Recording medium and video game processing system
By introducing the permission and utilization function of target object property information into the video game processing system, the burden on developers in setting and managing target object property information is reduced, the development efficiency and diversity of video games are improved, and the flexibility and fun of character control are enhanced.
Patent Information
- Application Number
- CN202111458436.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2020-12-08
- Filing Date
- 2021-12-02
- Publication Date
- 2026-01-13
- Estimated Expiration
- 2041-12-02
AI Technical Summary
In video games, as the number and types of target objects increase, the burden on developers to set and manage information related to the properties of target objects gradually increases, affecting the diversity and development efficiency of video games.
By introducing licensing and information utilization functions into the video game processing system, the target object property information is stored in a specific storage area, and this information is permitted and utilized during the character control process, reducing the burden on developers in setting and managing the target object property information.
It reduces the burden on developers in setting and utilizing target object property information, improves the development efficiency and diversity of video games, and enhances the flexibility and fun of character control.
Smart Images

Figure CN114602178B_ABST
Abstract
Description
Technical Field
[0001] At least one embodiment of the present invention relates to a recording medium and a video game processing system that records a video game processing program having the function of controlling a character during the course of a video game. Background Technology
[0002] Traditionally, characters appear in video games, and the game is played by controlling those characters.
[0003] For example, Patent Document 1 discloses a system for playing video games by automating the actions of characters.
[0004] Existing technical documents
[0005] Patent documents
[0006] Patent Document 1: JP Patent No. 5581232.
[0007] However, in video games, there are situations where the properties of a target object influence the control of the character. In other words, in video games, there are situations where the character is controlled based on information about the properties of the target object. For example, consider having the character identify a target object and perform actions corresponding to the properties of that target object.
[0008] Here, information about the properties of target objects is set by the developer as flag information for each target object. Flag information for a target object needs to be set for each type of property appearing in the video game. Therefore, as the number of target objects or types of properties in the video game increases, the burden on the developer when setting flag information, or the burden on the developer when using the properties of target objects to make the gameplay more diverse, also increases. Summary of the Invention
[0009] The purpose of at least one embodiment of the present invention is to provide a recording medium containing a video game processing program and a video game processing system to solve the above-mentioned problems and reduce the burden on developers when setting or utilizing information related to the properties of target objects in video games.
[0010] According to a non-limiting viewpoint, one embodiment of the present invention includes a recording medium recording a video game processing program that enables a server to control a character during the gameplay of a video game. The video game processing program enables the server to: utilize a permission function to allow the use of target object property information for the control of the character, the target object property information being stored in a specific storage area corresponding to the target object (hereinafter referred to as the "first storage area"), and the target object property information representing the properties of the target object; and utilize an information utilization function to utilize the permitted target object property information for the control of the character.
[0011] According to a non-limiting viewpoint, one embodiment of the video game processing system of the present invention includes a communication network, a server, and a user terminal, controlling a character during the performance of a video game. The system includes: a permission unit that permits the use of target object property information for the control of the character, the target object property information being stored in a specific storage area corresponding to the target object (hereinafter referred to as a "first storage area"), and the target object property information representing the properties of the target object; and an information utilization unit that utilizes the permitted target object property information for the control of the character.
[0012] According to a non-limiting viewpoint, one embodiment of the present invention includes a recording medium that records a video game processing program. This video game processing program enables a user terminal to control a character during a video game. The video game processing program enables the user terminal to: utilize a permission function to allow the use of target object property information for the purpose of controlling the character. This target object property information is stored in a specific storage area corresponding to the target object (hereinafter referred to as the "first storage area"), and the target object property information represents the properties of the target object; and utilize an information utilization function to utilize the permitted target object property information for the purpose of controlling the character.
[0013] One or more deficiencies are resolved through the various embodiments of this application. Attached Figure Description
[0014] Figure 1 This is a block diagram illustrating an example of the configuration of a video game processing system corresponding to at least one embodiment of the present invention.
[0015] Figure 2 This is a block diagram illustrating the configuration of a server corresponding to at least one embodiment of the present invention.
[0016] Figure 3 This is a flowchart illustrating an example of game processing corresponding to at least one embodiment of the present invention.
[0017] Figure 4 This is a flowchart illustrating an example of server-side actions in game processing corresponding to at least one embodiment of the present invention.
[0018] Figure 5 This is a flowchart illustrating an example of terminal-side actions in game processing corresponding to at least one embodiment of the present invention.
[0019] Figure 6 This is a block diagram illustrating the configuration of a server corresponding to at least one embodiment of the present invention.
[0020] Figure 7 This is a flowchart illustrating an example of game processing corresponding to at least one embodiment of the present invention.
[0021] Figure 8 This is a block diagram illustrating the configuration of a server corresponding to at least one embodiment of the present invention.
[0022] Figure 9 This is a flowchart illustrating an example of game processing corresponding to at least one embodiment of the present invention.
[0023] Figure 10 This is a block diagram illustrating the configuration of a server corresponding to at least one embodiment of the present invention.
[0024] Figure 11 This is a flowchart illustrating an example of game processing corresponding to at least one embodiment of the present invention.
[0025] Figure 12 This is a block diagram illustrating the configuration of a server corresponding to at least one embodiment of the present invention.
[0026] Figure 13 This is an explanatory diagram illustrating an example of the storage state of information corresponding to at least one embodiment of the present invention.
[0027] Figure 14 This is an explanatory diagram illustrating an example of the storage state of information corresponding to at least one embodiment of the present invention.
[0028] Figure 15 This is a flowchart illustrating an example of game processing corresponding to at least one embodiment of the present invention.
[0029] Figure 16 This is an explanatory diagram illustrating an example of game processing corresponding to at least one embodiment of the present invention.
[0030] Figure 17 This is an explanatory diagram illustrating an example of game processing corresponding to at least one embodiment of the present invention.
[0031] Figure 18 This is an explanatory diagram showing an example of a game screen corresponding to at least one embodiment of the present invention.
[0032] Explanation of reference numerals in the attached figures
[0033] 10 Video Game Processing Servers
[0034] 20, 201~20N User Terminals
[0035] 11. Utilize the licensing department
[0036] 12 Information Utilization Department
[0037] 13 First Information Storage Department
[0038] 14 Information Determination Department
[0039] 15. Retrieval Department
[0040] 16 Action Determination Department
[0041] 17 Second Information Storage Department
[0042] 18 Condition Determination Section
[0043] 30. Communication Network
[0044] 100 Video Game Processing Systems Detailed Implementation
[0045] Hereinafter, examples of embodiments of the present invention will be described with reference to the accompanying drawings. Furthermore, the various constituent elements in the examples of the embodiments described below can be appropriately combined without causing contradictions. Additionally, there are cases where content described as an example of one embodiment is omitted in other embodiments. Furthermore, there are cases where actions or processes unrelated to the characteristic parts of each embodiment are omitted. Moreover, the order of various processes constituting the various flows described below may differ, provided that the processing content does not cause contradictions.
[0046] [First Implementation]
[0047] Figure 1 This is a block diagram illustrating an example of the configuration of a video game processing system 100 according to one embodiment of the present invention. Figure 1As shown, the video game processing system 100 includes a video game processing server 10 (server 10) and user terminals (20, 201 to 20N, where N is any integer) used by users of the video game processing system 100. However, the configuration of the video game processing system 100 is not limited to this; it can also be configured with multiple users using a single user terminal, or it can be configured with multiple servers.
[0048] Server 10 and multiple user terminals 20, 201-20N are connected to communication network 30, such as the Internet. Additionally, although not shown, the multiple user terminals 20, 201-20N are connected to communication network 30 by communicating with base stations managed by communication operators via wireless communication lines.
