrusion phase, and escape phase. When the event result phase ends, the event ends. That is, when the event result phase ends, the event phase of the game ends. After the event phase ends, the game transitions to the preparation phase.
[0073] [Processing Flow for Executing an Event] The processing flow for executing an event will be described. As an example, in the preparation phase, the processor 110 of the terminal 100 can accept an event start operation. When the processor 110 of the terminal 100 accepts an event start operation, it executes an event start process.
[0074] As shown in Figure 6, when the processor 110 of terminal 100 receives an event start operation, it retrieves event data from storage 130 in step S100 of the event start processing. For example, if there are multiple types of executable events in the event part, the event start operation may differ for each executable event. In other words, when the processor 110 receives an event start operation, it may retrieve event data corresponding to that event start operation from storage 130. The event data may include data for defining the virtual space, data defining various objects, and user data.
[0075] In step S101, the processor 110 of terminal 100 displays an event screen on monitor 181 based on the event data. For example, the processor 110 displays an event screen on monitor 181 corresponding to the part of the event. For example, the event screen may include an investigation screen in the investigation part, a preview screen in the preview part, an intrusion screen in the intrusion part, an escape screen in the escape part, and a results screen in the results part. In step S102, the processor 110 of terminal 100 executes event processing to advance the event. For example, the processor 110 executes event processing corresponding to the part of the event. In step S103, the processor 110 of terminal 100 determines whether the event termination condition has been met. The processor 110 repeatedly executes event processing until the event termination condition is met. For example, if the event termination condition has not been met (step S103: NO), the processor 110 may execute event processing continuously, or it may execute event processing at predetermined intervals. If the event termination conditions are met (step S103: YES), in step S104, the processor 110 of terminal 100 transitions from the event part to the preparation part and displays the preparation screen on monitor 181.
[0076] Next, we will explain event handling. As described above, the processor 110 performs event processing according to the part of the event. That is, the processor 110 performs different event processing in the investigation part, the warning part, the intrusion part, the escape part, and the result part. Event processing may include investigation processing in the investigation part, warning processing in the warning part, intrusion processing in the intrusion part, escape processing in the escape part, and result processing in the result part.
[0077] [Processing flow in the investigation part] For example, processor 110 performs investigation processing in the investigation part. As shown in Figure 7, in step S110 of the investigation process, the processor 110 of terminal 100 defines a virtual space in the investigation part. The processor 110 places various objects in the virtual space. These various objects include field objects that constitute a virtual field. For example, the virtual field in the investigation part is a field modeled after a town. For example, the virtual field in the investigation part may differ depending on the type of event. These various objects include a player object corresponding to user 11 as the avatar of user 11. The avatar of user 11 is the avatar set in the preparation part.
[0078] In step S111, the processor 110 of terminal 100 waits until it receives an operation to instruct the avatar to act (hereinafter referred to as an action instruction operation). When the processor 110 receives an action instruction operation, it causes the avatar to act according to the content of the operation. The action instruction operations that can be received in the investigation process include an operation to instruct the avatar to move (hereinafter referred to as a move instruction operation) and an operation to instruct the avatar to conduct an investigation (hereinafter referred to as an investigation instruction operation).
[0079] In step S112, the processor 110 of terminal 100 determines whether or not it has received a survey instruction operation. If it has received a survey instruction operation (step S112: YES), in step S113, the processor 110 of terminal 100 obtains survey data corresponding to the avatar's position from the storage 130. In other words, when the processor 110 receives a survey instruction operation, it obtains survey data corresponding to the avatar's position. In step S114, the processor 110 of terminal 100 displays text indicating the survey results (survey data) on the monitor 181. The survey data includes data indicating conversations between the avatar and resident objects, and data indicating conversations between resident objects. In other words, when the processor 110 receives a survey instruction operation, it makes the avatar converse with a resident object, or makes the avatar eavesdrop on conversations between resident objects. As an example, the processor 110 accepts a survey instruction operation when the avatar is located at a predetermined location in the virtual space. The predetermined location for accepting a survey instruction operation is within a predetermined range from the resident objects placed in the virtual space.
[0080] For example, survey data may include data showing information about treasure objects and data showing information about resident objects. For example, data showing information about treasure objects may include data showing the type of treasure object and data showing the location where the treasure object is stored. For example, data showing resident objects may include data showing the gender, age, personality, interests, behavioral patterns, characteristics, catchphrases, and tone of voice of the resident objects. In addition, survey data may include data showing multiple pieces of information from the above-mentioned information and other information. For example, survey data may include data showing both information about treasure objects and information about resident objects. Survey data showing both information about treasure objects and information about resident objects may include text data such as, "It seems that the mayor of this town has a lucky doll."
[0081] If a movement command operation is received (step S112: NO), in step S115, the processor 110 of terminal 100 moves the avatar. In other words, when the processor 110 receives a movement command operation, it moves the avatar. When the avatar takes action, the processor 110 reduces action points according to the avatar's action. For example, action points are reduced more easily by listening than by movement. For example, action points may also be reduced by the passage of time. In this case, it is preferable that action points are reduced less easily by the passage of time than by action.
[0082] In step S116, the processor 110 of terminal 100 determines whether the action points after the reduction are at a predetermined value (0). If the action points are not at a predetermined value, the processor 110 waits until it receives the next action instruction operation. If the action points are at a predetermined value, the processor 110 terminates the investigation process and ends the investigation part.
[0083] [Processing flow in the preview segment] For example, processor 110 performs preview processing in the preview section. As shown in Figure 8, in step S120 of the notice processing, the processor 110 of terminal 100 acquires notice content data from storage 130 based on the results of the investigation part. The notice content data is data that indicates the selectable options for the content to be written in the notice. The content includes the type of treasure object to be written in the notice, the date and time of intrusion, and the location of intrusion. In other words, the notice content data may include data indicating the type of treasure object, data indicating the date and time of intrusion, and data indicating the location of intrusion as options. As an example, the processor 110 acquires notice content data corresponding to the investigation data acquired in the investigation processing. For example, the processor 110 acquires notice content data corresponding to the type of treasure object indicated by the acquired investigation data, notice content data corresponding to the date and time indicated by the acquired investigation data, and notice content data indicating the location indicated by the acquired investigation data. In other words, the notice content data may include notice content data that can be acquired depending on the investigation data. The notice content data may also include notice content data that can be acquired regardless of the investigation data. The notice content data may also include notice content data that cannot be acquired depending on the investigation data.
[0084] In step S121, the processor 110 of terminal 100 displays the contents of the notice (type of treasure object to be described in the notice, date and time of intrusion, and location of intrusion) on monitor 181 based on the acquired notice content data. In step S122, the processor 110 of terminal 100 waits until it receives an operation to instruct the selection of contents (hereinafter referred to as a selection operation). As an example, a selection operation includes a change operation to change the contents and a decision operation to determine the contents. By changing the contents with the change operation and determining them with the decision operation, the contents (type of treasure object to be described in the notice, date and time of intrusion, and location of intrusion) can be selected.
