Recording Medium and Video Game Processing System

By extracting and inheriting the selection probability of target objects in video games, the problem of unnatural choice of role actions on new target objects is solved, and a more natural and more natural character behavior is achieved.

CN114602180BActive Publication Date: 2025-06-24SQUARE ENIX HLDG CO LTD
View PDF 3 Cites 0 Cited by

Patent Information

Application Number
CN202111459136.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2020-12-08
Filing Date
2021-12-02
Publication Date
2025-06-24
Estimated Expiration
2041-12-02

AI Technical Summary

Technical Problem

In video games, it is difficult for the prior art to effectively utilize characters to perform natural and user-desired actions on newly acquired target objects, especially when the target objects have multiple usage uses.

Method used

Set the selection benchmark for the new target object by extracting the stored selection benchmark similar to the new target object and inheriting the selection probability between these target objects. The specific steps include extracting similar target objects and setting the selection probability of new target objects based on the selection probability of similar target objects.

Benefits of technology

In the case of a new target object, the role's action selection trend is close to that of a target object similar to that of a target object, thereby improving the character's behavioral naturalness and the degree to which the user's expectations are met.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN114602180B_ABST
    Figure CN114602180B_ABST
Patent Text Reader

Abstract

The present invention provides a recording medium storing a video game processing program and a video game processing system, which can set a selection criterion for a new target object according to a selection criterion for a similar target object. Among one or more target objects (target objects for which the selection criterion has been stored) for which the character has already stored the selection criterion, a similar target object similar to the new target object (hereinafter referred to as "new target object") newly acquired by the character is extracted, and at least for the actions set in common between the similar target object and the new target object, according to the selection probability of each action in the selection criterion stored in association with the similar target object, the selection probability of each action in the selection criterion stored in association with the new target object is set.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] At least one embodiment of the present invention relates to a recording medium and a video game processing system related to character action control for selecting a prop-related action of a character according to a specified selection criterion for determining which action to select for a target object having at least one or more usage purposes (Actions). Background Art

[0002] Conventionally, in video games, the actions of characters have always been automatically controlled by artificial intelligence (AI).

[0003] For example, Patent Document 1 discloses an information processing apparatus, characterized by having: a performance learning unit that learns a feature vector representing the characteristics of each target object according to a game log (Game Log) that represents the player's game progress history of an electronic game using a plurality of target objects and includes the usage results of the plurality of target objects; and a strategy learning unit that makes an artificial intelligence agent playing the electronic game learn a strategy related to the usage of the plurality of target objects by using at least the game log and the feature vectors of the respective target objects learned by the performance learning unit.

[0004] Prior Art Documents

[0005] Patent Documents

[0006] Patent Document 1: JP-A-2019-095973

[0007] However, in video games, there are cases where at least one or more usage purposes are set for a prop (target object), and it is set that a character can perform an action corresponding to the usage purpose. For example, it can be considered that for a prop such as a "katana", actions such as "slash", "stab", "(throw like a javelin)", "(wave with the sword in the scabbard)" can be performed. When a character obtains a prop that can perform at least one or more such actions, the algorithm for determining which action to make the character perform can be set in various ways. For example, it can be considered to determine which action to select according to a selection probability.

[0008] In addition, it can also be considered to perform learning that changes the selection probability according to the evaluation of the execution result of the selected action.

[0009] Learning related to the selection probability of actions for items has been performed for each item in the past. That is, when "wooden sword", which seems to be usable in the same way, is obtained for the first time in a state where learning has been performed for "katana", the learning for "katana" cannot be flexibly utilized for "wooden sword", and it is necessary to start learning for "wooden sword" from the beginning. That is, when an item with high similarity to the item for which learning has been performed is obtained, the user expects to be able to use it in the same way due to the high similarity. However, since this item is obtained for the first time and no learning has been performed, the action expected by the user cannot be executed, and from the user's perspective, the actions of the character may seem unnatural. Summary of the Invention

[0010] An object of at least one embodiment of the present invention is to provide a recording medium recording a video game processing program and a video game processing system capable of setting a selection criterion for a new target object according to a selection criterion for a similar target object.