[0049] The video game processing system 100 has a server 10 and multiple user terminals 20, 201 to 20N, thereby enabling it to perform various processing functions based on user operations.
[0050] Server 10 is managed by the administrator of video game processing system 100 and has various functions to provide information about various processes to multiple user terminals 20, 201-20N. In this example, server 10 is composed of information processing devices such as a WWW server and has storage media for storing various information. The configuration of server 10 is not particularly limited as long as it has a general configuration such as a control unit and a communication unit for various computer processes. The following is a brief explanation of an example of the hardware configuration of server 10.
[0051] like Figure 1 As shown, the server 10 has at least a CPU (Central Processing Unit) 101, a memory 102, and a storage device 103.
[0052] CPU 101 is a central processing unit that performs various calculations and controls. Additionally, if server 10 has a GPU (Graphics Processing Unit), some of the various calculations and controls can also be performed by the GPU. Server 10 appropriately uses data read from memory 102, and the CPU 101 performs various information processing required for controlling the video game, storing the processing results in storage device 103 as needed.
[0053] Storage device 103 functions as a storage medium for storing various types of information. While the configuration of storage device 103 is not particularly limited, from the viewpoint of reducing the processing load applied to multiple user terminals 20, 201-20N, it is preferable to have a configuration capable of storing all the information required for controlling the video game. Examples of such configurations include HDDs or SSDs. The storage unit storing the various types of information only needs to have a storage area and be accessible to server 10; for example, it can also be configured to have a dedicated storage area outside of server 10.
[0054] Figure 2 This is a block diagram illustrating the configuration of server 10A, which is an example of the configuration of server 10. For example... Figure 2 As shown, server 10A has at least a license unit 11 and an information utilization unit 12.
[0055] The licensing unit 11 has the following functions: it allows the use of target object property information for the purpose of controlling a role. The target object property information is stored in a specific storage area (first storage area) corresponding to the target object, and the target object property information represents the properties of the target object.
[0056] Here, "target object" refers to a virtual object appearing in a video game. The term "target object" is not particularly limited; a single object or a collection of multiple objects can be considered a target object. Examples of target objects consisting of a single object include props such as swords or torches, or natural objects such as trees or rocks. Examples of target objects consisting of multiple objects include objects named as a collection (e.g., a forest as a collection of trees).
[0057] Furthermore, the term "first storage area" refers to a specific storage area that corresponds to the target object and is capable of storing the target object's property information. The configuration for storing the target object's property information in the storage area is not particularly limited, but it is preferable to store the target object's property information in the designated storage area in an information format corresponding to each storage area.
[0058] Furthermore, target object property information refers to information that represents the properties of the target object, and is stored in the first storage area corresponding to each target object. The property of a target object refers to the characteristics possessed by the target object. The property of a target object is not particularly limited; it can be the material characteristics of the target object, or it can represent actions that can be performed on the target object. Examples of the material characteristics of a target object include its shape or color, taste, and changes in state. Examples of actions that can be performed on a target object include actions performed by a character on the target object (e.g., "throwing," "eating," "waving"). Additionally, information representing properties refers to information that objectively represents the properties. Information representing properties is not particularly limited; it can be information that directly represents the properties or information that indirectly represents the properties. Examples of information representing properties include string information representing properties or identification information assigned to each property.
[0059] Additionally, "character" refers to a person who appears and acts in a video game. Characters can be those that act based on user input or those that act autonomously, independent of user input. In this example, the character acts autonomously, independent of user input. Autonomous characters are not particularly limited; they can be non-player characters (NPCs) who are completely unresponsive to user input in a video game, or characters that partially respond to user input but otherwise do not. Examples of autonomous characters include those that autonomously identify surrounding objects and make decisions and actions.
[0060] Furthermore, using target object property information for character control means using that information during the character's control process. Using target object property information for character control is not particularly limited; it can be used to determine the actions the character performs, or it can be used to update judgment criteria related to character control. An example of using target object property information for character control is the decision made regarding the use of items by the character.
[0061] The information utilization unit 12 has the following function: to utilize the nature information of the target object that is permitted to be utilized for the purpose of controlling the role.
[0062] Here, the timing for utilizing the target object's property information is not particularly limited, as long as it is an action of the role after the utilization of the target object's property information is permitted; various timings can be considered. That is, the timing for utilizing the target object's property information can be a timing immediately following the permission processing for the utilization of the target object's property information, or a timing required thereafter.
[0063] Multiple user terminals 20, 201-20N are managed by users and may consist of communication terminals capable of network-based gaming, such as portable telephone terminals, PDAs (Personal Digital Assistants), portable gaming devices, or so-called wearable devices. Furthermore, the configuration of user terminals included in the video game processing system 100 is not limited to the examples described above, as long as the user can recognize the composite image. Other examples of user terminal configurations include configurations combining various communication terminals, personal computers, and fixed gaming devices.
[0064] Furthermore, multiple user terminals 20, 201-20N are connected to the communication network 30 and have hardware (such as a display device that displays a browser screen or game screen corresponding to coordinates) and software that perform various processes by communicating with the server 10. Alternatively, the multiple user terminals 20, 201-20N may also be configured to communicate directly with each other without going through the server 10.
[0065] Next, the operation of the video game processing system 100 (system 100) in this example will be explained.
[0066] Figure 3 This is a flowchart illustrating an example of video game processing performed by system 100. In this example of game processing, processing is performed in conjunction with user actions corresponding to user terminals to control the progress of the video game. The following explanation uses the case where server 10A and user terminal 20 (terminal 20) perform game processing as an example.
[0067] Game processing begins, for example, when the terminal 20 displays an input screen for the conditions. The following explanation will use the case where the terminal 20 displays an input screen for the conditions as an example.
[0068] In game processing, server 10A first allows the use of target object property information stored in the first save area for the purpose of character control (step S11). In this example, server 10A allows the use of target object property information stored in the first save area corresponding to the target object for the purpose of character control when the character discovers the target object.
[0069] After granting permission to use the target object property information, server 10A uses the permitted target object property information for role control (step S12). In this example, server 10A uses the target object property information in the action processing of the permitted role on the target object. Additionally, server 10A sends output information related to the use of the target object property information to terminal 20.
[0070] After receiving the output information from the server 10A, the terminal 20 outputs the game screen to the display screen of the designated display device (step S13). In this example, the processing ends after the terminal 20 outputs the game screen.
[0071] Figure 4 This is a flowchart illustrating an example of the actions on the server 10A side during game processing. Here, the actions of server 10A in system 100 will be explained again.
[0072] In the game processing, server 10A first allows the use of target object property information stored in the first storage area for character control (step S101), and then uses the allowed target object property information for character control (step S102). After using the target object property information for character control, server 10A terminates the processing there.
[0073] Figure 5 This is a flowchart illustrating an example of the actions on the terminal 20 side when game processing is being performed on the terminal 20. Hereinafter, the case where the terminal 20 performs game processing as a standalone example will be described. Furthermore, regarding the configuration of the terminal 20, it has the same functions as the server 10, except for receiving various information from the server 10; therefore, descriptions will be omitted to avoid repetition.
[0074] In the game processing, terminal 20 first allows the use of target object property information stored in the first storage area for character control (step S201), and then uses the allowed target object property information for character control (step S202). After using the target object property information for character control, terminal 20 terminates the processing there.