[0085] In step S123, when the content to be described is selected, the processor 110 of terminal 100 retrieves the notice data from storage 130 based on that content. For example, the processor 110 retrieves the notice data from storage 130 based on a combination of the content to be described. The processor 110 may also retrieve data corresponding to the type of treasure object, the date and time of intrusion, and the location of intrusion, and retrieve (generate) the notice data by combining this data. The processor 110 displays the notice on monitor 181 based on the retrieved notice data.
[0086] [Processing flow during the infiltration phase] For example, processor 110 executes intrusion processing in the intrusion part. As shown in FIG. 9, in step S130 of the intrusion process, the processor 110 of the terminal 100 defines a virtual space in the infiltration part. The processor 110 places various objects in the virtual space. The various objects include field objects that constitute a virtual field. As an example, the virtual field in the infiltration part is a field imitating a building where treasure objects are stored. The virtual field in the infiltration part may vary depending on the type of treasure object selected as the content described in the advance notice. The field objects include treasure objects, door objects, and surveillance camera objects. The various objects include a player object as an avatar of the user 11. As an example, the avatar is an object imitating a predetermined resident object. The avatar is a thief disguised as a predetermined resident object. As an example, the type of the resident object to be used as the disguise source may be selectable by the user 11, or may be determined by the processor 110. For example, the type of the resident object to be used as the disguise source may be selectable by the user 11 in the advance notice part, or may be selectable by the user 11 at the start of the infiltration part. Among the resident objects selectable by the user 11, there may be resident objects that become selectable according to investigation data, or there may be resident objects that are selectable regardless of investigation data. As an example, among the resident objects selectable by the user 11, there may be resident objects that become unselectable according to investigation data. As an example, the processor 110 may determine the type of the resident object to be used as the disguise source based on the content described in the advance notice.
[0087] In step S131, the processor 110 of the terminal 100 stands by until receiving an action instruction operation for instructing the action of the avatar. When receiving the action instruction operation, the processor 110 causes the avatar to act according to the content of the operation. The action instruction operations accepted in the infiltration process include a movement operation for instructing the avatar to move, and an operation for instructing the avatar to open a door (hereinafter referred to as a door opening instruction operation).
[0088] In step S132, the processor 110 of terminal 100 determines whether or not it has received an open door instruction operation. If it has received an open door instruction operation (step S132: YES), in step S133, the processor 110 of terminal 100 determines whether or not the door is locked. If the door is locked (step S133: YES), in step S134, the processor 110 of terminal 100 executes the third sub-event processing to execute the third sub-event. In other words, the processor 110 executes the third sub-event. In the third sub-event processing, the processor 110 defines a virtual space for the third sub-event and accepts an operation to instruct the movement of a puzzle piece object in the third sub-event. The processor 110 moves the puzzle piece object according to the accepted operation. If the termination condition of the third sub-event is not met, the processor 110 waits until it accepts the next operation. If the termination condition of the third sub-event is met, the processor 110 terminates the third sub-event processing. Processor 110 determines that the success condition as a termination condition has been met if the task of the third sub-event is completed. Processor 110 determines that the failure condition as a termination condition has been met if a predetermined time has elapsed before the task of the third sub-event is completed. If the third event fails, Processor 110 may terminate the intrusion part because the failure condition of the intrusion part has been met. In this case, the process may transition from the intrusion part to the results part. If the door is not locked (step S133: NO), or if the third sub-event is successful, Processor 110 of terminal 100 causes the avatar to open the door in step S135. For example, the key to the door may be obtainable in either the investigation part or the intrusion part, or both. In this case, if Processor 110 has already obtained the key, it may execute the process in step S135 without executing the third sub-event. For example, the key may be obtainable as a key object, or as data indicating a PIN.
[0089] If no door open command is received (step S132: NO), that is, if a move command is received, in step S136, the processor 110 of terminal 100 moves the avatar. In step S137, the processor 110 of terminal 100 determines whether the avatar's position after the move is within the imaging range of the surveillance camera object. For example, if there are multiple surveillance camera objects, the processor 110 determines whether all of them are within the imaging range. For example, the imaging ranges of multiple surveillance camera objects may be entirely different, or partially the same.
[0090] If the image is within the imaging range (step S137: YES), in step S138, the processor 110 of the terminal 100 executes the first sub-event processing to execute the first sub-event. That is, the processor 110 executes the first sub-event. In the first sub-event processing, the processor 110 defines a virtual space for the first sub-event and accepts an action instruction operation to instruct the avatar's actions in the first sub-event. The processor 110 makes the avatar act according to the accepted action instruction operation. If the termination conditions of the first sub-event are not met, the processor 110 waits until it accepts the next action instruction operation. If the termination conditions of the first sub-event are met, the processor 110 terminates the first sub-event processing. The processor 110 determines that the success condition as a termination condition has been met if the task of the first sub-event is achieved. The processor 110 determines that the failure condition as a termination condition has been met if a predetermined time has elapsed before the task of the first sub-event is achieved. If the first event fails, the processor 110 may terminate the intrusion part because the failure conditions for the intrusion part have been met. In this case, it may transition from the intrusion part to the results part.
[0091] If the image is outside the imaging range (step S137: NO), in step S139, the processor 110 of terminal 100 determines whether the avatar's position after movement is within the visual range of the resident object. For example, if there are multiple resident objects, the processor 110 determines whether all of them are within the visual range. For example, the visual ranges of multiple resident objects may be entirely different, or partially the same.
[0092] If it is within the field of view (step S139: YES), in step S140, the processor 110 of terminal 100 performs second sub-event processing to execute the second sub-event.
[0093] As shown in Figure 10, in step S200 of the second sub-event processing, the processor 110 of terminal 100 sends a conversation start request to the first server 200a to request the start of a conversation as the second sub-event. The conversation request is an example of play data. For example, the conversation start request includes data that can identify the type of resident object that will converse with the avatar. A resident object that will converse with the avatar is a resident object that the avatar has come into its field of view. In step S201, the processor 210a of the first server 200a receives the conversation start request. In step S202, the processor 210a of the first server 200a obtains a prompt from storage 230a corresponding to the type of resident object identified from the conversation start request.
[0094] The prompt may include configuration data associated with a resident object. For example, the configuration data associated with a resident object may include data indicating the resident object's name, age, role, personality, interests, characteristics, catchphrases, tone of voice, and level of alertness. The prompt may also include objective data associated with a resident object. For example, the objective data may include the conditions for ending the conversation and confidential data indicating confidential information about the object. The conditions for ending the conversation may include success and failure conditions. For example, the objective data may include text data instructing whether or not the conditions for ending the conversation have been met. The success condition for a conversation is achieving the conversation's objective. In other words, the conversation's objective can also be said to be the success condition for the second sub-event. For example, the conversation's objective is to elicit confidential information. For example, the failure condition for a conversation is reaching a predetermined number of responses. For example, the failure condition for a conversation may be met if the conversation content differs from the role, personality, interests, characteristics, catchphrases, and tone of voice associated with the resident object from which the avatar is disguised. For example, a conversation failure condition may be that the level of suspicion, which can increase when conversation content that differs from the role, personality, interests, characteristics, catchphrases, and tone of voice associated with the resident object from which the avatar is disguised, reaches a predetermined value.
