Recording medium and event data creation method
By using recording media and information processing devices, the problem of weak team experience in existing location games is solved. By obtaining player location information and generating event data, the sense of teamwork and real-world interactive experience are enhanced.
Patent Information
- Application Number
- CN202111291525.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2020-11-05
- Filing Date
- 2021-11-01
- Publication Date
- 2025-09-12
- Estimated Expiration
- 2041-11-01
AI Technical Summary
Existing position games lack the individual responsibilities assigned to players within the team, resulting in a weak team experience.
Through the recording medium and information processing device, the acquisition of player position information, team creation and event data generation, including the allocation of individual conditions, are realized to enhance the sense of teamwork.
It improves the player's gaming experience as a member of a team and enhances the real-world gaming interaction and sense of teamwork.
Smart Images

Figure CN114432689B_ABST
Abstract
Description
Technical Field
[0001] At least one embodiment of the present invention relates to a recording medium having recorded thereon a program for providing a game using position information and an event data creation method. Background Art
[0002] Conventionally, various games have been proposed that use the positional information of players in an expanded real world (see Non-Patent Documents 1 to 3).
[0003] Prior art literature
[0004] Non-patent literature
[0005] Non-Patent Document 1: Niantic, Inc., “(Game - Ingress Prime (Note: game name))” [retrieved on June 10, 2020], Internet <URL: https: / / ingress.com / ja / game / >;
[0006] Non-Patent Document 2: The Pokémon Company et al., “How to Play ‘Pokemon GO’ | Playing with ‘Pokemon GO’! | ‘Pokemon GO’ Official Website” [retrieved on June 10, 2020], Internet <URL:
[0007] https: / / www.pokemongo.jp / howto / play / #anc1>;
[0008] Non-Patent Document 3: Square Enix Co., Ltd. et al., “Dragon Quest Walk (Note: Dragon Quest Walk) Official Promotion Website | SQUARE ENIX (Note: Square Enix)” [retrieved on June 10, 2020], Internet <URL: https: / / www.dragonquest.jp / walk / >.
[0009] Various games have been developed that utilize player location information in the real world. These games are known as location-based games. However, while these games incorporate indirect cooperative elements, such as multiple players inflicting damage on and defeating enemies placed on a map, and competing for achievements between player factions, they do not assign individual roles to players within a team, and the gaming experience of being part of a team is limited. Summary of the Invention
[0010] An object of at least one embodiment of the present invention is to provide a recording medium and an event data creation method to solve the above-mentioned problems and improve the gaming experience provided to players as a member of a team.
[0011] According to a non-limiting viewpoint, one aspect of the present disclosure is a recording medium recording a program that enables an information processing device to implement the following functions, including: a player position information acquisition function for acquiring the position information of a player in the real world for each of a plurality of players; a team creation function for creating a team composed of the plurality of players; an event data generation function for generating event data based on the position information of the plurality of players, the event data being event data of a game event that can be performed by the team composed of the plurality of players, including one or more separate conditions assigned to each player belonging to the team that the player should satisfy during the game.
[0012] In addition, the present disclosure can also be understood as an information processing device, an information processing system, a method executed by a computer, or a program executed by a computer. In addition, the present disclosure can also be understood as a structure in which such a program is recorded in a recording medium readable by a computer or other device, machine, etc. Here, the so-called recording medium readable by a computer, etc. refers to a recording medium that can store information such as data or programs through electrical, magnetic, optical, mechanical or chemical effects and can be read by a computer, etc.
[0013] The embodiments of the present application solve one or more of the above deficiencies. BRIEF DESCRIPTION OF THE DRAWINGS
[0014] Figure 1 This is a diagram schematically showing a functional configuration of an information processing device corresponding to at least one embodiment of the present disclosure.
[0015] Figure 2 This is a flowchart illustrating the flow of event data generation processing corresponding to at least one embodiment of the present disclosure.
[0016] Figure 3 This is a diagram schematically showing a functional configuration of an information processing device corresponding to at least one embodiment of the present disclosure.
[0017] Figure 4 This is a flowchart illustrating the flow of event data generation processing corresponding to at least one embodiment of the present disclosure.
[0018] Figure 5 This is a diagram schematically showing a functional configuration of an information processing device corresponding to at least one embodiment of the present disclosure.
[0019] Figure 6This is a flowchart illustrating the flow of event data generation processing corresponding to at least one embodiment of the present disclosure.
[0020] Figure 7 This is a diagram schematically showing a functional configuration of an information processing device corresponding to at least one embodiment of the present disclosure.
[0021] Figure 8 This is a flowchart illustrating the flow of event data generation processing corresponding to at least one embodiment of the present disclosure.
[0022] Figure 9 This is a diagram schematically showing a functional configuration of an information processing device corresponding to at least one embodiment of the present disclosure.
[0023] Figure 10 is a flowchart illustrating the flow of a game event management process corresponding to at least one embodiment of the present disclosure.
[0024] Figure 11 This is a diagram schematically showing a functional configuration of a user terminal corresponding to at least one embodiment of the present disclosure.
[0025] Figure 12 is a flowchart illustrating the flow of a game event management process corresponding to at least one embodiment of the present disclosure.
[0026] Figure 13 This is a diagram schematically showing the functional configuration of a game event processing system corresponding to at least one embodiment of the present disclosure.
[0027] Figure 14 is a flowchart illustrating the flow of a game event management process corresponding to at least one embodiment of the present disclosure.
[0028] Figure 15 This is a diagram schematically showing the configuration of an information processing system corresponding to at least one embodiment of the present disclosure.
[0029] Figure 16 This is a diagram showing an example of a mode in which a game event and story content accompanying the game event are provided by a system according to at least one embodiment of the present disclosure.
[0030] Figure 17 This is a diagram schematically showing a functional configuration of an information processing device corresponding to at least one embodiment of the present disclosure.
[0031] Figure 18 This is a diagram showing an example of a data structure of event data / story content corresponding to at least one embodiment of the present disclosure.
[0032] Figure 19is a flowchart illustrating the flow of a game event management process corresponding to at least one embodiment of the present disclosure.
[0033] Figure 20 is a flowchart illustrating the flow of a game event control process corresponding to at least one embodiment of the present disclosure. DETAILED DESCRIPTION
[0034] Hereinafter, examples of embodiments of the present disclosure will be described with reference to the accompanying drawings. The embodiments described below illustrate an example of how the present disclosure may be implemented, and do not limit the present disclosure to the specific configurations described below. In implementing the present disclosure, specific configurations corresponding to the embodiments may be appropriately adopted.
[0035] Furthermore, the various components in the examples of the various embodiments described below may be appropriately combined to the extent that no conflicts arise. Furthermore, there are cases where the description of a particular embodiment as an example is omitted in another embodiment. Furthermore, there are cases where the description of actions or processes not relevant to the characteristic features of each embodiment is omitted. Furthermore, the order of the various processes that constitute the various flows described below may vary to the extent that no conflicts arise between the processes.
[0036] [First embodiment]
[0037] <Device Configuration>
[0038] Figure 1 1 is a diagram showing an outline of the functional structure of the information processing device 1a of the present embodiment. The information processing device 1a of the present embodiment functions as an information processing device having a player position information acquisition unit 21a, a team creation unit 23a, and an event data generation unit 25a by interpreting and executing various programs expanded in various memories through one or more processors. In the present embodiment, an example in which these functions are executed by a general-purpose processor is described, but it is also possible to implement some or all of these functions by one or more dedicated processors. In addition, the various functional units possessed by the information processing device 1a can be installed remotely and / or dispersedly (for example, on the cloud). In addition, it is also possible for these functional units to be implemented not as a single software module, but as a plurality of software modules.
[0039] The player position information acquisition unit 21 a acquires position information of each of a plurality of players in the real world.
[0040] The team creation unit 23a creates a team composed of a plurality of players.
[0041] The event data generation unit 25a generates event data based on the position information of multiple players. The event data is event data of a game event that can be performed by a team composed of multiple players, and includes one or more individual conditions assigned to each player belonging to the team that the player should meet when playing the game. In this disclosure, a series of activities related to a game played by a team is referred to as a "game event" as a whole. In addition, a game event can also be part of a game with a larger world setting or space / time scope. In addition, the individual conditions are called "individual" because they are set for each player, which does not mean that the content of the conditions is different for each player.