[0075] As explained above, as one aspect of the first embodiment, since the server 10A, which controls the video game in response to user operations, is configured with a permission unit 11 and an information utilization unit 12, it allows the utilization of target object property information for character control. This target object property information is stored in a specific storage area (first storage area) corresponding to the target object, and the target object property information represents the properties of the target object. By utilizing the permitted target object property information for character control, the burden on developers when setting or utilizing information related to the properties of target objects in the video game can be reduced.
[0076] In other words, developers do not need to pre-define the potential properties (attributes) of target objects, nor do they need to specify whether each target object possesses each property. The properties of target objects are easy to define and manage. Furthermore, without considering all target object property information appearing in video games, developers can easily extend the development of video games that utilize target object property information. Additionally, the methods used to play video games that utilize target object property information can exceed the developer's expectations (resulting in a number of video games that the developer can manage).
[0077] [Second Implementation]
[0078] Figure 6 This is a block diagram showing the configuration of a video game processing server 10B (server 10B), which is an example of a video game processing server 10. In this example, server 10B has at least a licensing unit 11, an information utilization unit 12, a first information storage unit 13, and an information determination unit 14.
[0079] The first information storage unit 13 has the following function: it stores the nature information of the target object that is permitted to be used in a specific storage area (second storage area) corresponding to the role.
[0080] Here, the second storage area refers to a specific storage area corresponding to a role and capable of storing information about the nature of the target object. For example, the second storage area might correspond to each role.
[0081] Furthermore, the target object property information stored in the second storage area is not particularly limited, but it is preferable to store the target object property information in the first storage area corresponding to the target object that meets the prescribed storage conditions. In this case, the target object property information stored in the first storage area corresponding to the target object that meets the prescribed storage conditions can also be used as a permitted component. The storage conditions are not particularly limited, but conditions relating to the relationship between the character and the target object are preferred. Examples of storage conditions include conditions such as the character recognizing the target object (recognition conditions). Examples of recognition conditions include the target object being visually recognizable from the character's position, the distance between the character and the target object being less than a prescribed distance, and the character holding the target object.
[0082] The information determination unit 14 has the following function: determining target object property information used for the control of a role from at least one target object property information stored in the second storage area.
[0083] Here, the composition of the target object property information is not particularly limited, but it is preferable to determine the composition based on information about the character's situation. An example of determining the composition of the target object property information is to use target object property information that is identical to the target object property information stored in a first storage area, where the first storage area corresponds to a target object that has a defined relationship with the character.
[0084] Figure 7 This is a flowchart illustrating an example of game processing performed by system 100. The following explanation uses the actions of server 10B and terminal 20 as examples. Furthermore, flowcharts illustrating the actions of server 10B and terminal 20 respectively are omitted to avoid repetitive explanations.
[0085] After granting permission to use the target object property information, server 10B saves the permitted target object property information in a specific storage area (second storage area) corresponding to the role (step S2-11). In this example, server 10B saves the target object property information for target objects that meet the specified storage conditions.
[0086] After saving the target object property information, server 10B determines the target object property information to be used for role control from at least one target object property information saved in the second storage area (steps S2-12). In this example, server 10B determines the target object property information that is the same as the target object property information saved in the first storage area, and the first storage area corresponds to the target object that meets the identification conditions.
[0087] As explained above, as one aspect of the second embodiment, the server 10B, which controls the video game in response to the user's operation, is configured with a permission unit 11, an information utilization unit 12, a first information storage unit 13, and an information determination unit 14. Therefore, by storing the permitted target object property information in a specific storage area (second storage area) corresponding to the character, and determining the target object property information to be used for character control from at least one target object property information stored in the second storage area, a mechanism for reproducing human memory can be implemented, thereby achieving more interesting character control.
[0088] [Third Implementation Method]
[0089] Figure 8 This is a block diagram showing the configuration of a video game processing server 10C (server 10C), which is an example of a video game processing server 10. In this example, the server 10C has at least a licensing unit 11, an information utilization unit 12, a retrieval unit 15, and an action determination unit 16.
[0090] The retrieval unit 15 has the following function: based on action content association information that makes the information representing the action content of the character correspond to the target object nature information, it retrieves the action content corresponding to the target object nature information that is permitted to be used from multiple action contents.
[0091] Here, action content association information means information that corresponds to the character's action content and information representing the properties of a target object, where the property is associated with the action represented by the action content. Action content association information is not particularly limited, but preferably, the information representing the character's action content corresponds to the target object property information in a one-to-many relationship. Furthermore, each target object property in the action content association information is any one of the target object property information of the target objects appearing in the video game.
[0092] Additionally, the term "character action content" refers to the types of actions a character can perform. The term "character action content" is not particularly limited; it can refer to the content of a character's actions or to the types of actions that do not accompany those actions. Examples of actions that do not accompany character actions include dialogues or comments made by characters in video games.
[0093] Furthermore, retrieving action content based on action content association information means finding information representing the action content of a character that corresponds to the target object's nature information that meets the prescribed search criteria. The structure of retrieving action content based on action content association information is not particularly limited, but it is preferable to further retrieve the target object's nature information based on the target object that has a prescribed relationship with the character. An example of such a structure is as follows: retrieving information representing the action content of a character where the character's action content corresponds to target object nature information that is identical to the target object's nature information, wherein the target object and the character have a prescribed relationship.
[0094] The Action Determination Unit 16 has the following function: to determine the retrieved action content as the content of the action to be performed by the role.
[0095] Figure 9 This is a flowchart illustrating an example of game processing performed by system 100. The following explanation uses the actions of server 10C and terminal 20 as examples. Furthermore, flowcharts illustrating the actions of server 10C and terminal 20 respectively are omitted to avoid repetitive explanations.
[0096] When utilizing the target object property information, server 10C retrieves the action content corresponding to the permitted target object property information from multiple action contents based on the action content association information that makes the information representing the action content of a role correspond to the target object property information (step S3-11). In this example, server 10C retrieves information representing the action content of a role, and the action content of that role corresponds to the target object property information that is the same as the target object property information of the target object, wherein the target object satisfies the role identification condition.
[0097] After retrieving the action content, server 10C determines the retrieved action content as the content for the action to be performed by the role (step S3-12). In this example, server 10C sends output information about the utilization of target object property information to terminal 20.
[0098] As explained above, as one aspect of the third embodiment, the server 10C, which controls the video game in response to user operations, has the following configuration: a permission unit 11, an information utilization unit 12, a retrieval unit 15, and an action determination unit 16. Therefore, based on action content association information that makes the information representing the character's action content correspond to the target object nature information, the server retrieves the action content that corresponds to the permitted target object nature information from among multiple action contents, and determines the retrieved action content as the content for the character to perform the action. This makes the content of the actions performed by the character more diverse, thereby increasing the fun of the video game.
[0099] [Fourth Implementation Method]
[0100] Figure 10 This is a block diagram showing the configuration of a video game processing server 10D (server 10D) as an example of a video game processing server 10. In this example, the server 10D has at least a license unit 11, an information utilization unit 12, a second information storage unit 17, and a condition determination unit 18.
[0101] The second information storage unit 17 has the following function: it saves the progress information of the video game, which shows the progress of the game based on character control, to a specific storage area (fifth storage area) corresponding to the progress status.
[0102] Here, "progression status information" refers to information that reflects the progress of the video game; it is information that objectively represents the progress of the video game. Progression status information is not particularly limited; it can be information that directly reflects the progress of the video game or information that indirectly reflects it. Examples of information that indirectly reflects the progress of the video game include information about the target objects (e.g., items) used in the game or information describing the progress of the game. Additionally, progress status information can also be considered as information about the properties of the target objects. In this case, the property information of the target objects is stored as progress status information in the fifth storage area.