[0011] According to a non-limiting aspect, a recording medium of one embodiment of the present invention records a video game processing program that causes a server to implement the following processing: for a target object having at least one or more usage purposes (actions) set, select an action related to the target object of the character according to a predetermined selection criterion, characterized in that the video game processing program causes the server to implement: an extraction function that extracts a similar target object similar to a new target object (hereinafter referred to as "new target object") newly obtained by the character from among one or more target objects (target objects for which selection criteria have been stored) for which the character has already stored selection criteria; an inheritance function that sets the selection probability of each action in the selection criterion stored in association with the new target object according to the selection probability of each action in the selection criterion stored in association with the similar target object at least for the actions set in common between the similar target object and the new target object.

[0012] According to a non-limiting view, a video game processing system according to an embodiment of the present invention includes a communication network, a server, and a user terminal, and is configured to perform the following processing: for a target object having at least one set usage (action), select an action of a character related to the target object according to a specified selection criterion, characterized by including: an extraction unit that extracts a similar target object similar to a newly acquired target object (hereinafter referred to as "new target object") of the character from among one or more target objects (target objects with stored selection criteria) for which the character has already stored the selection criterion; an inheritance unit that sets, for at least the actions set in common between the similar target object and the new target object, the selection probability of each action in the selection criterion stored in association with the new target object according to the selection probability of each action in the selection criterion stored in association with the similar target object.

[0013] According to a non-limiting view, a recording medium according to an embodiment of the present invention records a video game processing program that causes a user terminal to perform the following processing: for a target object having at least one set usage (action), select an action of a character related to the target object according to a specified selection criterion, characterized in that the video game processing program causes the user terminal to implement: an extraction function that extracts a similar target object similar to a newly acquired target object (hereinafter referred to as "new target object") of the character from among one or more target objects (target objects with stored selection criteria) for which the character has already stored the selection criterion; an inheritance function that sets, for at least the actions set in common between the similar target object and the new target object, the selection probability of each action in the selection criterion stored in association with the new target object according to the selection probability of each action in the selection criterion stored in association with the similar target object.

[0014] One or more deficiencies are solved by the various embodiments of the present application. BRIEF DESCRIPTION OF THE DRAWINGS

[0015] Figure 1 is a block diagram showing an example of the configuration of a video game processing system corresponding to at least one embodiment of the present invention.

[0016] Figure 2 is a block diagram showing the configuration of a server corresponding to at least one embodiment of the present invention.

[0017] Figure 3 is a flowchart showing an example of game processing corresponding to at least one embodiment of the present invention.

[0018] Figure 4It is a flowchart showing an example of the actions on the server side in game processing corresponding to at least one embodiment of the present invention.

[0019] Figure 5 It is a flowchart showing an example of the actions on the user terminal side in game processing corresponding to at least one embodiment of the present invention.

[0020] Figure 6 It is a block diagram showing the configuration of a server corresponding to at least one embodiment of the present invention.

[0021] Figure 7 It is a flowchart showing an example of game processing corresponding to at least one embodiment of the present invention.

[0022] Figure 8 It is a block diagram showing the configuration of a server corresponding to at least one embodiment of the present invention.

[0023] Figure 9 It is a flowchart showing an example of game processing corresponding to at least one embodiment of the present invention.

[0024] Figure 10 It is a block diagram showing the configuration of a server corresponding to at least one embodiment of the present invention.

[0025] Figure 11 It is a flowchart showing an example of game processing corresponding to at least one embodiment of the present invention.

[0026] Figure 12 It is a block diagram showing the configuration of a server corresponding to at least one embodiment of the present invention.

[0027] Figure 13 It is a flowchart showing an example of game processing corresponding to at least one embodiment of the present invention.

[0028] Figure 14 It is an explanatory diagram for explaining an example of the information used in game processing corresponding to at least one embodiment of the present invention.

[0029] Figure 15 It is an explanatory diagram for explaining an example of the information used in game processing corresponding to at least one embodiment of the present invention.

[0030] Figure 16 It is an explanatory diagram for explaining an example of the information used in game processing corresponding to at least one embodiment of the present invention.

[0031] Figure 17 It is an explanatory diagram for explaining an example of the information used in game processing corresponding to at least one embodiment of the present invention.