[0042] <Processing Flow>
[0043] Next, the process flow of the processing performed in this embodiment is described. In addition, the specific content and processing order of the processing shown in the flowchart of the embodiment are an example of implementing the present disclosure. The specific processing content and processing order can be appropriately selected according to the embodiment of the present disclosure.
[0044] Figure 2 This is a flowchart illustrating the flow of event data generation processing in the first embodiment. In the event data generation processing in the first embodiment, the player position information acquisition unit 21a acquires the position information of each of a plurality of players (step S101), the team creation unit 23a creates a team including the plurality of players (step S102), and the event data generation unit 25a generates event data for a game event that can be performed by the team created in step S102 (step S103).
[0045] As described above, as one aspect of the present disclosure, the information processing device 1a includes the player position information acquisition unit 21a, the team creation unit 23a, and the event data generation unit 25a. Therefore, according to one aspect of the present disclosure, the gaming experience provided to the player as a member of a team can be improved.
[0046] [Second embodiment]
[0047] Next, the second embodiment will be described. Regarding the configuration and processing contents common to the first embodiment, reference will be made to the first embodiment and the description thereof will be omitted.
[0048] <Device Configuration>
[0049] Figure 3This diagram schematically illustrates the functional configuration of the information processing device 1b of this embodiment. The information processing device 1b of this embodiment, like the first embodiment, includes a player position information acquisition unit 21b, a team creation unit 23b, and an event data generation unit 25b. However, the processing performed by the event data generation unit 25b differs from that described in the first embodiment.
[0050] In the second embodiment, the event data generating unit 25b generates event data including, as a single condition, the player's arrival at a designated location in the real world.
[0051] <Processing Flow>
[0052] Next, the process flow of the processing performed in this embodiment is described. In addition, the specific content and processing order of the processing shown in the flowchart of the embodiment are examples of implementing the present disclosure. The specific processing content and processing order can be appropriately selected according to the embodiment of the present disclosure.
[0053] Figure 4 This is a flowchart illustrating the flow of event data generation processing in the second embodiment. In the event data generation processing in the second embodiment, the player position information acquisition unit 21b acquires the position information of each of a plurality of players (step S201), the team creation unit 23b creates a team including the plurality of players (step S202), and the event data generation unit 25b generates event data that includes the player's arrival at a designated location in the real world as a separate condition, as event data for a game event that can be performed by the team created in step S202 (step S203).
[0054] As described above, as one aspect of the present disclosure, the information processing device 1b includes a player position information acquisition unit 21b, a team creation unit 23b, and an event data generation unit 25b. The event data generation unit 25b generates event data that includes, as a separate condition, the player's arrival at a designated location in the real world. Therefore, according to one aspect of the present disclosure, a gaming experience that involves moving around the real world as a member of a team can be provided.
[0055] [Third embodiment]
[0056] Next, a third embodiment will be described. Regarding the configuration and processing contents common to the first embodiment, reference will be made to the first embodiment and description thereof will be omitted.
[0057] <Device Configuration>
[0058] Figure 5This diagram schematically illustrates the functional configuration of an information processing device 1c according to this embodiment. Similar to the first embodiment, the information processing device 1c includes a player position information acquisition unit 21c, a team creation unit 23c, and an event data generation unit 25c. Furthermore, it includes a position-related information acquisition unit 22c. Furthermore, in this embodiment, the processing performed by the event data generation unit 25c differs from that described in the first embodiment.
[0059] The position-related information acquisition unit 22 c acquires information having a predetermined relationship with a position in the real world.
[0060] Furthermore, in the third embodiment, the event data generation unit 25 c generates event data using information acquired by the position-related information acquisition unit 22 c regarding the position indicated by the player's position information.
[0061] <Processing Flow>
[0062] Next, the process flow of the processing performed in this embodiment is described. In addition, the specific content and processing order of the processing shown in the flowchart of the embodiment are an example of implementing the present disclosure. The specific processing content and processing order can be appropriately selected according to the embodiment of the present disclosure.
[0063] Figure 6 This is a flowchart illustrating the flow of event data generation processing in the third embodiment. In the event data generation processing in the third embodiment, the player position information acquisition unit 21c acquires the position information of each of a plurality of players (step S301), the position-related information acquisition unit 22c acquires information having a predetermined association with a position in the real world (step S302), the team creation unit 23c creates a team including the plurality of players (step S303), and the event data generation unit 25c generates event data for a game event that can be performed by the team created in step S303 (step S304).
[0064] As described above, as one aspect of the present disclosure, the information processing device 1c includes a player position information acquisition unit 21c, a position-related information acquisition unit 22c, a team creation unit 23c, and an event data generation unit 25c. The event data generation unit 25c generates event data using information acquired by the position-related information acquisition unit 22c for the position indicated by the player's position information. Therefore, according to one aspect of the present disclosure, it is possible to provide players with a gaming experience that allows them to feel a stronger connection to the real world.
[0065] [Fourth embodiment]
[0066] Next, a fourth embodiment will be described. Regarding the configuration and processing contents common to the first embodiment, reference will be made to the first embodiment and description thereof will be omitted.
[0067] <Device Configuration>
[0068] Figure 7 This diagram schematically illustrates the functional configuration of an information processing device 1d according to this embodiment. The information processing device 1d according to this embodiment, like the first embodiment, includes a player position information acquisition unit 21d, a team creation unit 23d, and an event data generation unit 25d. However, the processing performed by the event data generation unit 25d differs from that described in the first embodiment.
[0069] In the fourth embodiment, the event data generating unit 25d generates event data including, as a single condition, at least two players belonging to a team arriving at a meeting place in the real world.
[0070] <Processing Flow>
[0071] Next, the process flow of the processing performed in this embodiment is described. In addition, the specific content and processing order of the processing shown in the flowchart of the embodiment are an example of implementing the present disclosure. The specific processing content and processing order can be appropriately selected according to the embodiment of the present disclosure.
[0072] Figure 8 This is a flowchart illustrating the flow of event data generation processing in the fourth embodiment. In the event data generation processing in the fourth embodiment, the player position information acquisition unit 21d acquires the position information of each of a plurality of players (step S401), the team creation unit 23d creates a team including the plurality of players (step S402), and the event data generation unit 25d generates event data that includes, as a separate condition, the arrival of at least two or more players belonging to the team at a meeting place in the real world, as event data for a game event that can be performed by the team created in step S402 (step S403).
[0073] As described above, as one aspect of the present disclosure, the information processing device 1d includes a player position information acquisition unit 21d, a team creation unit 23d, and an event data generation unit 25d. The event data generation unit 25d generates event data that includes, as a separate condition, the arrival of at least two or more players belonging to a team at a meeting point in the real world. Therefore, according to one aspect of the present disclosure, a gaming experience that includes interaction between players in the real world can be provided.
[0074] [Fifth embodiment]
[0075] Next, a fifth embodiment will be described. Regarding the configuration and processing contents common to the first embodiment, reference will be made to the first embodiment and description thereof will be omitted.
[0076] <Device Configuration>
[0077] Figure 9 This diagram schematically illustrates the functional configuration of the information processing device 1e of this embodiment. The information processing device 1e of this embodiment, like the first embodiment, includes a player position information acquisition unit 21e, a team creation unit 23e, and an event data generation unit 25e. However, the processing performed by the event data generation unit 25e differs from that described in the first embodiment.
[0078] In the fifth embodiment, the event data generation unit 25e changes the content of the event data based on the elapsed time or the remaining time of the game event and the current position information of the player.
[0079] <Processing Flow>
[0080] Next, the process flow of the processing performed in this embodiment is described. In addition, the specific content and processing order of the processing shown in the flowchart of the embodiment are an example of implementing the present disclosure. The specific processing content and processing order can be appropriately selected according to the embodiment of the present disclosure.