[0095] The level of suspicion is the level of suspicion that a resident object has towards the avatar. For example, the prompt may include text data instructing that if the conversation content differs from the role, personality, interests, characteristics, catchphrases, and tone of voice associated with the resident object from which the avatar is disguised, the level of suspicion should increase as the level of vigilance increases. For example, the prompt may also include text data instructing that if the conversation content matches the role, personality, interests, characteristics, catchphrases, and tone of voice associated with the resident object from which the avatar is disguised, the level of suspicion should decrease as the level of vigilance decreases. In other words, the level of suspicion may change according to the level of vigilance associated with the resident object with whom the conversation is taking place.
[0096] For example, the alert level is associated with one or more resident objects individually. That is, the prompt may include data indicating the alert level of a resident object. For example, the alert level may differ depending on the type of resident object. For example, the prompt may include text data instructing that the alert level be changed depending on the content of the conversation. For example, the prompt may include text data instructing that the alert level be increased when conversation content related to the treasure object is entered, or text data instructing that the alert level be decreased when conversation content unrelated to the treasure object is entered. Conversation content related to the treasure object may include, for example, asking for confidential information. For example, confidential information may include the location of the treasure object, the type of resident object that knows the location of the treasure object, the location of the key object, the location of the surveillance camera object, and the schedule of the resident object.
[0097] In step S203, the processor 210a of the first server 200a sends the acquired prompt to the second server 200b. In step S204, the processor 210b of the second server 200b receives the prompt. The processor 210b inputs the received prompt into the language generation model M1.
[0098] In step S205, the processor 210a of the first server 200a sends a conversation start notification to terminal 100 to notify it that a conversation as the second sub-event has started. The conversation start notification is an example of progress data. In step S206, the processor 110 of terminal 100 receives the conversation start notification. In step S207, when the processor 110 of terminal 100 receives an operation to instruct the avatar's conversation content (hereinafter referred to as a conversation instruction operation), it sends conversation data indicating the conversation content to the first server 200a. The conversation data is an example of play data. The conversation data is text data indicating the conversation content. In step S208, the processor 210a of the first server 200a receives the conversation data. In step S209, the processor 210a of the first server 200a sends the conversation data received from terminal 100 to the second server 200b.
[0099] In step S210, the processor 210b of the second server 200b receives the conversation data. In step S211, the processor 210b of the second server 200b inputs the conversation data as text data into the language generation model M1 to obtain (generate) response data indicating a response to the conversation content indicated by the conversation data. The response data is text data indicating a response to the conversation content indicated by the conversation data. In step S212, the processor 210b of the second server 200b sends the response data to the first server 200a. For example, the response data may include data indicating that the conversation termination condition has been met. For example, the response data may include data indicating the level of suspicion. For example, the response data may include data indicating the level of caution.
[0100] In step S213, the processor 210a of the first server 200a receives the response data. In step S214, the processor 210a of the first server 200a sends the acquired response data to the terminal 100. The response data is an example of progress data. In step S215, the processor 110 of the terminal 100 receives the response data. In step S216, the processor 110 of the terminal 100 updates the conversation screen based on the response data. That is, the processor 110 identifies the response content to the conversation content from the response data and updates the conversation screen to include an object indicating that response content. The processor 110 determines from the response data whether the conversation termination condition has been met. If the conversation termination condition has not been met, the processor 110 waits until it receives a new conversation instruction operation. If the conversation termination condition has been met, the processor 110 terminates the second sub-event processing.
[0101] Returning to the explanation of the intrusion process, as shown in Figure 9, if the device is not within the visual range (step S139: NO), if the first sub-event process is completed, if the second sub-event process is completed, or if the third sub-event process is completed, in step S141, the processor 110 of terminal 100 determines whether the termination conditions for the intrusion part have been met. If the termination conditions for the intrusion part have not been met (step S141: NO), the processor 110 returns to the process in step S131 and waits until it receives an action instruction operation. If the termination conditions for the intrusion part have been met (step S141: YES), the processor 110 terminates the intrusion process.
[0102] [Processing flow during the escape segment] For example, the processor 110 of terminal 100 executes escape processing during the escape phase.
[0103] As shown in Figure 11, in step S150 of the escape process, the processor 110 of terminal 100 defines a virtual space in the escape part. The processor 110 places various objects in the virtual space. These various objects include field objects that constitute a virtual field. For example, the virtual field in the escape part is a field modeled after the building where the treasure object was stored. Field objects may include obstacle objects that hinder the avatar's escape (movement). These various objects include a player object as the avatar of user 11.
[0104] In step S151, the processor 110 of terminal 100 determines whether or not it has received an action instruction operation that instructs the avatar to act. If the processor 110 receives an action instruction operation, it causes the avatar to act according to the content of the operation. Among the action instruction operations that can be received in intrusion processing is a movement instruction operation that instructs the avatar to move. If an action instruction operation (movement instruction operation) is received (step S151: YES), in step S152, the processor 110 of terminal 100 causes the avatar to move.
[0105] If no action command is received (step S151: NO), or if the avatar is moved, in step S153, the processor 110 of terminal 100 reduces action points according to the avatar's actions. For example, action points are reduced more easily when the avatar comes into contact with an obstruction object than when the avatar does not come into contact with an obstruction object. In step S154, the processor 110 of terminal 100 determines whether the termination conditions for the escape part have been met. If the termination conditions are not met (step S153: NO), the processor 110 returns to step S151 and waits until an action command is received. If the termination conditions are met (step S153: YES), the processor 110 terminates the escape process.
[0106] [Processing flow in the results section] As an example, the processor 110 executes result processing in a result part. As shown in FIG. 12, in step S250, the processor 110 of the terminal 100 transmits a result request to the first server 200a. An evaluation request is an example of play data. The evaluation request is a request for transmission of evaluation data indicating an evaluation of an avatar's behavior in an event. As an example, the evaluation request is a request to acquire (generate) evaluation data based on operation result data indicating the operation details of the avatar in the event. That is, the evaluation request may include the operation result data. As an example, the operation result data may include investigation data, warning letter data, data relating to a first sub-event, data relating to a third sub-event, and data indicating a result of an escape part. The data relating to the first sub-event may include data indicating the number of times the first sub-event has been executed, data indicating a result of the first sub-event, and the like. The data relating to the third sub-event may include data indicating the number of times the third sub-event has been executed, data indicating a result of the third sub-event, and the like.
[0107] In step S251, the processor 210a of the first server 200a receives the evaluation request. In step S252, the processor 210a of the first server 200a transmits a conversation result request to the second server 200b. The conversation result request is a transmission request for conversation result data indicating a result of a conversation which is a second sub-event in an intrusion part. As an example, the conversation result request is text data instructing to acquire (generate) a suspicion level of a resident object toward an avatar in each second sub-event.