[0032] Description of Reference Numerals

[0033] 10 Video game processing server

[0034] 20, 201 to 20N User terminals

[0035] 11, 11D, 11E Extraction unit

[0036] 12, 12C, 12E Inheritance unit

[0037] 13, 13E Selection criterion update unit

[0038] 30 Communication network

[0039] 100 Video game processing system Detailed implementation manners

[0040] Hereinafter, examples of embodiments of the present invention will be described with reference to the accompanying drawings. In addition, various components in the examples of the embodiments described below can be appropriately combined within a range where no contradiction occurs. In addition, there are cases where the description of the content described as an example of a certain embodiment is omitted in other embodiments. In addition, there are cases where the content of actions or processes unrelated to the characteristic parts of each embodiment is omitted. Moreover, the order of various processes constituting the various processes described below can be different within a range where the processing content does not cause a contradiction.

[0041] 〔First Embodiment〕

[0042] Figure 1 is a block diagram showing an example of the configuration of a video game processing system corresponding to at least one embodiment of the present invention. As Figure 1 shown, the video game processing system 100 includes a video game processing server 10 (server 10) and user terminals 20, 201 to 20N (N is an arbitrary integer) used by users of the video game processing system 100. In addition, the configuration of the video game processing system 100 is not limited thereto, and it may also be a configuration in which multiple users use a single user terminal, or a configuration having multiple servers.

[0043] The server 10 and the multiple user terminals 20, 201 to 20N are respectively connected to a communication network 30 such as the Internet. Although not shown, the multiple user terminals 20, 201 to 20N are connected to the communication network 30 by performing data communication with a base station managed by a communication carrier via a wireless communication line.

[0044] The video game processing system 100 realizes various functions that execute various processes corresponding to user operations by having a server 10 and a plurality of user terminals 20, 201 to 20N.

[0045] The server 10 is managed by the administrator of the video game processing system 100 and has various functions of providing information on various processes to the plurality of user terminals 20, 201 to 20N. In this example, the server 10 is composed of an information processing device such as a WWW server and has a storage medium for storing various information. The configuration of the server 10 only needs to have a general configuration for performing various processes as a computer, such as a control unit and a communication unit, and is not particularly limited. Hereinafter, an example of the hardware configuration of the server 10 will be briefly described.

[0046] As Figure 1 shown, the server 10 at least has a CPU (Central Processing Unit) 101, a memory 102, and a storage device 103.

[0047] The CPU 101 is a central processing device that performs various operations and controls. In addition, when the server 10 has a GPU (Graphics Processing Unit), a part of various operations and controls can also be performed by the GPU. The server 10 appropriately uses the data read from the memory 102 and executes various information processes required for the control of the video game by the CPU 101, and stores the obtained processing results in the storage device 103 as needed.

[0048] The storage device 103 has a function as a storage medium for storing various information. The configuration of the storage device 103 is not particularly limited, but from the perspective of reducing the processing load imposed on each of the plurality of user terminals 20, 201 to 20N, a configuration that can store all the information required for the control of the video game is preferred. Such examples include HDD or SSD. Among them, the storage unit for storing various information only needs to have a storage area and be in a state accessible by the server 10. For example, it can also be a configuration that has a dedicated storage area outside the server 10.

[0049] Figure 2 is a block diagram showing the configuration of a server corresponding to at least one embodiment of the present invention. The Figure 2 server 10A shown therein is a block diagram showing an example of the configuration of a server. As Figure 2 shown, the server 10A at least has an extraction unit 11 and an inheritance unit 12.

[0050] The extraction unit 11 has the following function: extracting a similar target object similar to a newly acquired target object (hereinafter referred to as "new target object") of the character from among one or more target objects (target objects with stored selection criteria) for which the character has already stored the selection criteria.

[0051] Here, the selection criterion refers to a criterion for selecting an action to be performed by the character when the character uses a target object having at least one set usage (action). The selection criterion can be determined in consideration of selection probabilities respectively set for one or more actions set for the target object. In this example, it is assumed that each character stores a selection criterion for each target object.