[0081] Figure 10 This is a flowchart illustrating the flow of game event management processing in the fifth embodiment. In the game event management processing in the fifth embodiment, the player position information acquisition unit 21e acquires the position information of each of a plurality of players (step S501), the team creation unit 23e creates a team including the plurality of players (step S502), the event data generation unit 25e generates event data for a game event that can be performed by the team created in step S502 (step S503), and the event data generation unit 25e changes the content of the event data based on the elapsed time or remaining time of the game event and the current position information of the player (step S504).
[0082] As described above, as one aspect of the present disclosure, the information processing device 1e includes a player position information acquisition unit 21e, a team creation unit 23e, and an event data generation unit 25e. The event data generation unit 25e modifies the content of the event data based on the elapsed time or remaining time of the game event and the player's current position information. Therefore, according to one aspect of the present disclosure, a gaming experience tailored to the player's situation can be provided.
[0083] [Sixth embodiment]
[0084] <Device Configuration>
[0085] Figure 11 3a is a diagram showing an overview of the functional structure of the user terminal 3a of the present embodiment. The user terminal 3a of the present embodiment is a terminal device used by players belonging to a team composed of multiple players. It interprets and executes various programs expanded in various memories through one or more processors, thereby functioning as an information processing device having a terminal location information acquisition unit 41a and an action notification unit 42a. In the present embodiment, an example is described in which these functions are all executed by a general-purpose processor, but it is also possible to implement some or all of these functions by one or more dedicated processors. In addition, the various functional units possessed by the user terminal 3a can be installed remotely and / or dispersedly (for example, on the cloud). In addition, these functional units are not a single software module, but it is also possible to implement them by multiple software modules.
[0086] The terminal position information acquisition unit 41 a acquires the position information of the user terminal device as the position information of the player in the real world.
[0087] The action notification unit 42a notifies the player of actions to be taken in the real world to satisfy one or more individual conditions that the player should satisfy during game play, which are included in event data of a game event that can be performed by the team.
[0088] <Processing Flow>
[0089] Next, the process flow of the processing performed in this embodiment is described. In addition, the specific content and processing order of the processing shown in the flowchart of the embodiment are an example of implementing the present disclosure. The specific processing content and processing order can be appropriately selected according to the embodiment of the present disclosure.
[0090] Figure 12 This is a flowchart illustrating the flow of the game event management process in the sixth embodiment. In the game event management process in the sixth embodiment, the terminal position information acquisition unit 41a acquires the position information of the user terminal device as the player's position information in the real world (step S601), and the action notification unit 42a notifies the player of the action to be taken in the real world to satisfy the individual condition (step S602).
[0091] As described above, as one aspect of the present disclosure, the user terminal 3a includes the terminal location information acquisition unit 41a and the action notification unit 42a. Therefore, according to one aspect of the present disclosure, the gaming experience provided to the player as a member of a team can be improved.
[0092] [Seventh embodiment]
[0093] <Device Configuration>
[0094] Figure 13 : This is a diagram showing an overview of the functional structure of the game event processing system 9a of the present embodiment. The game event processing system 9a of the present embodiment is a game event processing system having a terminal device used by players belonging to a team composed of multiple players and an information processing device for managing the team. It interprets and executes various programs expanded in various memories through one or more processors, thereby functioning as an information processing system having a player position information acquisition unit 21a, a team creation unit 23a, an event data generation unit 25a, and an action notification unit 42a. In the present embodiment, examples are described in which these functions are all executed by general-purpose processors, but it is also possible for some or all of these functions to be implemented by one or more dedicated processors. In addition, the various functional units possessed by the game event processing system 9a can be installed remotely and / or dispersedly (for example, on the cloud). In addition, these functional units are not single software modules, but it is also possible to implement them through multiple software modules.
[0095] The player position information acquisition unit 21 a acquires position information of each of a plurality of players in the real world.
[0096] The team creation unit 23a creates a team composed of a plurality of players.
[0097] The event data generation unit 25a generates event data based on the position information of multiple players. The event data is event data of a game event that can be performed by a team composed of multiple players, and includes one or more individual conditions assigned to each player belonging to the team that the player should meet during the game.
[0098] The action notification unit 42a notifies each player belonging to the team of an action that the player should take in the real world in order to satisfy an individual condition.
[0099] <Processing Flow>
[0100] Next, the process flow of the processing performed in this embodiment is described. In addition, the specific content and processing order of the processing shown in the flowchart of the embodiment are an example of implementing the present disclosure. The specific processing content and processing order can be appropriately selected according to the embodiment of the present disclosure.
[0101] Figure 14This is a flowchart illustrating the flow of game event management processing in the seventh embodiment. In the game event management processing in the seventh embodiment, the player position information acquisition unit 21a acquires the position information of each of a plurality of players (step S701), the team creation unit 23a creates a team including the plurality of players (step S702), the event data generation unit 25a generates event data for a game event that can be performed by the team created in step S702 (step S703), and the action notification unit 42a notifies the player of the action to be taken in the real world to satisfy the individual condition (step S704).
[0102] As described above, as one aspect of the present disclosure, the game event processing system 9a includes the player position information acquisition unit 21a, the team creation unit 23a, the event data generation unit 25a, and the action notification unit 42a. Therefore, according to one aspect of the present disclosure, the game experience provided to players as part of a team can be enhanced.
[0103] [Eighth Embodiment]
[0104] <Device Configuration>
[0105] Figure 15 : This is a diagram schematically showing the configuration of an information processing system 9 of the present embodiment. The information processing system 9 of the present embodiment has an information processing device 1 connected to a network such as the Internet and multiple user terminals 3. The information processing device 1 is a server 1 for games played by multiple user terminals 3. As games played by multiple user terminals 3 connected to the server 1, there are various types of games (for example, MMORPGs (Massively Multiplayer Online Role-Playing Games)) that allow players to cooperate with, compete against, and / or communicate with other players within the game, but games to which the technology disclosed herein can be applied are not limited to the examples of this embodiment. In addition, the user terminal 3 is a game device used by the user. As a game device, various types of devices can be used, for example, personal computers, smartphones, portable game devices, fixed game devices, wearable electronic devices (such as VR (Virtual Reality) headsets or smart watches, etc.), but their types are not limited. Users can play games by having the user terminals 3 and the information processing device 1 execute game processing based on a game processing program.
[0106] Information processing device 1 is connected to an external device via a network, either wired or wirelessly, and includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an auxiliary storage device 14, and a network interface 15 for communicating with the outside world via a network. Regarding the specific hardware configuration of information processing device 1, components may be omitted, replaced, or added as appropriate depending on the embodiment.
[0107] The CPU 11 processes commands and data stored in the ROM 12 and RAM 13, thereby controlling various components of the information processing device 1, such as the RAM 13 and the auxiliary storage device 14. The RAM 13 is a main storage device that is controlled by the CPU 11 to write and read various commands and data. In other words, the CPU 11, ROM 12, and RAM 13 constitute the control unit of the information processing device 1.
[0108] The auxiliary storage device 14 is a nonvolatile storage device that primarily stores information that must be retained even when the power to the information processing device 1 is turned off, such as the OS (Operating System) of the information processing device 1 loaded into the RAM 13 and various programs that execute the processes described below. Furthermore, various data used by the information processing device 1 are written to or read from the auxiliary storage device 1. For example, an EEPROM (Electrically Erasable Programmable Read-Only Memory) or an HDD (Hard Disk Drive) can be used as the auxiliary storage device 14.
[0109] The user terminal 3 is an information processing device connected by wire or wireless to a CPU 31, ROM 32, RAM 33, auxiliary storage device 34, network interface 35, input device 36, output device 37, and a position information acquisition device 34 capable of acquiring position information by reference to a GPS (Global Positioning System) or wireless LAN access point. The specific hardware configuration of the user terminal 3 may include appropriate omissions, substitutions, or additions of components depending on the implementation.
[0110] Input device 36 can be a variety of devices, such as buttons, joysticks, keyboards, mice, trackballs, touch sensors, accelerometers, angular velocity sensors, cameras, depth sensors, microphones, etc. Output device 37 can be a variety of devices, such as displays, speakers, vibrators, or LEDs. Alternatively, a display with a touch screen can be used, thereby providing both input device 36 and output device 37 that displays related content.