[0103] Furthermore, the progress of a video game is not particularly limited; it can be the progress of the video game as a whole for each user, or the progress of events that occur within the video game.
[0104] Furthermore, the fifth storage area refers to a specific storage area capable of storing prescribed information as a specific storage area corresponding to the current state. The configuration of the information stored in the fifth storage area is not particularly limited, but it is preferable that the prescribed information is stored in the prescribed storage area in an information format corresponding to the fifth storage area.
[0105] The condition determination unit 18 has the following function: based on the progress status information stored in the fifth storage area, it determines whether the progress conditions for the video game are met.
[0106] Here, the conditions for proceeding are not particularly limited, but it is preferable that the specified progress status information is stored in the fifth storage area. Examples of proceeding conditions include conditions where some or all of a predetermined combination of specified progress status information is stored in the fifth storage area. Furthermore, the proceeding conditions are preferably those that, when satisfied, allow the video game to proceed in a way that is advantageous to the character. Examples of configurations that allow the video game to proceed in a way that leads to the overall completion of the video game or configurations that allow events to occur within the video game to proceed.
[0107] Figure 11 This is a flowchart illustrating an example of game processing performed by system 100. The following explanation uses the actions of server 10D and terminal 20 as examples. Furthermore, flowcharts illustrating the actions of server 10D and terminal 20 respectively are omitted to avoid repetitive explanations.
[0108] When using the target object's property information, the server 10D stores the progress information, which represents the progress of the video game executed based on character control, in a specific storage area (the fifth storage area) corresponding to the progress status (step S4-11). In this example, the server 10D stores the specified information in the specified storage area in the form of information corresponding to the fifth storage area.
[0109] After saving the progress status information in the fifth storage area, server 10D determines whether the progress conditions for the video game are met based on the progress status information saved in the fifth storage area (step S4-12). In this example, server 10D sends output information related to the utilization of target object property information to terminal 20.
[0110] As explained above, as one aspect of the fourth embodiment, since the server 10D that controls the video game in response to the user's operation is configured with a license unit 11, an information utilization unit 12, a second information storage unit 17, and a condition determination unit 18, the progress status information that shows the progress of the video game executed based on the character's control is stored in a specific storage area (fifth storage area) corresponding to the progress status. The progress status information stored in the fifth storage area is used to determine whether the progress conditions related to the progress of the video game are met. By making the content of the actions performed by the character more diverse, the fun of the video game can be improved.
[0111] [Fifth Implementation Method]
[0112] Figure 12 This is shown as system 100 (refer to) Figure 1 The following is a block diagram illustrating the configuration of a video game processing server 10Z (server 10Z) as an example of a video game processing server 10. In this example, server 10Z has at least a licensing unit 11Z and an information utilization unit 12Z.
[0113] The licensing unit 11Z has the following function: it allows the use of target object property information for the control of a role, wherein the target object property information is stored in a specific storage area (first storage area) corresponding to the target object, and the target object property information represents the property of the target object.
[0114] Here, "target object" refers to a virtual object appearing in the video game. The following explanation uses examples of target objects such as swords, torches, or balls.
[0115] Furthermore, the term "first storage area" refers to a specific storage area corresponding to the target object and capable of storing specified information. Alternatively, the first storage area can also be a structure that at least stores target object property information capable of identifying the corresponding target object. The following explanation will use the case where the first storage area is capable of storing a specified number of slots containing tags as an example.
[0116] Additionally, target object property information refers to information that describes the properties of the target object. Target object property information is stored in a first storage area corresponding to each target object. As mentioned above, in this example, target object property information is a tag stored in the slot corresponding to each item. In this example, the tag is information represented by a string. Tags used in video games are defined and managed as tags in a list of all tags. For example, server 10Z could be configured such that if a tag permitted for character control is included in the list of all tags, that tag is used for character control; conversely, if a tag is not included in the list of all tags, that tag is not used for character control, for example, to notify the developer or user of an error message.
[0117] Additionally, the first storage area may also store at least the target object property information that can identify the corresponding target object. The following explanation uses the case where the target object property information that can identify the corresponding target object is a dedicated label as an example. In this case, for example, the dedicated label for the target object "apple" is "apple".
[0118] Additionally, the first storage area can also store multiple instances of the same target object's property information. In this example, multiple labels "sweet" can be stored in the slot of the target object "apple".
[0119] Additionally, "character" refers to a person who appears and acts in a video game. Characters can be those who act based on user input or those who act autonomously, independent of user input. In this example, the character acts autonomously, independent of user input. Autonomous characters are not particularly limited; they can be non-player characters (NPCs) who are completely unresponsive to user input in the video game, or characters who partially accept user input but otherwise do not. The following explanation uses the case of an NPC as an example. In this example, the NPC identifies a target object in the video game, makes a decision, and performs an action. Here, "decision" refers to deciding the specific action the NPC will take.
[0120] Furthermore, utilizing target object property information for the purpose of character control means using the target object property information during the character's control processing. In this example, utilizing target object property information for the purpose of character control means using the tags stored in the target object's slot for control functions such as target object identification or decision-making performed by the character.
[0121] The Information Utilization Unit 12Z has the following function: to utilize the nature information of the target object that is permitted to be utilized for the purpose of controlling the role.
[0122] Here, the timing of utilizing the target object's property information is not particularly limited. It can be used when a character takes action against a target object for which the target object's property information is permitted, or it can be used during events where the target object is not present, or during actions against other target objects.
[0123] Alternatively, the server 10Z may be configured to store the permitted target object property information in a specific storage area (second storage area) corresponding to the character. Here, the second storage area refers to a specific storage area corresponding to the character and capable of storing specified information. The second storage area corresponds to each character. Furthermore, the server 10Z may also be configured to determine the target object property information used for character control from at least one target object property information stored in the second storage area. Additionally, the target object property information permitted for character control may also be stored in a first storage area corresponding to the target object that meets specified storage conditions. The following explanation will use the case where the second storage area is a slot (storage slot) corresponding to the character as an example. The permitted tag is stored in the storage slot and used for character control. By adopting this configuration, the character can be controlled as if retaining its own memory.
[0124] Furthermore, server 10Z can also be configured as follows: According to prescribed evaluation rules, it calculates evaluation values corresponding to at least one target object property information stored in the second storage area, and determines the target object property information to be used for character control based on the calculated evaluation values. Here, evaluation rules refer to the rules used to calculate the evaluation value of each target object property information stored in the second storage area. Furthermore, the composition for calculating the evaluation values is not particularly limited, but it is preferable to calculate them according to the order or number of times they are permitted to be used.
[0125] Additionally, the second storage area may also include a specific storage area (third storage area) that determines the upper limit of the number of target object property information that can be stored in a FIFO (First In First Out) manner, and a specific storage area (fourth storage area) that stores permission information corresponding to the permitted target object property information, different from the third storage area. Here, permission information refers to information related to the permission processing for using the target object property information. The following explanation will use the case where the third storage area is the short-term storage area for the character and the fourth storage area is the long-term storage area for the character as an example. By adopting this configuration, the character can be endowed with functions similar to those of the hippocampus and cerebral cortex in the human brain, making the character's behavior more human-like from the user's perspective.
[0126] Here, server 10Z can also be configured as follows: storing the target object property information to be permitted for use in a third storage area, and updating the license information corresponding to the target object property information stored in a fourth storage area. Alternatively, server 10Z can be configured as follows: determining, from at least one of the stored target object property information in the third and fourth storage areas, the target object property information to be used for role control. The configuration for updating the license information is not particularly limited, but it is preferable to perform an update corresponding to the number of times the license processing for the use of each target object property information is performed.