[0052] In addition, the target object means a virtual object appearing in a video game. In particular, the target object in this example is an object used by the character. At least one or more usages (actions) are set for the target object, and when there are multiple executable actions, the action to be performed by the character is determined according to this selection criterion. Examples of actions include "throw", "eat", and "light".

[0053] In addition, the character means a person or the like who appears and acts in a video game. The character has a character that performs an action according to a user operation or a character that acts autonomously regardless of the user operation. In particular, the character in this example autonomously selects at least the selection of the action for the target object regardless of the user operation. The autonomously acting character is not particularly limited, and can be a non-player character (NPC) that does not receive any user operations in a video game, or a character that receives partial user operations in some situations and does not receive user operations in other situations. Examples of autonomously acting characters include characters that autonomously recognize surrounding target objects and make decisions and actions.

[0054] In addition, a target object that has already stored a selection criterion (a target object with a stored selection criterion) refers to a target object that has had a new storage or update of the selection criterion based on certain in-video-game events, etc., in addition to the target object that has stored the selection criterion through the inheritance process described below. Here, the so-called events include both the case of information processing that occurs when a specified condition is met in the internal processing of the video game and the case of what happens to characters, etc., in the story of the video game. In addition, as an initial setting of the video game, there may also be a target object that is treated as a target object with a stored selection criterion from the beginning for a certain character. In this way, in order to include target objects that are treated as target objects with a stored selection criterion based on conditions other than events, it is referred to as "events, etc.". In contrast, a new target object refers to a target object for which there has been no new storage or update of the selection criterion. That is, a target object that is in a state of not having a selection criterion as an initial setting and has not had a new storage of the selection criterion, or a target object that has never been updated for the selection criterion stored as an initial setting, is regarded as a new target object. In addition, although a target object for which there has been no new storage or update of the selection criterion is defined as a new target object, depending on the conditions attached in the video game, even a target object for which there has been a new storage and update of the selection criterion can be treated as a new target object.

[0055] In addition, the similarity of target objects refers to a state where there are many commonalities between two target objects being compared with respect to the properties that the target objects possess. A similar target object refers to a target object whose degree of similarity meets a specified criterion. The extraction unit 11 performs the following processing: extracting a target object with a stored selection criterion that is similar to the new target object newly acquired by the character as a similar target object. The conditions for determining similarity can be set appropriately.

[0056] The inheritance unit 12 has the following function: at least for the actions set in common between the similar target object and the new target object, setting the selection probability of each action in the selection criterion stored in association with the new target object according to the selection probability of each action in the selection criterion stored in association with the similar target object.

[0057] Inheritance processing is a process of setting the selection criteria for a new target object based on the selection criteria for a similar target object. As long as the specific processing content is set according to the selection criteria for the similar target object, any method can be used. For example, processing can be considered such that the selection probability of each action in the selection criteria for the new target object approaches the selection probability of each action in the selection criteria for the similar target object. As a specific example, the following processing can be considered: at least for the actions with common settings, the values representing the selection probability of each action in the selection criteria for the similar target object are added to the values representing the selection probability of each action in the selection criteria for the new target object, and then normalization processing is performed so that the total of the selection probability values is 100%. The selection criteria for the new target object after performing the inheritance processing are stored in the storage device 103 as the selection criteria for the new target object related to the role. In addition, the new target object may be a configuration that has selection criteria as an initial setting, or a configuration that does not have selection criteria and stores the selection criteria for the first time through inheritance processing. The inheritance processing performed by the inheritance unit 12 can be executed at the timing when the role acquires the target object, or at the timing before the role is about to select an action for the target object, and is executed when the start condition for the specified inheritance processing is satisfied.

[0058] The multiple user terminals 20, 201 to 20N are each managed by a user and are constituted by communication terminals capable of network transmission type games, such as a portable telephone terminal or a PDA (Personal Digital Assistants), a portable game device, or a so-called wearable device. In addition, the configuration of the user terminal that the video game processing system 100 can include is not limited to the above examples, as long as it is a configuration that allows the user to recognize the composite image. Other examples of the configuration of the user terminal include a configuration that combines various communication terminals, a personal computer, and a stationary game device.