[0111] Furthermore, the auxiliary storage device 34 of the user terminal 3 may use a removable medium, in addition to the device exemplified as the auxiliary storage device 14 of the information processing device 1. Examples of removable media include card / cassette media containing ROM, CDs (Compact Discs), DVDs (Digital Versatile Discs), and BDs (Blu-ray Discs). A combination of an auxiliary storage device using removable media and a non-removable auxiliary storage device may also be used.
[0112] Figure 16 This figure illustrates an example of how game events and accompanying story content are provided by the system of this embodiment. The system of this embodiment uses AI (artificial intelligence) provided by an information processing device 1 to automatically generate event data for game events set in the real world (which may also include a virtual world that is partially or fully synchronized with the real world through expansion) and accompanying story content. These data are then provided to players on a team, and the game events and story content are then controlled for the players to experience. Story content is content accompanying game events and includes at least one of text, still images, moving images, and sound / music. With the system of this embodiment, each player on a team can experience game events and accompanying stories generated by the AI, starting from a specific starting point (e.g., workplace, home, school, or other location) and set in a real-world area. The real-world areas corresponding to the game events and story stages can vary depending on the scale of the story (e.g., Tokyo, Japan, Asia, Earth, etc.). For example, AI generates tasks or requirements (equivalent to the individual conditions or team conditions described later) corresponding to each player's current position and assigns them to each player, thereby giving each player a role in the game events / story.
[0113] To give a more specific example, according to the system of this embodiment, when three players (respectively located in Ikebukuro, Shinjuku, and Shinagawa) finish their work at 7 p.m. and open the game app of this embodiment using their respective user terminals 3 (smartphones, etc.), their respective location information is transmitted to information processing device 1 along with a request to start the game. In response to this request, information processing device 1 uses the received location information and other information as input to generate event data for a game event and story content accompanying the event data. This game event / story might, for example, be as follows: the player in Ikebukuro obtains a shield, the player in Shinjuku obtains a sword, and the player in Shinagawa obtains armor. They then move toward Tokyo Tower, which they have chosen as the leader's base in the story, and converge to engage in a final battle together.
[0114] However, the game events / stories controlled by the system of this embodiment are not limited to the above examples, and the game events / stories can take the form of various types of games or stories.
[0115] Figure 17 : This is a diagram showing an overview of the functional structure of the information processing system 9 of the present embodiment. The information processing device 1 of the present embodiment interprets and executes various programs expanded in the ROM 12 and RAM 13 through the CPU 11, thereby functioning as a server 1 having a player position information acquisition unit 21, a position-related information acquisition unit 22, a team creation unit 23, an evaluation value calculation unit 24, an event data generation unit 25, and a game management unit 26. In the present embodiment, an example in which these functions are executed by a general-purpose CPU 11 is described, but some or all of these functions can also be implemented by one or more dedicated processors. In addition, the various functional units possessed by the information processing device 1 can be installed remotely and / or dispersedly (for example, on the cloud). In addition, these functional units can also be implemented by multiple software modules instead of a single software module.
[0116] The player position information acquisition unit 21 acquires the player's real-world position information from the player's user terminal 3 for each player. However, the player's position information can also be acquired using methods other than acquiring it from the player's user terminal 3. For example, the player's position information can be acquired by the information processing device 1 by detecting the player or user terminal 3 using a sensing device other than the user terminal 3 in the real world (such as a camera or microphone installed in the real world, or a receiver that detects a predetermined signal emitted by the user terminal 3). Alternatively, a player can remotely control a robot that can move in the real world, allowing the player to participate in game events without moving themselves. In this case, the robot's position information is referenced as the player's position information.
[0117] The location-related information acquisition unit 22 obtains information related to a real-world location by acquiring information about the area that contains the location or the area within a specified distance from the location, thereby acquiring information related to the location (hereinafter referred to as "local information"). Local information can be acquired by searching a pre-prepared local information database using the location information as a keyword, or by using AI to perform a map search or internet search using the location information as a keyword. Examples of local information include landmarks, famous products, local goods, local celebrities, historical figures, regionally renowned groups, locations that appear in dramas or anime (so-called "holy places"), healing mascots, train stations, famous shops, and local characters in games or anime that are associated with the area. By acquiring such local information and using it to generate event data (described below), the system of this embodiment can provide personalized game events (and the accompanying stories and user experiences) based on the information of the venue that serves as the stage. Furthermore, in this embodiment, local information is associated with information attributes (e.g., place names, landmarks, facilities, specialties, shops, etc.) for use by the event data generation unit 25 (described below). The attributes of the local information may be predefined in the above-mentioned local information database, or may be inferred by AI that performs a map search or an Internet search.
[0118] The team creation unit 23 creates a team consisting of one or more players. In this case, the team creation unit 23 may also select players for the team based on the player location information obtained by the player location information acquisition unit 21. For example, if the goal is to generate event data for a game event that requires players to visit, pass through, or depart from the same location or specified area, the team creation unit 23 may include players who are located nearby in the same team to facilitate meeting this condition. On the other hand, if the goal is to generate event data for a game event that ends without players meeting each other, the team creation unit 23 may include players who are as far apart as possible in the same team to enhance the sense of connection between players who are physically distant in the real world. Furthermore, a team only needs to include one or more players; a team may also consist of one player and a non-player character controlled by AI. A non-player character can be a robot that can move in the real world, a character depicted in the AR space by the user terminal 3, or a character that appears as a non-physical entity in the real world.
[0119] The evaluation value calculation unit 24 calculates the evaluation value for each of the plurality of pre-stored event data generation data, used by the event data generation unit 25 in generating event data, based on information related to the team for which event data is to be generated. Here, the event data generation data is data that serves as the source for generating event data and story content, and includes at least one of individual conditions, team conditions, and content (such as text, still images, moving images, and sound / music) used to notify users of tasks or stories.
[0120] For example, the evaluation value calculation unit 24 calculates an evaluation value for each of the groups of data generated by a plurality of event data prepared in advance. Here, in the case where N groups of event data are prepared in advance as shown below, the attribute information associated with the event data and the attribute information of the team are compared, and the evaluation value is calculated using a function such that the higher the consistency, the higher the evaluation value. Here, the attribute information of the event data or the team may include, for example, the number of players belonging to the team, the positional relationship of the players (players are close to / far away from each other), the hobbies, age, gender, game progress history, physical ability, etc. of the players, but the types of attribute information used in the calculation of the evaluation value are not limited to the examples in this embodiment. In addition, the attribute information of the team can be used as the attribute information of the team by summing up the attribute information of the players obtained from each player.
[0121] Event Data 1 (Dragon Battle Scene: When players approach each other),
[0122] Event Data 2 (Dragon Battle Scene: When players are far away from each other),
[0123] Event data 3 (hide-and-seek game plot: when the current positions of the players are close to each other), event data 4 (hide-and-seek game plot: when the players' foot strength is uneven),
[0124] …
[0125] Event data N (haunted house adventure plot: for large numbers of players, for players with a horror liking).
[0126] The event data generation unit 25 generates event data and story content of the game event that can be performed by the team of the event data generation object based on the event data generation data, the player's location information, and the local information of the area associated with the game event obtained by the location-related information acquisition unit 22. The local information used here is not limited to the local information based on the player's location information. For example, local information of a place that may appear as a destination or a transit point in the game event can also be used. At this time, the event data generation unit 25 gives priority to using the event data generation data with a higher evaluation value calculated by the evaluation value calculation unit 24 among the multiple pre-stored event data generation data to generate event data of the game event that can be performed by the target team. According to the system of this embodiment, by giving priority to using the generation data with a higher evaluation value to generate event data, it is possible to match appropriate game events (and stories or user experiences accompanying the game events) to the team.
[0127] In this embodiment, the event data generation unit 25 sets different in-game roles for each player in the team within the event data. Here, the so-called in-game roles refer to, for example, in-game classes or the assignment of responsibilities shared within the team (such as obtaining a designated item or going to a designated location).