[0108] In step S253, the processor 210b of the second server 200b receives the conversation result request. In step S254, the processor 210b of the second server 200b inputs the conversation result request into the language generation model M1, thereby acquiring (generating) one or more pieces of conversation result data indicating the suspicion level of each second sub-event. In step S255, the processor 210b of the second server 200b transmits the one or more pieces of conversation result data to the first server 200a.
[0109] In step S256, the processor 210a of the first server 200a receives one or more pieces of conversation result data. In step S257, the processor 210a of the first server 200a transmits an event evaluation request to the second server 200b. The event evaluation request is a transmission request for evaluation data. As an example, the event evaluation request may include a prompt and behavior data indicating the behavior of the avatar in the investigation part, the advance notice part, the intrusion part, and the escape part. As an example, the behavior data may include one or more pieces of conversation result data and operation result data. The prompt may include text data (hereinafter referred to as instruction data) indicating an instruction to acquire (generate) evaluation data based on the behavior data. The evaluation data is data indicating an evaluation of the behavior of the avatar that is a phantom thief. As an example, the instruction data may include content instructing to infer, based on the behavior data, whether the avatar has successfully concealed that it is a phantom thief. As an example, the instruction data may include content instructing to quantify, as an evaluation value, whether the avatar has successfully concealed that it is a phantom thief based on the behavior data. As an example, the instruction data may include content instructing to acquire (generate), as a title, the avatar's behavior in the event based on the behavior data. The prompt and the behavior data are examples of predetermined information. The behavior data is an example of behavior information.
[0110] In step S258, the processor 210b of the second server 200b receives the event evaluation request. In step S259, the processor 210b of the second server 200b inputs the prompt and the behavior data to the language generation model M1, thereby acquiring (generating) the evaluation data. The evaluation data may include inference data indicating whether the avatar has successfully concealed that it is a phantom thief, an evaluation value, and a title. In other words, the inference data, the evaluation value, and the title are data indicating whether the avatar has stolen the treasure object, or the high probability that the avatar has stolen the treasure object. The avatar stealing the treasure object is an example of a predetermined behavior. The inference data, the evaluation value, and the title are examples of inference information indicating the inference result of the behavior of the avatar 91.
[0111] In step S260, the processor 210b of the second server 200b sends evaluation data to the first server 200a. In step S261, the processor 210a of the first server 200a receives the evaluation data. In step S262, the processor 210a of the first server 200a sends the evaluation data to the terminal 100. The evaluation data is an example of progress data. In step S263, the processor 110 of the terminal 100 receives the evaluation data. In step S264, the processor 110 of the terminal 100 displays an evaluation of the avatar's actions in the event on the monitor 181 based on the evaluation data. After that, the processor 110 terminates the result processing.
[0112] [Example of a display screen on a device] [Survey screen] As shown in Figure 13, the investigation part of the event displays the investigation screen 40. For example, the investigation screen 40 may include field objects 41 in the investigation part. For example, the investigation screen 40 may include the user 11's avatar 91. For example, the investigation screen 40 may include a movement instruction icon 42. For example, a movement instruction operation can be performed by tapping the area where the movement instruction icon 42 is displayed. For example, a movement instruction operation can also be performed using the controller 185 (e.g., by operating the stick). For example, the field object 41 is divided into multiple squares, and when a movement instruction operation is performed, the avatar 91 moves one square in the direction instructed by the movement instruction operation. For example, the investigation screen 40 may include one or more building objects 43. For example, when a movement instruction operation is performed to a square where a building object 43 is located, the avatar 91 may move into the interior of the building object 43.
[0113] For example, the investigation screen 40 may include one or more resident objects 92. For example, by tapping the area where a resident object 92 is displayed, an operation to instruct the investigation of the resident object 92 (hereinafter referred to as the investigation instruction operation) can be performed. For example, the investigation instruction operation can be performed when the avatar 91 is located in the same square as the resident object 92. For example, the investigation instruction operation can also be performed by the controller 185 (for example, by operating a button). For example, if one resident object 92 is placed in the same square, the avatar 91 can gather information by conversing with the resident object 92. For example, if multiple resident objects 92 are placed in the same square, the avatar 91 can gather information by eavesdropping on conversations between the resident objects 92. For example, the investigation screen 40 may include an action point bar 44. The action point bar 44 is an object that shows action points. The action point bar 44 is an object that shows a default value. The action point bar 44 is an object that shows the difference between action points and a default value.
[0114] [Preview Screen] As shown in Figure 14, the preview part of the event displays a preview screen 50. For example, the preview screen 50 has a first preview screen 50a and a second preview screen 50b. In the preview part, the screens transition in the order of the first preview screen 50a and the second preview screen 50b. That is, when the preview part starts, the first preview screen 50a is displayed. The first preview screen 50a may contain one or more target panels 51. The target panel 51 may contain a target window 51a in which the treasure object 93 is displayed. For example, the target panel 51 may contain information indicating the value of the treasure object 93. For example, the higher the value of the treasure object 93, the more difficult it tends to be to steal that treasure object 93. The number and types of target panels 51 displayed on the first preview screen 50a vary depending on the investigation data in the investigation part.
[0115] The first advance notice screen 50a may include a date and time field 52 that indicates the intrusion date and time. As an example, by performing a tap operation on a portion where the date and time field 52 is displayed, a change instruction operation instructing a change to the intrusion date and time can be performed. The first advance notice screen 50a may include a location field 53 that indicates the intrusion location. As an example, by performing a tap operation on a portion where the location field 53 is displayed, a change instruction operation instructing a change to the intrusion location can be performed. As an example, the change instruction operation can also be performed by the controller 185 (for example, operation of a stick and buttons, etc.). Each of the changeable intrusion date and time and the changeable intrusion location differs depending on investigation data in an investigation part.
[0116] As an example, by performing a tap operation on a portion where a treasure object 93 is displayed, a decision instruction operation for deciding to steal the treasure object 93 can be performed. That is, the treasure object 93 determined by the decision instruction operation is selected as the content of the advance notice. As an example, the decision instruction operation can also be performed by the controller 185 (for example, operation of a stick and buttons, etc.). When the decision instruction operation is performed, the intrusion date and time indicated in the date and time field 52 and the intrusion location indicated in the location field 53 are selected as the content of the advance notice.
[0117] When a decision instruction operation is performed, the second advance notice screen 50b is displayed. In other words, the advance notice screen 50 transitions from the first advance notice screen 50a to the second advance notice screen 50b. The second advance notice screen 50b may include a advance notice letter object 54. The advance notice letter object 54 may include text indicating that it is an advance notice letter such as "advance notice letter", text indicating the content of the advance notice letter, and text indicating the creator of the advance notice letter such as "phantom thief". The text indicating the content of the advance notice may include text indicating the intrusion date and time such as "When people boast of love at dusk dyed golden". The text indicating the content of the advance notice may include text indicating the intrusion location such as "From a height high enough to be quietly looked up at". The text indicating the content of the advance notice may include text indicating the type of treasure object such as "I will take the smile left behind in the flow of time". As an example, by performing a tap operation on a portion where the advance notice letter object 54 is displayed, an operation for instructing termination of display of the advance notice letter object 54 (hereinafter referred to as a termination instruction operation) can be performed. As an example, the termination instruction operation can also be performed by the controller 185 (for example, an operation of a stick, a button, or the like). When the display of the advance notice letter object 54 is terminated, the advance notice part ends. That is, the termination instruction operation can also be said to be an operation instructing termination of the advance notice part. As an example, the termination instruction operation may be performed after a predetermined time has elapsed since the advance notice letter object 54 was displayed.