[0127] Furthermore, when determining the actions performed by a role, there is no particular limitation on whether to prioritize the target object property information stored in the third or fourth storage area. For example, server 10Z could also be configured such that the evaluation value is weighted in the calculation, such that the evaluation value corresponding to the target object property information stored in the third storage area is higher than the evaluation value corresponding to the target object property information stored in the fourth storage area.
[0128] Alternatively, the license information can also be information representing a license value corresponding to the number of times it is permitted to be used. Here, the server 10Z can also be configured to update the information representing the license value of the permitted target object property information according to the number of times it is permitted to be used. Furthermore, the server 10Z can also be configured to: in the third storage area, determine the target object property information to be used for character control from among the multiple target object property information according to the storage order of the at least one stored target object property information; and in the fourth storage area, determine the target object property information to be used for character control from among the at least one target object property information according to the respective license values of the at least one stored target object property information. Here, the configuration for determining the target object property information in the third storage area is not particularly limited, but it is preferable to determine it based on the storage order of the target object property information and the calculation results of the evaluation values of each target object property information. Furthermore, the configuration for calculating the evaluation value in the third storage area is not particularly limited, but it is preferable to calculate a higher evaluation value than the older target object property information from the newer target object property information in the storage order. In addition, the composition of the target object property information in the fourth storage area is not particularly limited, but it is preferable to calculate the evaluation value of each target object property information based on the permission value and determine the composition based on the evaluation value.
[0129] Alternatively, server 10Z can also select objects that possess more than one target object property information, choosing objects based on the degree of consistency between the target object property information possessed by the object and the target object property information stored in the second storage area. Here, the composition of the selected object is not particularly limited, but a composition selected as the object of an action is preferred. Examples of objects include target objects or content other than target objects (e.g., topics, concepts).
[0130] Furthermore, examples of structures for determining the consistency of target object property information include a structure that measures the consistency based on the ratio of target object property information (consistency property information) that is identical to the target object property information stored in the second storage area among more than one type of target object property information possessed by the object, and a structure that measures the consistency based on the sum of the specified values (storage strength values) for each type of consistency property information. Here, examples of structures for calculating the storage strength value of each type of consistency property information when the second storage area includes a third storage area and a fourth storage area include: a structure that calculates the storage strength value of the consistency property information based on the value corresponding to the storage order of the target object property information identical to the consistency property information in the third storage area, and a structure that calculates the storage strength value of the consistency property information based on the permitted value of the target object property information identical to the consistency property information in the fourth storage area.
[0131] In this example, the object can be an item. In this case, the item whose tags the character uses are highly consistent with the tags maintained as the character's storage.
[0132] Additionally, in this example, there may be target object property information that does not correspond to a specific target object. Furthermore, in this example, the object can be a topic. In this case, the character speaks using topics whose tags are highly consistent with the tags maintained as storage for that character.
[0133] In addition, functions related to the target object that are also implemented by server 10Z can also be applied to parts other than the target object.
[0134] Alternatively, in processing the target object nature information used for character control, which is stored in the aforementioned third and fourth storage areas, server 10Z may determine the target object nature information based on the target object nature information stored in the third and fourth storage areas corresponding to the character, without using the target object nature information stored in the first storage area. Furthermore, server 10Z may also cause the character to perform actions determined based on the determined target object nature information. The weighting in calculating the evaluation value of the target object nature information stored in the third and fourth storage areas is not particularly limited; weighting can be performed such that the evaluation value of the target object nature information in either the third or fourth storage area is calculated to be greater than the evaluation value of the target object nature information in the other area.
[0135] Furthermore, if the same target object property information is stored in both the third and fourth storage areas (in the case of the fourth storage area, storage is determined by permission information), the target object property information can be determined based on the permission values calculated by both the third and fourth storage areas. Alternatively, the sum of the permission values calculated by both areas can be used to determine the target object property information. By adopting this configuration, the character can perform proactive actions (recalling) that do not require target object identification.
[0136] Alternatively, server 10Z can be configured as follows: based on action content association information corresponding to the target object nature information and information representing the character's action content, it retrieves action content from multiple action contents that corresponds to the permitted target object nature information, and determines the retrieved action content as the action to be performed by the character. The following explanation uses the case where topics containing permitted tags are determined as topics for discussion by the character based on a topic list corresponding to the character's topic information and tags. Alternatively, server 10Z can also be configured to retrieve action content corresponding to specified target object nature information. Here, the specified target object nature information is not particularly limited, but it is preferable to have target object nature information capable of identifying the target object. In this example, topics containing permitted special tags for the target object are retrieved from the topic list, and the retrieved topics are determined as topics for discussion by the character (primary association).
[0137] Alternatively, server 10Z can be configured as follows: Based on multiple target object property information corresponding to the target object, it retrieves at least one action content among multiple action content that corresponds to at least one of the multiple target object property information. Here, server 10Z, among the retrieved at least one action content, determines the action content to be performed by the character based on an evaluation value calculated from the target object property information corresponding to that action content. In this example, topics containing the permitted common tags of the target object are retrieved from the topic list. Furthermore, in this example, an evaluation value (storage strength value) for that topic is calculated, and based on the calculation result, it is determined which topic will be used as the topic for the character to discuss (secondary association).
[0138] Alternatively, server 10Z can be configured to retrieve at least one action content corresponding to at least one of other target objects containing target object property information corresponding to the target object. Here, server 10Z, based on an evaluation value calculated from the target object property information corresponding to the retrieved action content, determines the action content to be performed by the character. In this example, other target objects containing the permitted common tags of the target object are retrieved, and topics containing the common tags contained in the other target objects are retrieved from the topic list. Furthermore, in this example, an evaluation value (storage strength value) for the topic is calculated, and based on the calculation result, the topic to be discussed by the character (third-level association) is determined.
[0139] Alternatively, server 10Z can also be configured to: determine other target objects from a specific target object at least once based on the target object property information that is permitted to be used. That is, server 10Z can also be configured to: determine target objects whose target object property information is the same as the permitted target object property information and store it in a first storage area.
[0140] In this example, for instance, if the label "sweet" is permitted to be used on the target object "apple," then the target object "tangerine" is identified as having the same label as "sweet" on the target object "apple." In this way, the target object "tangerine" is associated with the target object "apple" through chaining. Alternatively, the label can be used more than twice. The following explains an example of using the label twice. First, if the label "sweet" is permitted to be used on the target object "apple," then the target object "banana" is identified as having the same label as "sweet" on the target object "apple." Next, the target object "bat" is identified as having a label that is the same as another label "slender" (preferably a label that the target object "apple" does not have). In this way, the target object "bat" is associated with the target object "apple" through chaining.
[0141] Alternatively, server 10Z can be configured to determine other target objects by means of information related to the shape of the target object. That is, server 10Z can also be configured to determine target objects with shapes that have a predetermined relationship to the shape of the target object, based on information about the shape of the target object. Examples of a predetermined relationship include target objects having shapes that are all or partly similar to each other (with a similarity exceeding a predetermined degree). Furthermore, the determined target object can, for example, be an object of an action performed by a character.