[0128] Here, an example of a method for generating event data / story content employed in this embodiment is described. In this embodiment, event data / story content is generated using a method of filling in blanks in a pre-prepared template for the game's plot from the start to the end of a game event to create a story. For example, the starting and ending points of a story, such as each player starting from a starting location (e.g., a village in the game world) and defeating a final boss (e.g., a dragon in the game world), and the story (story) branches in between are predetermined. The story (route) from the starting point to the ending point is created by filling in blanks pre-prepared in the story template. Furthermore, when using the filling-in method as a means for generating event data / story content, the pre-prepared template for the game event's plot from the start to the end (including the story branches) is equivalent to the data used to generate event data. However, the specific structure of the data used to generate event data is not limited to the examples shown in this embodiment. As data for event data generation, for example, element data linked by so-called automatic planning / scheduling (including content materials with blanks, prerequisites for linking the element data, and actions such as result conditions to be achieved by the element data) can also be used.
[0129] In this embodiment, the template of the game event is constructed by pre-connecting one or more sub-events like a flowchart, wherein the one or more sub-events are used to constitute the game event as a series of activities as a whole. Each sub-event contains content materials and team conditions / individual conditions. For example, template data of a story containing information such as shown below is prepared in advance, and the event data generation unit 25 supplements the blank sections of such template data by information obtained from each team based on local information, thereby generating event data / story content. In addition, in order to simplify the explanation, only text is illustrated as the content material here, but the actual content material can include still images, dynamic images, sound / music, etc.
[0130] Story Step S1:
[0131] Content material: "Warrior (Player P1), it is said that there is a shield of (landmark) at (place name 1). Head towards (place name 1)."
[0132] When the independent condition "the warrior (player P1) does not hold the shield of (landmark) & is located at (place name 1)" is satisfied, the process proceeds to story step S2.
[0133] Story Step S2:
[0134] Content material: "Arrived at (place name 1). Photographed (landmark) and acquired (landmark)'s shield."
[0135] If the independent condition "the warrior (player P1) holds the shield of (landmark)" is satisfied, the process proceeds to story step S3.
[0136] Story Step S3:
[0137] Content material: "Obtain the shield of (landmark). Warrior (Player P1), advance towards (facility name), the castle home of (enemy character), and meet up with the magician (Player P2) of (place name 2) and the monk (Player P3) of (place name 3)."
[0138] If the independent condition "Warrior (Player P1) holds the shield of (Landmark) & is located at (Facility Name) & has not defeated (Character)" is satisfied, the process proceeds to Story Step S4.
[0139] The bracketed portions within the template are replacement objects, representing the locations where information acquired by each team, such as local information, should be substituted, as well as the attributes of the information to be used for the substitution. These replacement objects are replaced with local information having the attributes specified as replacement objects, resulting in event data containing conditions and story content for each team. For example, in an activity to defeat the enemy character "Demon King", three players Alice, Bob, and Carol located in Ikebukuro, Shinjuku, and Shinagawa simultaneously request to start a game event. When local information such as "Ikebukuro" as place name 1, "Shinjuku" as place name 2, "Shinagawa" as place name 3, "Ikebukuro" as a landmark, and "Tokyo Tower" as a facility name is obtained through the location-related information acquisition unit 22, the bracketed parts are supplemented based on this information to generate "Warrior Alice, it is said that there is Ikebukuro's shield in Ikebukuro. Head towards Ikebukuro." → "Arrived in Ikebukuro. Photographed Ikebukuro and obtained Ikebukuro's shield." → "Obtained Ikebukuro's shield. Warrior Alice, head towards Tokyo Tower, which is the Demon King's residence castle, and meet up with Wizard Bob in Shinjuku and Monk Carol in Shinagawa." ...such event data and story content accompanying the event data are generated. In addition, in this embodiment, the action that the player should perform to obtain in-game props is to use the camera built into the user terminal 3 to photograph a specified object in the real world, but the content of the action that the player should perform to obtain in-game props is not limited to the examples disclosed in this disclosure.
[0140] Figure 18 This is a diagram showing an example of the data structure of event data / story content generated in this embodiment. In this embodiment, event data includes one or more individual conditions assigned to each player belonging to the team that the player should meet during the game, one or more team conditions that the team should meet during the game, and story content generated based on information about the players belonging to the team. Figure 18 In FIG, since the structure of event data / story content created by the filling method is shown, the content material related to each sub-event completed by filling is equivalent to the story content. Figure 18In the example shown, templates are prepared for different story progressions for each player on a team. In this case, templates are prepared in quantities corresponding to the number of players on a team. Specifically, if the event data is for a three-player game, templates for three players are prepared, while if the event data is for a four-player game, templates for four players are prepared and stored in auxiliary storage device 14 or the like. Furthermore, each player's story progression can reference the progress of other players. Specifically, the conditions for player P1 to achieve a single condition can reference the positions or condition achievement status of other players. Furthermore, even if the starting and ending points of a story (route) are the same, by pre-preparing branching routes in the template or replacing them with different templates based on the situation, multiple scenarios can be created, or scenarios can branch depending on how the conditions are achieved. By preparing such branching routes, for example, if a single condition cannot be achieved within a specified timeframe, a rescue scenario can be created, such as changing to a more specific condition that has been prepared, or multiple scenarios can be provided that allow for different experiences depending on the player's choices.
[0141] As long as a single condition is any condition that a player should meet during the game, its content or type is not limited. A single condition can be prompted in the game as a task or requirement that the assigned player should achieve. For each player belonging to the same team, different single conditions can be set, or single conditions common to two or more players can be set. In addition, for example, a time limit can also be set in the single condition. That is, in the same time period, a task / requirement to defeat one of the leaders can be set for player P1, a task / requirement to obtain a key item in the story can be set for player P2, and a task / requirement to move to a specified place can be set for player P3. In addition, a game event / story can also include a task / requirement in which two or more players belonging to a team gather in one place to perform a specified action (such as a battle with a leader). In addition, when the above-mentioned automatic planning / scheduling method is used as a means of generating event data / story content, the result conditions of the element data are assigned to the players, thereby becoming single conditions that the assigned players should meet.
[0142] For example, a separate condition could be "the player arrives at a designated location in the real world" or "acquires an item that can be obtained if the player at least arrives at the designated location." Furthermore, the actions required by the player at the designated location to satisfy a separate condition are not limited to the examples provided herein. Examples of actions required by the player at the designated location to satisfy a separate condition include "defeating a boss," "meeting someone (a player character, a non-player character, or a person / character not participating in the game event)," "answering a question," "saying a command," "sending a text message to someone," and "praying." In this case, the event data generation unit 25 can determine the designated location based on the player's location information obtained by the player location information acquisition unit 21. The player's location information referenced here to determine the designated location may be, for example, location information immediately before or after the event begins. However, as will be described later, the designated location may change during the game based on the player's latest location information or the progress of the game, so the timing of acquiring location information is not limited. Furthermore, in this embodiment, whether the player has arrived at the designated location is determined based on the player's location information, but arrival detection at the designated location does not necessarily rely on the player's location information. The arrival detection at the designated location may be performed by other methods, such as operating a predetermined device at the designated location, or photographing the user with a camera at the designated location.
[0143] In addition, the event data generation unit 25 may also generate a separate condition that includes the same place as a designated place for each of at least two or more players belonging to the team. Hereinafter, the place designated as the designated place for two or more players will be particularly referred to as a "convenement place." That is, in this case, the event data generation unit 25 generates event data that includes the arrival of at least two or more players belonging to the team at a convergence place in the real world as a separate condition. By doing so, it is possible to generate event data for a game event in which two or more players gather at the same place to perform an action that satisfies a separate condition or a team condition (for example, a battle with a leader. However, the content or type of the action is not limited).
[0144] As long as a team condition is any condition that should be met during the game, its content or type is not limited. As long as the team condition is prompted in the game as a task or requirement that the assigned team should achieve, it can be. In addition, the team condition can also be set multiple times for a game event performed by a team as described above. For example, a first team condition such as defeating the final boss at a designated place or a gathering place and a second team condition such as obtaining a reward after achieving the first team condition or a final ceremony, an additional event that makes the story have a lingering aftertaste, and appreciation of the curtain call (end roll) can also be set. In addition, when the above-mentioned automatic planning / arrangement method is used as a means of generating event data / story content, the conditions that are borne by all players of the team and achieved by all players of the team at the same time become team conditions. For example, "arriving at a specified location" is not limited to arriving at the same time, so it is a separate condition, but "defeating the final boss" is borne by all members and achieved at the same time in order to complete the event, so it is a team condition.