[0118] [Intrusion Screen] As shown in Figure 15, the entry screen 60 is displayed during the entry part of the event. The entry screen 60 may include field objects 61 in the entry part. For example, the entry screen 60 may include an avatar 91. For example, the entry screen 60 may include a resident object 92. For example, the entry screen 60 may include a surveillance camera object 62. For example, the entry screen 60 may include a door object 63. For example, the entry screen 60 may include a movement instruction icon 64. For example, a movement instruction operation can be performed by tapping the area where the movement instruction icon 64 is displayed. For example, a movement instruction operation can also be performed using the controller 185 (e.g., by operating the stick). For example, the field object 61 is divided into multiple squares, and when a movement instruction operation is performed, the avatar 91 moves one square in the direction instructed by the movement instruction operation. In the entry screen 60, the first sub-event is executed if the position of the avatar 91 after movement is within the imaging range of the surveillance camera object 62. In the intrusion screen 60, the second sub-event is executed if the avatar 91's position after movement is within the visual range of the resident object 92. For example, the door can be opened by tapping the area where the door object 63 is displayed. For example, the door can be opened if the avatar 91 is located in the same square as the door object 63. For example, the door can also be opened using the controller 185 (e.g., by pressing a button). When the door can be opened, the third sub-event is executed.
[0119] When the second sub-event is executed, the intrusion screen 60 may include a conversation field 65, an alertness panel 66, and a suspiciousness panel 67. The conversation field 65 may display text indicating the content of the conversation of avatar 91 entered by user 11. The conversation field 65 may also display text indicating the response to the content of avatar 91's conversation. As an example, the conversation field 65 may simultaneously display both text indicating one or more conversation items and text indicating one or more responses. The alertness panel 66 may include text indicating the alertness level, such as "Alert Level 3". The suspiciousness panel 67 may include text indicating the suspiciousness level, such as "Suspiciousness 20%".
[0120] [Escape screen] As shown in Figure 16, the escape screen 70 is displayed during the escape part of the event. The escape screen 70 may include field objects 71 in the escape part. For example, the escape screen 70 may include an avatar 91. For example, the escape screen 70 may include obstacle objects 72. For example, the escape screen 70 may include a movement instruction icon 73. For example, a movement instruction operation can be performed by tapping the area where the movement instruction icon 73 is displayed. For example, a movement instruction operation can also be performed using the controller 185 (e.g., by operating the stick). For example, the field object 71 is divided into multiple squares, and when a movement instruction operation is performed, the avatar 91 moves one square in the direction instructed by the movement instruction operation. For example, the escape screen 70 may include an action point bar 74. The action point bar 74 is an object that shows action points. The action point bar 74 is an object that shows a default value. The action point bar 74 is an object that shows the difference between action points and a default value.
[0121] [Result screen] As shown in Figure 17, the results part of the event displays the results screen 80. The results screen 80 may include a title panel 81. The title panel 81 may include text indicating a title such as "Ruler of the Night". Titles are acquired (generated) according to the actions of the avatar 91 in the event. The results screen 80 may include a score panel 82. The score panel may include text indicating evaluation values such as "Total Score ○○", "Suspiciousness ○○", and "Efficiency ○○". The score panel may also include text indicating past evaluation values such as "High Score ○○". The results screen 80 may include a dialogue window 83 and a character 84. The dialogue window 83 may include text indicating speculative data such as "The detective could not uncover the phantom thief (you)." Character 84 is a character (object) that speaks the dialogue (text) written in the dialogue window 83. The results screen 80 may include an exit button 85. For example, the end command operation can be performed by tapping the area where the end button 85 is displayed, thereby instructing the end of the results section. For example, the end command operation can also be performed using the controller 185 (e.g., by using the stick and buttons).
[0122] The effects of this disclosure will be explained. (1) According to this disclosure, evaluation data is obtained (generated) based on the actions of avatar 91 in the investigation part, preview part, infiltration part, and escape part. This allows the user 11 to enjoy looking back on the actions of avatar 91 in the investigation part, preview part, infiltration part, and escape part based on the evaluation data (title, evaluation value, etc.). It also allows the user to enjoy considering how to control (make the actions of) avatar 91 in the investigation part, preview part, infiltration part, and escape part when playing the game again. Thus, the enjoyment of the game can be improved.
[0123] (2) According to this disclosure, the results part displays inferred data obtained (generated) based on the actions of avatar 91 in the investigation part, preview part, infiltration part, and escape part. This allows the user 11 to enjoy reviewing the event based on the actions of avatar 91 as a result of their own actions in the investigation part, preview part, infiltration part, and escape part, and the inferred actions of avatar 91. In addition, the display of inferred data allows the user to enjoy considering how to operate avatar 91 in the investigation part, preview part, infiltration part, and escape part in the next event.
[0124] (3) According to this disclosure, the inferred data is obtained (generated) based on data showing the content of the conversation between the avatar 91 and the resident object 92. Therefore, by displaying the inferred data, the user 11 can enjoy looking back on the content of the conversation between the avatar 91 and the resident object 92. It can also enjoy considering what kind of conversation to have in the next event.
[0125] (4) According to this disclosure, the user 11 can recognize whether Avatar 91 was able to conceal the fact that he was the phantom thief who stole the treasure object in the investigation part, the preview part, the infiltration part, and the escape part by seeing the inferred data. This provides the enjoyment of looking back on the event regarding the theft of the treasure object. In addition, depending on the inferred data, it is possible to provide the enjoyment of considering how to operate Avatar 91 in the investigation part, the preview part, the infiltration part, and the escape part in the next event.
[0126] (5) According to this disclosure, the behavioral data includes multiple conversation result data showing the results of conversations between the avatar 91 and each of the multiple resident objects 92. In other words, the evaluation data is acquired (generated) according to the results of conversations between the avatar 91 and each of the multiple resident objects 92. This makes it possible to suppress the monotony of the gameplay in the invasion part.
[0127] (6) According to this disclosure, in the intrusion part, if the avatar 91 is located within the imaging range of the surveillance camera object 62, operation result data indicating this is included in the action data. Therefore, in the intrusion part, it is possible to provide the enjoyment of considering whether or not to have the avatar 91 act in a way that prevents the situation in which the avatar 91 is located within the imaging range of the surveillance camera object 62 from occurring.
[0128] (7) According to this disclosure, the event is designed to cause Avatar 91 to act in a way that the evaluation data does not indicate that Avatar 91 is a phantom thief. Therefore, it is possible to provide user 11 with the enjoyment of manipulating Avatar 91 in a way that does not allow others to guess that Avatar 91 is a phantom thief.