[0142] Alternatively, the server 10Z can be configured to store progress information of the video game, which is executed based on character control, in a specific storage area (fifth storage area) corresponding to the progress status. Here, the server 10Z determines whether the progress conditions for the video game are met based on the progress information stored in the fifth storage area. In this example, the progress condition for the story within the video game is that a tag representing a specified status is stored in the tag slot used for story management. If this progress condition is not met, the story proceeds to the next stage, and a new event occurs. More specifically, for example, there may be a situation where the progress condition is that "tag A," "tag B," "tag C," and "tag D" are stored in the tag slots used for story management. In this case, the story proceeds when all tags A through D are stored in the tag slots used for story management. Here, the events for tags A through D can be events that can store multiple tags from A to D. By preparing multiple events that can store the same tag, the freedom of story strategy is increased.
[0143] Alternatively, server 10Z can also be configured as follows: based on target object property information stored in a first storage area corresponding to the target object, it determines whether to cause a character to perform an action targeting the target object. The configuration for determining whether to cause a character to perform an action targeting the target object is not particularly limited, but it is preferable to perform the determination in a manner that causes the action corresponding to the target object property information stored in the first storage area corresponding to the target object to be performed. In this example, based on the tag of the target object discovered by the character, it is determined whether the character should perform an action targeting the target object.
[0144] Alternatively, server 10Z can be configured to determine if a character has successfully completed an event corresponding to a specific storage area (sixth storage area) containing specified progress status information. That is, server 10Z can also be configured to determine if a character has successfully completed an event corresponding to a specified progress status information stored in the sixth storage area if the completion condition is met. Here, the specified progress status information can be one or more. Furthermore, the configuration where multiple specified progress status information items are stored in the sixth storage area is not particularly limited, but it is preferable to determine the fulfillment of the completion condition regardless of the order in which the progress status information is stored. Additionally, the completion condition can also be that a specified number of the specified progress status information items are stored in the sixth storage area.
[0145] Figure 13 This is an explanatory diagram illustrating an example of the storage status of information stored in the storage unit (not shown) of server 10Z. For example... Figure 13 As shown, the storage unit establishes a correspondence between the target object name and the special label and the general label in the first storage area and stores the information about the target object.
[0146] The target object name refers to the information that represents the name of the target object.
[0147] Additionally, the "special label" in the first storage area refers to a label that can identify the target object. In this example, it is a string of information that is the same as the target object's name.
[0148] Furthermore, the general tags in the first storage area are different from the special tags; they represent information about the properties of the target object. In this example, the property information of the target object is represented by a string. Also, in this example, a maximum of eight general tags are stored in the first storage area for each target object. Additionally, in this example, four tags "sweet" are stored as general tags in the first storage area for the target object "Apple B". Here, when using tags to control the character, the target object "Apple B" can be treated as a sweeter apple than the target object "Apple A" which has one tag "sweet" stored in the first storage area. By storing multiple identical tags in this way, differences can be set for common properties of the same type of target objects (with the same special tags).
[0149] Figure 14 This is an explanatory diagram illustrating an example of the storage status of information stored in the storage unit (not shown) of the server 10Z. Figure 14 (A) in the diagram is an explanatory diagram illustrating an example of the storage status of information about a character in the short-term storage area corresponding to the third storage area. For example... Figure 14 As shown in (A), the storage department establishes a correspondence between the role name and the tag saved in the short-term storage area, and stores it as role short-term storage association information for the relevant role.
[0150] The character name refers to the information that represents the character's name.
[0151] Tags 1 through 8 refer to the tags saved in the character's short-term storage area. Tags are saved in the order they appear, starting with tag 1. Tag 8 is the earliest tag saved in the short-term storage area. In this example, the tags that are allowed to be used are stored in tags 1 through 8.
[0152] Figure 14 (B) in the diagram is an explanatory diagram illustrating an example of the storage status of information about a character in the long-term storage area corresponding to the fourth storage area. For example... Figure 14As shown in (B), the storage department establishes a correspondence between the character name and the information of the tag stored in the long-term storage area, and stores it as the long-term storage association information of the character.
[0153] The character name refers to the information that represents the character's name.
[0154] Tags 1 through N refer to the tags stored in the character's long-term storage area, along with information indicating the number of times each tag is permitted. In this example, for all tags used in the video game (tags 1 through N), numerical information indicating the number of times each tag is permitted to be used by the character is stored.
[0155] Next, regarding system 100 (refer to...) Figure 1 The operation of a video game processing system 100Z (system 100Z, not shown) will be explained using an example. System 100Z has a server 10Z. Hereinafter, for the sake of simplicity, the processing performed by the server 10Z and the terminal will be described as the processing performed by system 100Z.
[0156] Figure 15 This is a flowchart illustrating an example of video game processing performed by system 100Z. In this example of game processing, processing related to the operation of the video game, which uses the location information of terminal 20, is performed in response to user actions. Each process will be explained below. Furthermore, the order of the processes may differ, provided that the processing content does not contradict each other.
[0157] Game processing, for example, begins with the user inputting conditions on the user terminal 20 that has accessed server 10Z.
[0158] In game processing, System 100Z first determines if the conditions for allowing the use of target object property information are met (step S301). In this example, System 100Z determines if the conditions for character recognition target object are met.
[0159] When the system 100Z determines that the conditions are met, it permits the use of target object property information for the control of the role. This target object property information is stored in a specific storage area (first storage area) corresponding to the target object and represents the properties of the target object (step S302). In this example, the system 100Z permits the use of tags stored in the target object's slot for control purposes such as target object identification or decision-making by the role.
[0160] When the system 100Z determines that the conditions are met, it determines the target object property information to be used in the control of the role (step S303). In this example, the system 100Z uses the target object property information that is the same as the target object property information stored in the first storage area corresponding to the target object that meets the identification conditions as the determined object.
[0161] After determining the target object's property information, System 100Z uses the determined target object's property information to control the role (step S304). In this example, System 100Z uses the determined tags in deciding the role's actions.
[0162] When utilizing target object property information, system 100Z controls the role based on that target object property information (step S305). In this example, system 100Z controls the role's actions towards the target object based on tags.
[0163] In this example, the processing of System 100Z ends after the character is controlled.
[0164] Figure 16 This is an explanatory diagram illustrating an example of storing target object property information in a second storage area. Figure 16 (A) in the diagram represents the scenario where the character will store tags next. For example... Figure 16 As shown in (A), there is a short-term storage area corresponding to the third storage area and a long-term storage area corresponding to the fourth storage area, each corresponding to a role. In the short-term storage area, tags are stored in a queue (FIFO). In the long-term storage area, the number of times each tag has been allowed to be used is stored for each tag.
[0165] Figure 16 (B) in the diagram shows the result of the character saving tags. Here, in the short-term storage area, tag F (i.e., label F) is saved, and tag X (i.e., label X) is deleted. On the other hand, in the long-term storage area, the number of times tag F is allowed to be used is increased by 1. In this way, while new tags are saved in the short-term storage area, old tags are deleted, and on the other hand, in the long-term storage area, the number of permissions is increased for all tags that are allowed to be used.
[0166] Figure 17 This is an explanatory diagram illustrating an example of determining the actions a character should perform based on information related to those actions. Specifically, refer to... Figure 17 (A) and (B) in the text provide examples of topics that the characters discuss. Figure 17 (A) shows the label that the target object "apple" has. The specific label here is "apple". Figure 17Section (B) shows a list of topics for character discussion. Here, the permitted use of the tag for the target object "apple" will be explained. For example, the topic "Harvest Festival," which includes the specific tag "apple" associated with the target object "apple," can be identified as a topic for character discussion. Alternatively, topics with the general tags associated with the target object "apple" can also be identified as topics for character discussion. Furthermore, in... Figure 17 In the example shown, since there are multiple topics with common tags, the evaluation value calculated for each topic is used to determine the topics the character should discuss. Additionally, in Figure 17 In the example shown, other target objects with the usual tags that the target object "apple" has can also be identified, and topics with the tags that the other target objects have can be identified as topics that the character should talk about.