[0145] The game management unit 26 manages the achievement of the team conditions and individual conditions included in the event data to proceed with the game event. If the team condition or individual condition is not met within the time limit set for it, the game management unit 26 instructs the event data generation unit 25 to change the team condition, the individual condition, or another individual condition.
[0146] In addition, the user terminal 3 of this embodiment is used by the players belonging to the team, and the CPU 31 interprets and executes various programs expanded in the ROM 32 and RAM 33, thereby functioning as a user terminal 3 having a terminal position information acquisition unit 41, an action notification unit 42, an information transmission unit 43, and a game processing unit 44. In this embodiment, an example in which these functions are executed by a general-purpose CPU 31 is described, but some or all of these functions can also be implemented by one or more dedicated processors. In addition, the various functional units of the user terminal 3 can be installed remotely and / or dispersedly (for example, on the cloud). In addition, it is also possible that these functional units are not a single software module, but are implemented by multiple software modules.
[0147] The terminal position information acquisition unit 41 acquires the position information of the user terminal 3 as the position information of the player in the real world.
[0148] The action notification unit 42 notifies the player of actions to be taken in the real world to satisfy one or more individual conditions that the player should satisfy during game play, which are included in event data of a game event that can be performed by the team.
[0149] The information transmitting unit 43 transmits information including the position information or sensing information of the player acquired by the terminal position information acquiring unit 41 and capable of grasping the progress of the player's actions to the information processing device that manages the team to which the player belongs.
[0150] The game processing unit 44 communicates with the game management unit 26 of the information processing device 1 and executes game processing in cooperation with the game management unit 26 .
[0151] <Processing Flow>
[0152] Next, the process flow of the processing performed in this embodiment is described. In addition, the specific content and processing order of the processing shown in the flowchart of the embodiment are an example of implementing the present disclosure. The specific processing content and processing order can be appropriately selected according to the embodiment of the present disclosure.
[0153] Figure 19 This is a flowchart showing the flow of the game event management process according to the eighth embodiment. The process shown in this flowchart is executed in response to detection of an operation by a player participating in a game event in the user terminal 3.
[0154] In steps S801 to S803, location information is acquired. The terminal location information acquisition unit 41 of the user terminal 3 acquires the location information of the user terminal 3 as the player's location information in the real world (step S801), and the information transmission unit 43 transmits the acquired player's location information to the information processing device (step S802). If multiple user terminals 3 participate, steps S801 and S802 are performed by each user terminal 3, and the player location information acquisition unit 21 acquires the player's location information transmitted from the user terminal 3 for each player (step S803). The process then proceeds to step S804.
[0155] In step S804, local information is acquired. Based on the location information acquired in step S803, the position-related information acquisition unit 22 acquires information about an area containing the location indicated by the location information, or an area within a predetermined distance from the location, thereby acquiring local information having a predetermined relevance to the player's location. The process then proceeds to step S805.
[0156] In step S805, a team is created. The team creation unit 23 creates a team consisting of one or more players by selecting players to be included in the team based on the position information acquired in step S803. The process then proceeds to step S806.
[0157] In step S806, the evaluation value is calculated. The evaluation value calculation unit 24 calculates the evaluation value for each of the plurality of event data generation data stored in advance based on the team-related information created in step S805. The process then proceeds to step S807.
[0158] In steps S807 to S809, event data and story content are generated. The event data generation unit 25 generates event data / story content for the game event that can be performed by the team created in step S805 based on the event data generation data, the location information of the players belonging to the target team, and the local information obtained in step S804 (step S807). The details of the generation of event data / story content are as described in the description of the event data generation unit 25, so the description is omitted. The generated event data / story content is transmitted to the user terminals 3 of all players belonging to the target team (step S808) and received by the user terminals 3 that received the transmission (step S809). After that, the processing enters step S810.
[0159] In steps S810 and S811, a game event is initiated and the game event processing is executed. The game processing unit 44 of the user terminal 3, which received the event data / story content in step S809, and the game management unit 26 of the information processing device 1 communicate with each other to synchronize the necessary information while executing the game processing for the game event. The processing shown in this flowchart then terminates.
[0160] Figure 20 This is a flowchart showing the flow of the game event control process of the eighth embodiment. Figure 19 The steps S810 and S811 of the game event management process described above correspond to each other.
[0161] In steps S901 to S903, game processing is performed in user terminal 3. The action notification unit 42 of user terminal 3 notifies the player associated with the user terminal 3 of the real-world actions (in other words, the content of the task / requirement undertaken by the player) that should be taken to satisfy the individual conditions based on the latest event data received in step S809 of the game event management process or in step S909 described later (step S901). The user terminal 3 proceeds with the game based on various inputs, such as user input received through the input device of the user terminal 3 and location information obtained by the terminal location information acquisition unit 41 (step S902). The information transmission unit 43 transmits information that allows the player to grasp the progress of the game (hereinafter referred to as "player progress information," including the player's latest location information obtained in step S902) to the information processing device 1 (step S903). Processing then proceeds to step S904.
[0162] In steps S904 and S905, the game event management data is updated. The game management unit 26 and the player location information acquisition unit 21 of the information processing device 1 acquire the player progress information (including the player's latest location information acquired in step S902) for each player, transmitted from the player's user terminal 3 (step S904). Based on the information acquired in step S904, the game management unit 26 updates the game event management data for the achievement of the team conditions and individual conditions included in the management event data, thereby enabling the game event to proceed (step S905). The process then proceeds to step S906.
[0163] In steps S906 and S907, the progress of the game event is determined based on the information received from the user terminal 3, and the event data / story content is changed as needed. The game management unit 26 determines whether the team conditions and individual conditions included in the game event appropriately meet the time limits set for these conditions based on the player progress information of each player received in step S904, thereby determining whether the event data / story content needs to be changed (step S906). Here, if it is determined that the team conditions or individual conditions are not met within the time limits set for the team conditions or individual conditions (step S906 is "No"), the event data generation unit 25 changes the event data / story content (step S907). After that, the process enters step S908.
[0164] In this embodiment, the event data generation unit 25 changes the content of the event data / story content during the progress of the game event based on the various parameters contained in the player progress information or game event management data at each moment. The various parameters contained in the player progress information or game event management data may include the achievement of team conditions / individual conditions, the elapsed time or remaining time of the game event, and the player's current location information. By adopting such a configuration, for example, the information processing device 1, which functions as a meta-artificial intelligence (Meta AI) that controls the overall game events, functions as a so-called TRPG (Tabletop Role-Playing Game) game console, appropriately changing the content of the event data / story content based on the in-game situation at each moment during the game event, thereby providing an appropriate story or user experience accompanying the event data.
[0165] More specifically, in this embodiment, the event data generation unit 25 (1) "changes the difficulty of the condition," (2) "changes the designated location of the condition," and (3) "adds and / or deletes the condition itself" based on the achievement of the team condition / individual condition. For example, if the first condition is "obtain a weapon W1 that is highly effective against a specific enemy E1 at the first designated location within a time limit," and the second condition is "defeat the enemy E1 at the second designated location," if the game management unit 26 (described later) detects that the first condition cannot be achieved (for example, the time limit has expired), the game management unit 26 requests the event data generation unit 25 to change the event data / story content.
[0166] Here, when (1) "changing the difficulty of the condition" is adopted, the event data generation unit 25 makes it easier to defeat the enemy E1 by reducing the difficulty of the enemy E1 (for example, reducing the defense, reducing the HP (health points), making it easier to inflict damage even with other weapons, changing the enemy E1 to a weaker enemy E2, lowering the pre-set difficulty setting from NORMAL to EASY, etc.). In addition, when (2) "changing the designated location of the condition" is adopted, the event data generation unit 25 makes it easier to obtain the weapon W1 by changing the first designated location in the first condition to the user's current location or its vicinity and extending the time limit by a specified time. In addition, when (3) "adding and / or deleting the condition itself" is adopted, the event data generation unit 25 deletes the second condition and adds other conditions to allow the player to play the game (for example, challenging the next team / individual condition). For example, if a condition such as obtaining a sword is not achieved, the subsequent task is changed based on the state that the sword has not been obtained so that the enemy E1 can be defeated even without the sword.