[0129] (8) According to this disclosure, evaluation data is obtained (generated) according to the content indicated by the setting data of the resident object 92 from which the avatar 91 is disguised, and the content of the conversation. Therefore, it is possible to provide the user 11 with the enjoyment of considering the content of the conversation in a way that matches the content indicated by the setting data of the resident object 92 from which the avatar 91 is disguised.
[0130] (9) According to this disclosure, in the intrusion part, the action data includes operation result data indicating whether or not avatar 91 succeeded in unlocking the door (third sub-event). Therefore, in the intrusion part, user 11 can be given the enjoyment of considering whether or not to have avatar 91 unlock the door.
[0131] (10) According to this disclosure, in the investigation part, by manipulating avatar 91, information can be obtained to gain an advantage in subsequent parts. Therefore, the user 11 can be provided with the enjoyment of considering the actions of avatar 91 in the investigation part.
[0132] (11) In particular, the investigation part ends when the action points, which decrease according to the actions taken, reach a predetermined value. This provides the user 11 with the enjoyment of examining the actions of the avatar 91 in more depth during the investigation part.
[0133] (12) According to this disclosure, the selectable preview content in the preview part may change depending on the actions of avatar 91 in the investigation part. This provides user 11 with the enjoyment of considering the actions of avatar 91 in the investigation part in more depth.
[0134] (13) According to this disclosure, the content of the notice may change depending on the notice content selected by user 11. This provides user 11 with the enjoyment of considering what kind of notice content to select.
[0135] (14) In particular, the selected preview content may influence the actions of Avatar 91 in the infiltration part. This provides User 11 with the enjoyment of considering more deeply what preview content to select.
[0136] (15) Furthermore, the user 11 can be given the enjoyment of considering the actions of avatar 91 in the investigation part, taking into account the impact on the actions of avatar 91 in the intrusion part, so that they can select the preview content they would like to choose in the preview part.
[0137] (16) According to this disclosure, the imaging ranges of the multiple surveillance camera objects 62 differ in width. Therefore, by making information such as "the surveillance camera installed in ○○ is old" available in the investigation part, it is possible to influence the actions of user 11 in the intrusion part. Thus, it is possible to provide user 11 with the enjoyment of considering the actions of avatar 91 in more depth in the investigation part.
[0138] (17) According to this disclosure, the visual ranges of multiple resident objects 92 differ in width. Therefore, by making information such as "○○ has poor eyesight" available in the investigation part, it is possible to influence the actions of user 11 in the intrusion part. Thus, it is possible to provide user 11 with the enjoyment of considering the actions of avatar 91 in more depth in the investigation part.
[0139] The above embodiment can be implemented with the following modifications. The above embodiment and the following modifications can be combined with each other to the extent that they do not contradict each other technically. [Example of change 1] If the task is not completed in the infiltration part, or if the task is not completed in the escape part, or both, the language generation model M1 may not be input with a prompt, one or more conversation result data, and operation result data in the results part. In other words, if avatar 91 fails to steal the treasure object 93, the processor 210b of the second server 200b may not be allowed to acquire evaluation data. In this case, the processor 110 of terminal 100 may, for example, acquire the result data stored in storage 130 and display a result screen 80 based on the result data on monitor 181. The result data is an example of specific information. Avatar 91 failing to steal the treasure object 93 is an example of a specific action. In other words, specific actions may include entering the imaging range of the surveillance camera object 62, being suspected by the conversation partner resident object 92, and failing to unlock the lock. According to this, user 11 can be provided with the enjoyment of considering the actions of avatar 91 in order to avoid failing to complete the task in the infiltration or escape part.
[0140] [Example of change 2] In the above embodiment, in the escape part, the content may be changed according to some or all of the results of the investigation part, the notice part, and the intrusion part. For example, in the escape part, the type of task, the ease of achieving the task, the presence or absence of a task, and the like may differ depending on some or all of one or more conversation result data and operation result data. As an example, in the escape part, the type of task, the ease of achieving the task, the presence or absence of a task, and the like may differ depending on intermediate evaluation data obtained (generated) by inputting some or all of one or more conversation result data and operation result data, and a prompt to the language generation model M1. That is, the intermediate evaluation data may include data indicating the type of task in the escape part, the ease of achieving the task, the presence or absence of the task, and the like. As an example, the prompt may include content instructing acquisition (generation) of intermediate evaluation data indicating an evaluation of whether the fact that avatar 91 is a phantom thief has been successfully concealed based on some or all of one or more conversation result data and operation result data. As an example, when there is no task in the escape part, the escape part may be omitted. In this case, in the result part, a result screen 80 based on the intermediate evaluation data may be displayed on the monitor 181.
[0141] [Modification Example 3] In the above embodiment, investigation data, notice letter data, data related to a first sub-event, data related to a second sub-event (one or more conversation result data), data related to a third sub-event, and data indicating a result of the escape part have been exemplified as behavior data related to the behavior of an avatar in the investigation part, the notice part, the intrusion part, and the escape part, but the behavior data is not limited thereto. That is, behaviors that can affect the evaluation data are not limited to investigation, notice, conversation, movement, escape, and the like. As an example, the behavior data may include one or both of data indicating a behavior of the avatar 91 and data indicating a behavior in cooperation between the avatar 91 and another object. As an example, the behavior of the avatar 91 includes investigation, notice, movement, escape, and behaviors of other avatars 91. As an example, a behavior in cooperation between the avatar 91 and another object includes conversation, battle, and other cooperative behaviors.
[0142] [Example of change 4] In the above embodiment, the event involves avatar 91 stealing a treasure object without being captured by an enemy object, but it is not limited to this. For example, the event may be a competitive event between avatar 91 and other objects, or a cooperative event. The other objects may be other users' avatars. In this case, the content of subsequent parts may change based on some or all of the actions of avatar 91 in some or all of the parts leading up to the completion of the task in the event.
[0143] [Example of change 5] In the investigation part, investigation data may be obtained (generated) as response data indicating a response to conversation data by inputting prompts and conversation data into the language generation model M1. That is, in step S113, the processor 110 of terminal 100 may send a conversation start request to the first server 200a to request the start of a conversation with a resident object 92 corresponding to the position of the avatar 91. As an example, terminal 100, the first server 200a, and the second server 200b can obtain (generate) investigation data as response data indicating a response to conversation data by performing the processing in steps S200 to S215. In this case, the action points may be reduced according to the number of times response data is obtained (generated), according to the level of alertness, or according to the level of suspicion.
[0144] [Example of change 6] In the above embodiment, the trigger for the execution of the second sub-event in the intrusion part was the position of the avatar 91 within the visual range of the resident object 92, but it is not limited to this. For example, the trigger for the execution of the second sub-event may be the avatar performing a predetermined action within a predetermined range from the resident object 92. For example, the predetermined action may be an action that produces sound, such as running, breaking, and unlocking. In other words, the second sub-event may be executed when the resident object 92 perceives a sound produced by the avatar 91. In this case, the range of sound perception may differ depending on the type of resident object 92. This can influence the user 11's actions in the intrusion part by making it possible to obtain information such as "○○ has poor hearing" in the investigation part.