[0167] Figure 18 This is an explanatory diagram showing an example of a game screen where a character acts based on content determined by information associated with the action content. Specifically, in Figure 18 The image shows a game scene where characters are discussing the topic "catch ball," determined by the tags associated with the topic (a case of secondary association). Figure 18 The image shows character 1801, the target object 1802, and a text message 1803. Character 1801 is a character that autonomously identifies the target object and acts accordingly. Character 1801 identifies the target object 1802 and associates it with the topic of "pitching and catching." Character 1801 then discusses the associated topic of "pitching and catching" (text message 1803 is displayed). Furthermore, in the case of primary association, the topic "Harvest Festival" is identified, and the character discusses it. In the case of tertiary association, further associations are made as described above, allowing the character to discuss topics other than "pitching and catching" and "Harvest Festival."
[0168] As explained above, as one aspect of the fifth embodiment, since the server 10Z, which controls the video game in response to user operations, has a configuration of a permission unit 11Z and an information utilization unit 12Z, it allows the use of target object property information (e.g., tags) stored in a specific storage area (first storage area, e.g., slot) corresponding to the target object (e.g., item) for the purpose of character control, and the use of the permitted target object property information for the purpose of character control (e.g., the character using the item in a specific way), which can reduce the burden on developers when setting or utilizing information related to the properties of target objects in the video game.
[0169] In other words, developers do not need to pre-define whether each target object possesses certain properties (attributes) in the form of flags or similar symbols; the properties of target objects can be easily set or managed. Furthermore, when adding new properties, the property information can be set only for target objects that already possess that property. Moreover, the way the video game related to the target object is played can exceed the developer's expectations (resulting in a number of video games that the developer can manage). That is, it can realize a number of game states that the developer cannot fully manage.
[0170] Furthermore, in the example of the fifth embodiment described above, the server 10Z stores the permitted target object property information in a specific storage area (second storage area, such as a storage slot) corresponding to the character, and determines the target object property information to be used for character control from at least one target object property information stored in the second storage area, thereby reproducing the mechanism of human memory, which enables more interesting character control.
[0171] Furthermore, in the example of the fifth embodiment described above, the server 10Z retrieves the action content corresponding to the permitted target object nature information from among multiple action contents based on the action content association information that makes the information representing the character's action content (e.g., topic) correspond to the target object nature information, and determines the retrieved action content as the content for the character to perform the action. This can increase the fun of the video game by making the content for the character to perform the action more diverse.
[0172] Furthermore, in the example of the fifth embodiment described above, the server 10Z stores information on the progress of a video game performed based on character control (e.g., the progress of the story) in a specific storage area (fifth storage area) corresponding to the progress status. Based on the progress information stored in the fifth storage area, it determines whether the conditions for the progress of the video game are met. This can increase the fun of the video game by making the content of the actions performed by the character more diverse.
[0173] As explained above, the various embodiments of this application address one or more deficiencies. Furthermore, the effects of each embodiment are non-limiting or merely examples of effects.
[0174] Furthermore, in the various embodiments described above, the multiple user terminals 20, 201 to 20N and the server 10 execute the various processes described above according to various control programs (e.g., video game processing programs) stored in their own storage devices.
[0175] Furthermore, the configuration of system 100 is not limited to the configurations described as examples of the various embodiments described above. For example, it may be a configuration in which server 10 performs part or all of the processes described as processes performed by user terminals, or it may be a configuration in which any one of the plurality of user terminals 20, 201 to 20N (e.g., user terminal 20) performs part or all of the processes described as processes performed by server 10. Additionally, it may be a configuration in which part or all of the storage unit possessed by server 10 is possessed by any one of the plurality of user terminals 20, 201 to 20N. That is, it may be a configuration in which part or all of the functions possessed by one of user terminals 20 and server 10 in system 100 are possessed by the other.
[0176] Alternatively, the program may enable a single device, excluding the communication network, to implement some or all of the functions described as examples of the above embodiments.
[0177] [Postscript]
[0178] The above description of the embodiments is presented in a manner that enables at least those skilled in the art to carry out the invention.
[0179] [1]
[0180] A video game processing program enables a server to control characters during the gameplay of a video game, wherein...
[0181] Enable the server to:
[0182] Using the licensing function, the use of target object property information for the purpose of controlling the role is permitted. This target object property information is stored in a specific storage area corresponding to the target object (hereinafter referred to as the "first storage area"), and the target object property information represents the properties of the target object.
[0183] Information utilization function, which utilizes the permitted target object property information for the purpose of controlling the role.
[0184] [2]
[0185] According to the video game processing program described in [1], wherein the server is configured to:
[0186] The first information storage function stores the nature information of the permitted target object in a specific storage area (hereinafter referred to as the "second storage area") corresponding to the role.
[0187] The information determination function determines, from at least one target object property information stored in the second storage area, target object property information to be used for the control of the role.
[0188] [2-1]
[0189] According to the video game processing program described in [2], the server is configured to perform an evaluation value calculation function, which calculates an evaluation value corresponding to at least one target object property information stored in the second storage area, according to a prescribed evaluation rule.
[0190] In the information determination function, the target object property information to be used for the control of the role is determined based on the calculated evaluation value.
[0191] [2-2]
[0192] According to the video game processing procedure described in [2] or [2-1], wherein,
[0193] The second storage area includes a specific storage area (hereinafter referred to as the "third storage area") that determines the upper limit of the amount of target object property information that can be stored in a FIFO manner, and a specific storage area (hereinafter referred to as the "fourth storage area") that is different from the third storage area for storing permission information corresponding to the permitted target object property information.
[0194] The first information storage function implements the following functions: storing the permitted target object property information in the third storage area, and updating the permission information corresponding to the target object property information stored in the fourth storage area.
[0195] The information determination function implements the following function: in at least one of the third and fourth storage areas, it determines the target object property information to be used for the control of the role from at least one stored target object property information.
[0196] [2-3]
[0197] According to the video game processing procedure described in [2-2], wherein,
[0198] The license information is information representing a license value corresponding to the number of times the use is permitted.
[0199] The first information storage function implements the following function: corresponding to the number of times it is permitted to be used, updates the information representing the permission value of the target object nature information that is permitted to be used.
[0200] The information determination function implements the following functions:
[0201] In the third storage area, based on the storage order of at least one saved target object property information, the target object property information to be used for the control of the role is determined from among the multiple target object property information.
[0202] In the fourth storage area, target object property information to be used for the control of the role is determined from the at least one target object property information based on the permission value of each of the at least one target object property information stored.
[0203] [2-4]
[0204] The video game processing program according to any one of [2] to [2-3], wherein,
[0205] The server is configured to perform the following function: select objects that have more than one target object property information.
[0206] That is, the object is selected based on the target object property information it possesses and the degree of consistency with the target object property information stored in the second storage area.
[0207] [3]
[0208] According to the video game processing program described in [1] or [2], wherein the server is configured to:
[0209] The retrieval function retrieves, from among multiple action contents, action contents that correspond to the permitted target object nature information, based on action contents association information that makes the information representing the action content of the character correspond to the target object nature information.
[0210] The action determination function identifies the retrieved action content as the content that causes the character to perform the action.
[0211] [3-1]
[0212] According to the video game processing program described in [3], wherein,
[0213] The search function implements the following function: retrieving action content corresponding to the specified target object property information.