[0167] As described above, the designated location can also be changed in the game based on the player's latest location information or the progress of the game. The event data generation unit 25 changes the player's designated location based on the elapsed time or remaining time of the game event and the player's current location information. According to this embodiment, by having such a structure, the designated location can be moved to a place close to or far from the player's latest location based on the player's latest location information or the progress of the game. In addition, the event data generation unit 25 can also change the player's designated location based on other information such as the achievement of the task / requirement. For example, the event data generation unit 25 can also add an additional task / requirement with another designated location based on the success of the task / requirement, or add a task / requirement with a lower difficulty level with another designated location based on the failure of the task / requirement.
[0168] In addition, when the above-mentioned automatic planning / scheduling method is used as a means of generating event data / story content, the content of the event data / story content can be changed by unlinking the element data containing the conditions for deleting the object (unlinking the element data) and relinking the element data with different conditions (enemy HP, venue, etc.).
[0169] In steps S908 and S909, various data are transmitted from the information processing device 1 to the user terminal 3. The game event management data updated in step S905 and / or the event data / story content changed in step S907 are transmitted to all user terminals 3 belonging to the target team (step S908) and received by the user terminal 3 of the player belonging to the target team (step S909). The process then proceeds to steps S910 and S911.
[0170] In steps S910 and S911, the game event is determined to be continued or ended. If the game event ends for some reason, such as when the conditions for ending the game event are met (for example, when all team conditions are met) or when an end instruction for the game event is input from user terminal 3, the process shown in this flowchart ends. On the other hand, if the game event continues, the process performed by user terminal 3 returns to step S901, and the process performed by information processing device 1 returns to step S904. In other words, the process shown in this flowchart is repeated until the game event ends.
[0171] As described above, each embodiment of the present application solves one or more of the above disadvantages. In addition, the effects of each embodiment are only non-limiting effects or examples of effects.
[0172] [Other changes]
[0173] The embodiment described above is an example of implementing the present disclosure and does not limit the present disclosure to the specific configuration described above. In implementing the present disclosure, specific configurations corresponding to the embodiment can be appropriately adopted.
[0174] In the eighth embodiment, the disclosed technology was described using a multi-player computer game as an example. However, games to which the disclosed technology can be applied can also be single-player games. Furthermore, the types of games to which the disclosed technology can be applied are not limited. In addition to so-called role-playing games, the disclosed technology can also be applied to all types of games, including action games, simulation games, shooting games, puzzle games, card games, and board games.
[0175] In addition, in the eighth embodiment, an example of changing the event data / story content when it is determined that the condition is not met within the time limit is described. However, the trigger for changing the event data / story content may also be other criteria. For example, if the challenge to achieve the condition fails a predetermined number of times (e.g., three times) or more, the event data / story content may be changed to make the game easier to play. Alternatively, if the condition is met within the predetermined time (e.g., the condition is met earlier than expected), the event data / story content may be changed to make the game more difficult to play.
[0176] In addition, while the eighth embodiment primarily describes an example of generating event data / story content using a fill-in method, other methods can be used to generate event data / story content. For example, as a means of generating text, a method can be used that extracts / predicts words from source data such as team conditions, individual conditions, and / or local information and applies them to a template to generate an article, or a method can be used that extracts / predicts words from source data and uses a language model to generate an article. In this case, word prediction can use a model that has machine-learned the correspondence between sample words and the corresponding source data. Alternatively, as another method, a model can be used that has machine-learned the correspondence between SVO (subject, verb, and object) extracted / predicted from source data and sample articles that have been rendered or embellished. Furthermore, for game events of a type that somewhat defines the main storyline, a template text can be prepared for the main part of the story, and text can be generated by applying words extracted from the source data to this template text. Furthermore, multiple methods (which may be the methods exemplified above or not) can be combined to generate text.
[0177] By using this method, instead of simply writing the required information, templates or machine learning models are used to add renderings and rhetoric that cannot be directly derived from the source data alone, making it possible to generate text that can be appreciated as a story.
[0178] Furthermore, the generated text can be adjusted based on the weight of each source data. For example, it is also possible to generate text using source data with weights above a specified level. However, the use of weights is not limited to the selection of source data. The event data generation unit 25 can also generate text using all source data.
[0179] Moreover, the event data generation unit 25 can adjust at least one of the lengths of the parts corresponding to the material data and the style of the generated text for each material data. Here, the so-called style refers to the style of expression of the article based on sentences, grammar, and rhetoric, for example. At this time, the event data generation unit 25 can also adjust at least one of the lengths of the parts corresponding to the material data and the style of the generated text according to the weight assigned to each material data. By doing so, articles related to material data with a large weight can be made long and detailed, and articles related to material data with a small weight can be made short and concise. In addition, the adjustment of the length or style of such an article can be made by making a pre-prepared template have a change corresponding to the weight of the material data, or making a machine learning model have a change corresponding to the weight of the material data. However, the specific technology used for adjusting the text is not limited to the examples of this disclosure.
[0180] [Note]
[0181] The above-mentioned embodiments are described so that a person skilled in the art can carry out the following invention.
[0182] (Note 1)
[0183] A program that enables an information processing device to implement the following functions, including:
[0184] A player location information acquisition function obtains the location information of each of multiple players in the real world;
[0185] A team creation function for creating a team consisting of the plurality of players;
[0186] An event data generation function generates event data based on the position information of the multiple players. The event data is event data of a game event that can be performed by the team composed of the multiple players, including one or more separate conditions assigned to each player belonging to the team that the player should meet during the game.
[0187] (Note 2)
[0188] The program according to Supplementary Note 1, wherein the event data generation function implements a function of generating the event data including, as the single condition, the player's arrival at a designated location in the real world.
[0189] (Note 3)
[0190] The program according to Supplementary Note 2, wherein the event data generating function implements a function of determining the designated place based on the position information of the player acquired by the player position information acquiring function.
[0191] (Note 4)
[0192] The program according to Supplementary Note 2 or 3, wherein the event data generation function implements a function of generating the event data including, as the single condition, acquisition of an item that can be acquired when the player arrives at least at the designated location.
[0193] (Note 5)
[0194] The program according to any one of Supplementary Notes 2 to 4, wherein the event data generation function implements a function of changing the designated location of the player based on the elapsed time or remaining time of the game event and the current position information of the player.
[0195] (Note 6)
[0196] The program according to any one of Supplementary Notes 1 to 5, further realizing a position-related information acquisition function of acquiring information having a predetermined relationship with a position in the real world,
[0197] The event data generation function implements a function of generating the event data using the information acquired by the position-related information acquisition function for the position indicated by the position information of the player.
[0198] (Note 7)
[0199] The program according to Supplementary Note 6, wherein the position-related information acquisition function implements a function of acquiring information on a region including the position or a region within a predetermined distance from the position.
[0200] (Note 8)
[0201] The program according to any one of Supplementary Notes 1 to 7, wherein the event data generation function implements a function of generating the event data including, as the separate condition, at least two players belonging to the team arriving at a meeting place in the real world.
[0202] (Note 9)
[0203] The program according to any one of Supplementary Notes 1 to 8, wherein the event data generation function implements a function of changing the content of the event data based on the elapsed time or the remaining time of the game event and the current position information of the player.
[0204] (Note 10)
[0205] The program according to any one of Supplementary Notes 1 to 9, wherein the event data generation function implements a function of setting different in-game roles for each player belonging to the team in the event data.
[0206] (Note 11)
[0207] The program according to any one of Supplementary Notes 1 to 10, wherein the event data generating function implements a function of setting, in the event data, the individual conditions that are different from each other for each player belonging to the team.
[0208] (Note 12)
[0209] The program according to any one of appendices 1 to 11, further comprising an evaluation value calculation function for calculating an evaluation value for each of a plurality of pre-stored event data generation data used in event data generation by the event data generation function, based on information related to a team for which event data is to be generated.
[0210] The event data generation function generates event data of the game event that can be performed by the team for which the event data is generated, by preferentially using the generation data having a higher evaluation value among the plurality of generation data.