[0145] [Example of change 7] In either the investigation part, the intrusion part, or both, the resident object 92 may be movable. In this case, in the investigation part, the location from which investigation data can be obtained may change, and in the intrusion part, the visual range that triggers the execution of the second sub-event may change (move). Therefore, by moving the resident object 92, different situations can be provided, which can help prevent boredom.
[0146] [Example of change 7] In step S208, the processor 210a of the first server 200a may determine whether the acquired conversation data is normal or not, and if it is not normal, it may request the terminal 100 to retransmit, requesting that new conversation data be acquired (generated). For example, the processor 210a may determine that the response data is not normal if the response data as text data contains terms that are contrary to public order and morals. The processor 210a, or the processor 110 of the terminal 100, may determine that the failure condition of the second sub-event has been met if abnormal conversation data has been input a predetermined number of times, including 1.
[0147] [Example of change 8] In step S213, the processor 210a of the first server 200a may determine whether the acquired response data is normal or not, and if it is not normal, it may request the second server 200b to acquire (generate) new response data. For example, the processor 210a may determine that the response data is not normal if the response data as text data contains terms that are contrary to public order and morals.
[0148] [Example of change 9] The action command operation in the infiltration phase may include a disguise command operation that instructs the avatar 91 to change the type of resident object 92 that it is disguised as. In other words, in the infiltration phase, the avatar 91 may be able to change its disguise.
[0149] [Example of change 10] The notice data may be obtained (generated) by inputting a prompt and notice content data (data indicating the content to be included) selected by user 11 into a language generation model. For example, the prompt may include content that instructs the model to obtain (generate) notices indicating each of the selected notice contents based on the notice content data.
[0150] [Example of change 11] The execution order of the processes and steps described above is merely an example and is not limited thereto. The execution order of the processes and steps can be arbitrarily changed as long as it does not deviate from the embodiments and modifications.
[0151] [Example of change 12] One or more modules or functions provided by terminal 100 and server 200 may be implemented by circuits such as ASIC (Application Specific Integrated Circuit), PLD (Programmable Logic Device), FPGA (Field-Programmable Gate Array), and MCU (Micro Control Unit).
[0152] [Example of change 13] One or more modules or functions provided by terminal 100 and server 200 may be implemented by software using a processor. The computer includes a processor, memory, and storage. The above-mentioned programs and various data are recorded in the storage so that they can be read by the processor. The programs are loaded into memory. The processor then reads the above-mentioned programs from the storage and executes them, thereby realizing the functions of this disclosure. As already described, the storage may be implemented as a non-volatile storage device.
[0153] [Example of change 14] The program may be supplied to the computer via any transmission medium capable of transmitting it (such as a communication network or broadcast waves).
[0154] [Example of change 15] The program may be recorded on a storage medium such as a magnetic disk (floppy disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.).
[0155] [Example of change 16] The game program on server 200 and the game program on terminal 100 can be perceived as a single program, or they can be perceived as separate programs. Alternatively, server 200 may perform all processing, and the results of this processing may be displayed as an image on the monitor 181 of terminal 100.
[0156] [Example of change 17] In the embodiments and modifications described above, some or all of the processes and steps executed by the processors 210a and 210b of servers 200a and 200b as control units 201a and 201b may be executed by the processor 110 of terminal 100 as control unit 101. In the embodiments and modifications described above, some or all of the processes and steps executed by the processor 110 of terminal 100 as control unit 101 may be executed by the processors 210a and 210b of servers 200a and 200b as control units 201a and 201b. In other words, all of the processes and steps described in the embodiments and modifications may be performed by the processors 210a and 210b of servers 200a and 200b, or by the processor 110 of terminal 100.
[0157] [Example of change 18] : Any specific processes and steps among those described in the embodiments and modifications may be executed by the processors 210a and 210b of servers 200a and 200b, while the processor 110 of terminal 100 may execute processes and steps different from those described in the embodiments and modifications. In other words, in the information processing system 10, the computer may consist of one or more terminals 100 and one or more servers 200. For example, all of the various means and functions that can be realized by the processors 210a and 210b of servers 200a and 200b may be realized by the processor 110 of terminal 100. For example, some of the various means and functions that can be realized by the processors 210a and 210b of servers 200a and 200b may be realized by the processors 210a and 210b of servers 200a and 200b, and the remainder may be realized by the processor 110 of terminal 100.
[0158] [Example of change 19] The various functions that can be realized by the control units 201a and 201b are not limited to being composed of a single processor 210, but may be composed of a single server 200 or a plurality of processors contained in a plurality of servers 200. The various functions that can be realized by the game control unit 101 and the display control unit 102 are not limited to being composed of a single processor 110, but may be composed of a single terminal 100 or a plurality of processors contained in a plurality of terminals 100. Furthermore, the various functions may be composed of a plurality of processors contained in one or more terminals 100 and one or more servers 200. Thus, a computer may be composed of one or more terminals 100, one or more servers 200, or may be composed of one or more terminals 100 and one or more servers 200.
[0159] [Example of change 20] When terminal 100 performs all of the processes and steps described in the embodiments and modifications, terminal 100 may be configured not to communicate with other devices when performing these processes and steps. Furthermore, the computer is not limited to being composed of terminal 100 and server 200, or both. The computer may be a device that does not communicate with other devices. For example, the computer may be a stationary device for home or business use, or it may be a portable device.
[0160] [Note] This disclosure encompasses the following embodiments. Reference numerals are used for components of the embodiments not for limitation but to aid understanding.
[0161] (Challenge) For example, the objective is to improve interest. (Note 1) A program that causes a computer (100, 200a, 200b) to acquire predetermined information regarding the actions of a player object in the first part of a game comprising a first part and a second part having different gameplay from the first part, to input predetermined information into artificial intelligence, thereby causing the computer to evaluate the actions of the player object in the first part (S259), and to influence the outcome of the game in the second part (S264) according to the evaluation.
[0162] For example, the game player (11) can reflect on the actions of the player object (91) in the first part based on their impact on the outcome of the game in the second part. Furthermore, it can provide the enjoyment of considering how to have the player object (91) act in the first part during the next playthrough.
[0163] (Note 2) The program as described in Note 1, wherein the predetermined information includes an object different from the player object (91) and a predetermined object (92) associated with artificial intelligence, and behavioral information relating to the actions of the player object (91), and the evaluation is performed based on inferred information relating to the actions of the player object in the first part inferred by the artificial intelligence.
[0164] For example, player (11) can review the actions of player object (91) as a result of their own actions in the first part, based on the predicted actions of player object (91).
[0165] (Note 3) The program described in Note 2 includes a conversation between the player object and the predetermined object.
[0166] For example, the player can review the conversation between the player object (91) and a designated object (92). Furthermore, it can provide the enjoyment of considering what kind of conversation to have in the next play session.