[0214] [3-2]
[0215] According to the video game processing procedure described in [3] or [3-1], wherein,
[0216] The retrieval function implements the following function: further, based on multiple target object property information corresponding to the target object, it retrieves at least one action content that corresponds to at least any one of the multiple target object property information from among the multiple action content.
[0217] The action determination function implements the following function: from at least one retrieved action content, based on an evaluation value calculated from the target object property information corresponding to the action content, determine the action content to be performed by the role.
[0218] [3-3]
[0219] The video game processing program according to any one of [3] to [3-2], wherein,
[0220] The retrieval function implements the following functions: retrieving at least one action content, wherein the at least one action content corresponds to at least one of the target object property information corresponding to other target objects, and the target object property information corresponding to other target objects includes multiple target object property information corresponding to the target object.
[0221] The action determination function implements the following function: among the at least one retrieved action content, the action content to be performed by the character is determined based on the evaluation value calculated from the target object property information corresponding to the action content.
[0222] [4]
[0223] The video game processing program according to any one of [1] to [3], wherein,
[0224] Enable the server to:
[0225] The second information saving function saves the progress status information, which shows the progress of the video game executed based on the control of the character, in a specific saving area corresponding to the progress status (hereinafter referred to as the "fifth saving area").
[0226] The condition determination function determines whether the conditions for playing the video game are met based on the progress status information stored in the fifth storage area.
[0227] [5]
[0228] The video game processing program according to any one of [1] to [4], wherein,
[0229] The first storage area determines the upper limit of the number of items containing the target object's property information to be stored.
[0230] [6]
[0231] The video game processing program according to any one of [1] to [5], wherein,
[0232] The first storage area stores at least the target object property information that can identify the corresponding target object.
[0233] [7]
[0234] The video game processing program according to any one of [1] to [6], wherein,
[0235] The first storage area can store multiple identical target object property information.
[0236] [8]
[0237] A video game processor enables a user terminal to perform at least one of the functions performed by the server in any one of [1] to [7], wherein the user terminal is able to communicate with the server.
[0238] [9]
[0239] A video game processing system, comprising a communication network, a server, and a user terminal, for controlling characters during a video game, characterized by comprising:
[0240] The licensing unit allows the use of target object property information, which represents the properties of the target object, stored in a specific storage area (hereinafter referred to as the "first storage area") corresponding to the target object, for the purpose of controlling the role.
[0241] An information utilization unit utilizes the permitted target object property information for the purpose of controlling the role.
[0242]
[10]
[0243] According to the video game processing system described in [9], wherein,
[0244] The server includes the access permission unit and the information access unit.
[0245] The user terminal includes an output unit that outputs game screens representing the character's status to the display screen of the display device.
[0246]
[11]
[0247] A video game processing program enables a user terminal to control a character during a video game, wherein...
[0248] Enable the user terminal to achieve:
[0249] Using the permission function, the use of target object property information for the purpose of controlling the role is permitted. This target object property information is stored in a specific storage area corresponding to the target object (hereinafter referred to as the "first storage area"), and the target object property information represents the properties of the target object.
[0250] Information utilization function, which utilizes the permitted target object property information for the purpose of controlling the role.
[0251]
[12]
[0252] A video game processing method for controlling a character during a video game, characterized by comprising:
[0253] Using the permission process, the use of target object property information for the purpose of controlling the role is permitted. This target object property information is stored in a specific storage area corresponding to the target object (hereinafter referred to as the "first storage area"), and the target object property information represents the properties of the target object.
[0254] Information utilization processing utilizes the permitted target object property information for the purpose of controlling the role.
[0255]
[13]
[0256] A video game processing method enables a video game processing system with a communication network, a server, and a user terminal to control characters during the gameplay of a video game, comprising:
[0257] Using the permission process, the use of target object property information for the purpose of controlling the role is permitted. This target object property information is stored in a specific storage area corresponding to the target object (hereinafter referred to as the "first storage area"), and the target object property information represents the properties of the target object.
[0258] Information utilization processing utilizes the permitted target object property information for the purpose of controlling the role.
[0259] According to one embodiment of the invention, it is useful in reducing the burden on developers when setting or utilizing information related to the properties of target objects in video games.
Claims
1. A recording medium storing a video game processing program that enables a server to control a character during the gameplay of a video game, wherein... The video game processor enables the server to: Using the permission function, the use of target object property information for the control of the character is permitted. The target object property information is stored in a first storage area, which is a specific storage area corresponding to the target object, and the target object property information represents the property of the target object. The first information storage function stores the target object property information that is permitted to be used in the second storage area, which is a specific storage area corresponding to the role. The evaluation value calculation function calculates the evaluation value corresponding to the target object property information stored in the second storage area according to the prescribed evaluation rules. The information determination function determines, based on the calculated evaluation value, the target object property information to be used for the control of the role from the target object property information stored in the second storage area; The information utilization function utilizes target object property information determined through the information determination function for the purpose of controlling the role.
2. The recording medium according to claim 1, wherein, The first storage area can store multiple identical target object property information. The video game processor enables the server to: The control function, when multiple target objects identified by the role correspond to the same target object property information and the target object property information is stored in the second storage area, controls the role based on the number of target object property information corresponding to each of the multiple target objects.
3. The recording medium according to claim 1, wherein, The video game processor enables the server to: The retrieval function retrieves, from among multiple action contents, action contents that correspond to the permitted target object nature information, based on action contents association information that makes the information representing the action content of the character correspond to the target object nature information. The action determination function identifies the retrieved action content as the content that causes the character to perform the action.
4. The recording medium according to claim 2, wherein, The video game processor enables the server to: The retrieval function retrieves, from among multiple action contents, action contents that correspond to the permitted target object nature information, based on action contents association information that makes the information representing the action content of the character correspond to the target object nature information. The action determination function identifies the retrieved action content as the content that causes the character to perform the action.
5. The recording medium according to any one of claims 1 to 4, wherein, The video game processor enables the server to: The second information saving function saves the progress status information, which shows the progress of the video game executed based on the control of the character, in a fifth saving area, which is a specific saving area corresponding to the progress status. The condition determination function determines whether the conditions for playing the video game are met based on the progress status information stored in the fifth storage area.
6. A video game processing system, comprising a communication network, a server, and a user terminal, wherein the user controls a character during the video game, include: The authorization unit allows the use of target object property information for the control of the role. The target object property information is stored in a first storage area, which is a specific storage area corresponding to the target object, and the target object property information represents the property of the target object. The first information storage unit stores the nature information of the target object that is permitted to be used in a second storage area, which is a specific storage area corresponding to the role. The evaluation value calculation unit calculates the evaluation value corresponding to the target object property information stored in the second storage area according to the prescribed evaluation rules. The information determination unit determines, based on the calculated evaluation value, the target object property information to be used for the control of the role from the target object property information stored in the second storage area; An information utilization unit utilizes target object property information determined by the information determination unit for the purpose of controlling the role.
7. A recording medium storing a video game processing program that enables a user terminal to control a character during the gameplay of a video game, wherein... The video game processing program enables the user terminal to: Using the permission function, the use of target object property information for the control of the character is permitted. The target object property information is stored in a first storage area, which is a specific storage area corresponding to the target object, and the target object property information represents the property of the target object. The first information storage function stores the target object property information that is permitted to be used in the second storage area, which is a specific storage area corresponding to the role. The evaluation value calculation function calculates the evaluation value corresponding to the target object property information stored in the second storage area according to the prescribed evaluation rules. The information determination function determines, based on the calculated evaluation value, the target object property information to be used for the control of the role from the target object property information stored in the second storage area; The information utilization function utilizes target object property information determined through the information determination function for the purpose of controlling the role.
Citation Information
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