[0211] (Note 13)
[0212] The program according to any one of Supplementary Notes 1 to 12, wherein, in the player position information acquisition function, the player's position information is acquired from a terminal device of the player.
[0213] (Note 14)
[0214] The program according to any one of Supplementary Notes 1 to 13, wherein the event data includes story content generated based on information on players belonging to the team.
[0215] (Note 15)
[0216] The program according to any one of Supplementary Notes 1 to 14, wherein a game management function is realized for causing the game event to proceed by managing a status of achievement of the individual condition included in the event data.
[0217] (Note 16)
[0218] The program according to Supplementary Note 15, wherein a time limit is set in the separate condition,
[0219] The game management function implements a function of causing the event data generation function to change the individual condition or another individual condition when the individual condition is not satisfied within a time limit set for the individual condition.
[0220] (Note 17)
[0221] The program according to any one of Supplementary Notes 1 to 16, wherein the event data includes one or more team conditions that the team should satisfy during the game.
[0222] (Note 18)
[0223] The program according to Supplementary Note 17, wherein a game management function is realized in which the game event is progressed by managing the achievement status of the team conditions and the individual conditions included in the event data.
[0224] (Note 19)
[0225] The program according to Supplementary Note 18, wherein a time limit is set in the separate condition,
[0226] The game management function implements the following function: if the individual condition is not satisfied within the time limit set for the individual condition, the event data generation function is caused to change the team condition, the individual condition, or another individual condition.
[0227] (Note 20)
[0228] An information processing device having the program according to any one of Supplementary Notes 1 to 19 installed therein.
[0229] (Note 21)
[0230] A terminal program for enabling a terminal device used by a player belonging to a team composed of multiple players to implement the following functions, including:
[0231] A terminal position information acquisition function for acquiring the position information of the terminal device as the position information of the player in the real world;
[0232] The action notification function notifies the player of the actions to be taken in the real world in order to meet one or more individual conditions that the player should meet during the game, which are contained in the event data of the game event that the team can perform.
[0233] (Note 22)
[0234] According to the terminal program described in Note 21, an information sending function is also implemented, in which information including the position information of the player obtained through the terminal position information acquisition function and capable of grasping the progress status of the action taken by the player is sent to the information processing device that manages the team to which the player belongs.
[0235] (Note 23)
[0236] A terminal device having the terminal program according to Supplementary Note 21 or 22 installed therein.
[0237] (Note 24)
[0238] A game event processing system includes terminal devices used by players belonging to a team composed of multiple players and an information processing device for managing the team, including:
[0239] a player position information acquisition unit for acquiring position information of each of a plurality of players in the real world;
[0240] a team creation unit that creates a team consisting of the plurality of players;
[0241] an event data generating unit configured to generate event data based on the position information of the plurality of players, the event data being event data of a game event that can be performed by the team composed of the plurality of players, and including one or more individual conditions assigned to each player belonging to the team and to be satisfied by the player during the game;
[0242] An action notification unit notifies each player belonging to the team of an action that the player should take in the real world in order to satisfy the individual condition.
[0243] (Note 25)
[0244] An event data creation method for causing an information processing device that manages a team composed of a plurality of players to create event data of a game event, wherein:
[0245] The information processing device performs:
[0246] Player position information acquisition processing, for each of a plurality of players, acquiring the player's position information in the real world;
[0247] A team creation process is performed to create a team consisting of the plurality of players;
[0248] Event data generation processing generates event data based on the position information of the multiple players. The event data is event data of game events that can be performed by the team composed of the multiple players, including one or more separate conditions assigned to each player belonging to the team that the player should meet during the game.
[0249] (Note 26)
[0250] A method for processing game events is performed by a terminal device used by a player belonging to a team composed of multiple players and an information processing device for managing the team, the method comprising:
[0251] Player position information acquisition processing, for each of a plurality of players, acquiring the player's position information in the real world;
[0252] A team creation process is performed to create a team consisting of the plurality of players;
[0253] an event data generation process for generating event data based on the position information of the plurality of players, the event data being event data of a game event that can be performed by the team composed of the plurality of players, and including one or more individual conditions assigned to each player belonging to the team and to be satisfied by the player during the game;
[0254] The action notification process notifies each player belonging to the team of an action that the player should take in the real world in order to satisfy the individual condition.
Claims
1. A recording medium having a program recorded thereon, the program causing an information processing device to implement the following functions, including: A player location information acquisition function obtains the location information of each of multiple players in the real world; A team creation function for creating a team consisting of the plurality of players; an event data generating function for generating event data based on the position information of the plurality of players, the event data being generated before the start of a game event that can be played by the team composed of the plurality of players and transmitted to the plurality of players belonging to the team, and including one or more individual conditions assigned to each player belonging to the team and to be satisfied by the player during the game; The individual conditions are different for each player belonging to the team, and The generation of event data includes: comparing attribute information associated with the event data with attribute information of the team; calculating an evaluation value for each of a plurality of pre-stored event data generation data so that the higher the degree of coincidence of the compared attribute information, the higher the evaluation value; Event data is generated using event data generation data having a higher evaluation value.
2. The recording medium according to claim 1, wherein The event data generation function implements a function of generating the event data including the player's arrival at a designated location in the real world as the single condition.
3. The recording medium according to claim 2, wherein The event data generating function implements a function of determining the designated location based on the position information of the player acquired by the player position information acquiring function.
4. The recording medium according to claim 2, wherein The event data generation function implements a function of changing the designated location of the player based on the elapsed time or the remaining time of the game event and the current position information of the player.
5. The recording medium according to claim 3, wherein The event data generation function implements a function of changing the designated location of the player based on the elapsed time or the remaining time of the game event and the current position information of the player.
6. The recording medium according to any one of claims 1 to 5, wherein A location-related information acquisition function is also implemented to acquire information having a predetermined association with a location in the real world. The event data generation function implements a function of generating the event data using the information acquired by the position-related information acquisition function for the position indicated by the position information of the player.
7. The recording medium according to any one of claims 1 to 5, wherein The event data generation function implements a function of generating the event data including, as the separate condition, at least two players belonging to the team arriving at a meeting place in the real world.
8. The recording medium according to any one of claims 1 to 5, wherein The event data generation function implements a function of changing the content of the event data based on the elapsed time or the remaining time of the game event and the current position information of the player.
9. The recording medium according to any one of claims 1 to 5, wherein The event data generation function implements a function of setting different in-game roles for each player belonging to the team in the event data.
10. A recording medium having a terminal program recorded thereon for causing a terminal device used by a player belonging to a team composed of multiple players to realize the following functions, the terminal program causing the terminal device to realize: A terminal position information acquisition function for acquiring the position information of the terminal device as the position information of the player in the real world; an action notification function for notifying the player of actions to be taken in the real world in order to satisfy one or more individual conditions to be satisfied by the player during the game, which are contained in event data generated by an information processing device managing the team and transmitted to the terminal device before the start of a game event that the team can play; The one or more individual conditions are different for each player belonging to the team, By comparing the attribute information associated with the event data with the attribute information of the team, an evaluation value is calculated for each of the multiple pre-stored event data generation data, and the higher the consistency of the compared attribute information, the higher the evaluation value, and the event data generation data with a higher evaluation value is used to generate event data.
11. An event data creation method for causing an information processing device that manages a team composed of a plurality of players to create event data of a game event, wherein: The information processing device performs: Player position information acquisition processing, for each of a plurality of players, acquiring the player's position information in the real world; A team creation process is performed to create a team consisting of the plurality of players; an event data generation process for generating event data based on the position information of the plurality of players, the event data being generated before the start of a game event that can be played by the team composed of the plurality of players and transmitted to the plurality of players belonging to the team, and including one or more individual conditions assigned to each player belonging to the team and to be satisfied by the player during the game; The individual conditions are different for each player belonging to the team, and The generation of event data includes: comparing attribute information associated with the event data with attribute information of the team; calculating an evaluation value for each of a plurality of pre-stored event data generation data so that the higher the degree of coincidence of the compared attribute information, the higher the evaluation value; Event data is generated using event data generation data having a higher evaluation value.
Citation Information
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