[0167] (Note 4) The program described in Note 2, wherein the inference information includes information indicating whether or not the player object performed a predetermined action in at least a part of the first part, or information indicating the likelihood that the predetermined action was performed.
[0168] For example, the player (11) can review the predetermined actions of the player object (91) in the first part. Furthermore, it can provide the enjoyment of considering how to manipulate the player object in the first part in relation to the predetermined actions during the next play session.
[0169] (Note 5) The program described in Note 2, wherein there are multiple predetermined objects (92), and the action information includes information relating to the actions of the player object and each of the multiple predetermined objects.
[0170] For example, having multiple instances of the given object (92) makes the gameplay of the first part less likely to become monotonous. (Note 6) The program described in Note 1, which causes the computer (100, 200a, 200b) to acquire specific information in response to the actions of the player object in the first part, without having the artificial intelligence input the predetermined information, and to influence the outcome of the game in the second part based on the acquisition of the specific information.
[0171] For example, depending on the actions of the player object (91) in Part 1, the outcome of the game in Part 2 may be influenced based on the acquisition of specific information, without any evaluation taking place. This provides the enjoyment of considering more deeply how to make the player object (91) act in Part 1.
[0172] (Note 7) The program as described in Note 6, wherein the specific information is information indicating that the player object performed a specific action in at least part of the first part. For example, regarding a specific action in Part 1, it can provide the enjoyment of considering in more detail how to make the player object (91) behave.
[0173] (Note 8) The program as described in Note 1, wherein the predetermined information includes information indicating whether or not the player object (91) is located within a predetermined range from a predetermined object (62,92) different from the player object (91) in the first part.
[0174] For example, in the first part, the player can enjoy deciding whether or not to make the player object (91) act in such a way that the player object (91) is positioned within a predetermined range from a predetermined object (62,92).
[0175] (Note 9) The game is the program described in Note 1, which includes the content of causing the player object (91) to perform a predetermined action in the first part, such that the evaluation indicates that the player object (91) has not performed a predetermined action or is unlikely to have performed a predetermined action in the first part.
[0176] For example, it is possible to provide the enjoyment of manipulating the player object (91) to perform a predetermined action in a way that prevents the artificial intelligence from predicting that the player object (91) has performed that predetermined action.
[0177] (Note 10) A program that causes a computer (100, 200a, 200b) to input character information received from a player (11) into a language generation model to obtain response information for the character information, and then inputs the character information, the response information, and the setting information of a player object (91) into the language generation model to obtain related information indicating the degree of relationship between the character information and the setting information (S254).
[0178] For example, it can provide the enjoyment of considering conversation content that matches the settings of the player object (91). (Note 11) The program described in Note 3, wherein the computer (100, 200a, 200b) receives text information from the player as part of the conversation, and inputs the received text information and the setting information of the predetermined object (92) into the artificial intelligence to obtain response information to the text information, and inputs the text information, the response information, and the setting information of the player object (91) into the artificial intelligence to obtain the action information (S254).
[0179] For example, it can provide the enjoyment of considering conversation content that matches the settings of the player object (91). Furthermore, the configurations described in Appendices 1 to 11 may be adapted as appropriate to the fields of apparatus, systems, methods, and media.
[0180] It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from its technical spirit. For example, some of the components described in the embodiments (or one or more of the embodiments thereof) may be omitted, or some components may be combined. The same applies to the procedures. The scope of the present invention should be determined by referring to the appended claims, along with the entire scope of equivalents to which the claims are granted. [Explanation of symbols]
[0181] M1…Language generation model 10…Information processing system 11…User 20…Network 40…Investigation screen 41…Field object 42…Movement instruction icon 43…Building object 44…Action point bar 50…Preview screen 50a…First preview screen 50b…Second preview screen 51…Target panel 51a…Target window 52…Date and time field 53…Location field 54…Warning letter object 60…Intrusion screen 61…Field object 62…Surveillance camera object 63…Door object 64…Movement instruction icon 65…Conversation field 66…Alert level panel 67…Suspiciousness level panel 70…Escape screen 71…Field object 72…Obstacle object 73…Movement instruction icon 74…Action point bar 80…Results screen 81…Title panel 82…Score panel 83…Dialogue window 84…Character 85…Exit button 91…Avatar 92...Resident object 93...Treasure object 100...Terminal 101...Game control unit 102...Display control unit 103...Display unit 104...Memory unit 105...Communication unit 106...Input / output unit 110...Processor 120...Memory 130...Storage 140...Communication interface 150...Input / output interface 160...Microphone 170...Speaker 180...Touchscreen 181...Monitor 182...Touch sensor 185...Controller 190...Communication bus 200a(200)...First server 200b(200)...Second server 201a...Game control unit 201b...Control unit 202a...Data acquisition unit 202b,203a...Memory unit 204a,204b...Communication unit 205a,205b...Input / output unit 210a,210b...Processor 220a, 220b…Memory 230a, 230b…Storage 240a, 240b…Communication Interface 250a, 250b…Input / Output Interface 290a, 290b…Communication Bus
Claims
1. On the computer, In a game comprising a first part and a second part having different gameplay from the first part, predetermined information regarding the actions of the player object in the first part is obtained, By inputting predetermined information into artificial intelligence, the actions of the player object in the first part are evaluated. A program that influences the outcome of the game in the second part based on the aforementioned evaluation.
2. The predetermined information includes an object different from the player object, which is associated with artificial intelligence, and behavioral information relating to the actions of the player object. The program according to claim 1, wherein the evaluation is performed based on inferred information regarding the actions of the player object in the first part, which is inferred by artificial intelligence.
3. The program according to claim 2, wherein the actions between the player object and the predetermined object include a conversation between the player object and the predetermined object.
4. The program according to claim 2, wherein the inference information includes information indicating whether the player object performed a predetermined action in at least a part of the first part, or information indicating the likelihood that the predetermined action was performed.
5. The program according to claim 2, wherein there are multiple predetermined objects, and the action information includes information relating to the actions of the player object and each of the multiple predetermined objects.
6. The program according to claim 1, wherein the computer, in response to the actions of the player object in the first part, is instructed to acquire specific information without having artificial intelligence input the predetermined information, and to influence the outcome of the game in the second part based on the acquisition of the specific information.
7. The program according to claim 6, wherein the specific information is information indicating that the player object performed a specific action in at least a part of the first part.
8. The program according to claim 1, wherein the predetermined information includes information indicating whether the player object was located within a predetermined range from a predetermined object different from the player object in the first part.
9. The program according to claim 1, wherein the game includes content that causes the player object to perform a predetermined action in the first part, such that the evaluation indicates that the player object has not performed a predetermined action in the first part, or that it is unlikely that the player object performed a predetermined action.
10. On the computer, In a game comprising a first part and a second part having different gameplay from the first part, predetermined information regarding the actions of the player object in the first part is obtained, By inputting predetermined information into artificial intelligence, the actions of the player object in the first part are evaluated. An information processing system that influences the outcome of the game in the second part according to the aforementioned evaluation.
Citation Information
Patent Citations
Program and system
JP7493664B1