[0059] In addition, the multiple user terminals 20, 201 to 20N are each connected to the communication network 30 and have hardware (such as a display device that displays a browser screen or a game screen corresponding to coordinates) and software for performing various processes by communicating with the server 10. In addition, the multiple user terminals 20, 201 to 20N may also be configured to be able to directly communicate with each other without going through the server 10.

[0060] Next, the operation of the video game processing system 100 (system 100) in this example will be described.

[0061] Figure 3It is a flowchart showing an example of game processing corresponding to at least one embodiment of the present invention. In the game processing of this example, processing associated with controlling the progress of a video game in response to an operation of a user corresponding to a user terminal is performed. Hereinafter, the case where the server 10A and the user terminal 20 execute the game processing will be described as an example.

[0062] The game processing starts, for example, when the start condition for the inheritance processing for a new target object is satisfied. When the start condition for the inheritance processing for a new target object is satisfied, the server 10A first extracts a similar target object similar to the new target object (step S11). Then, the server 10A executes an inheritance processing of inheriting from the selection criteria of the similar target object to the selection criteria of the new target object (step S12). Then, the server 10A stores the selection criteria of the new target object after executing the inheritance processing, and performs data transmission to the user terminal 20 for reflecting the influence brought about by executing the inheritance processing. Then, the user terminal 20 receives the data after the inheritance processing, and causes a prescribed display device to display a game screen reflecting the inheritance processing as needed (step S13), and then ends the processing.

[0063] Figure 4 It is a flowchart showing an example of the actions on the server side in the game processing corresponding to at least one embodiment of the present invention. Here, the actions of the server 10A in the system 100 will be described again.

[0064] The game processing starts, for example, when the start condition for the inheritance processing for a new target object is satisfied. When the start condition for the inheritance processing for a new target object is satisfied, the server 10A first extracts a similar target object similar to the new target object (step S101). Then, the server 10A executes an inheritance processing of inheriting from the selection criteria of the similar target object to the selection criteria of the new target object (step S102), and then ends the processing.

[0065] Figure 5 It is a flowchart showing an example of the actions on the user terminal side in the game processing corresponding to at least one embodiment of the present invention. Hereinafter, the case where the user terminal 20 executes the game processing alone will be described as an example. In addition, regarding the configuration of the user terminal 20, except for the case of receiving various information from the server 10, it has the same functions as the configuration of the server 10, and thus the description thereof is omitted from the perspective of avoiding duplicate description.

[0066] The game process starts when the start condition for the inheritance process for a new target object is satisfied. When the start condition for the inheritance process for a new target object is satisfied, the user terminal 20 first extracts a similar target object similar to the new target object (step S201). Then, the user terminal 20 executes an inheritance process of inheriting from the selection criteria of the similar target object to the selection criteria of the new target object (step S202), and then ends the process.

[0067] As described above, as an aspect of the first embodiment, since the server 10A that controls the character during the progress of the video game has the extraction unit 11 and the inheritance unit 12, among the one or more target objects (target objects with stored selection criteria) for which the character already stores the selection criteria, a similar target object similar to the new target object newly acquired by the character (hereinafter referred to as "new target object") is extracted, and at least for the actions set in common between the similar target object and the new target object, according to the selection probability of each action in the selection criteria stored in association with the similar target object, the selection probability of each action in the selection criteria stored in association with the new target object is set. Therefore, the selection criteria for the new target object can be set based on the selection criteria of the similar target object.

[0068] That is, by inheriting the selection criteria of the similar target object, which is an existing target object that already stores the selection criteria, as the selection criteria of the new target object, the tendency (selection probability) of the actions of the new target object to be selected can be made close to the tendency (selection probability) of the actions of the similar target object to be selected. Therefore, even for a new target object, for a target object with a high similarity to the existing target object, processing that meets the user's expectations can be achieved, where the user's expectation is the expectation that the character can use it in the same way as the existing target object.

[0069] 〔Second Embodiment〕

[0070] Figure 6 It is a block diagram showing the configuration of a server corresponding to at least one embodiment of the present invention. Using this Figure 6 as an example, the video game processing server 10B (server 10B) as an example of the video game processing server 10 will be described. In this example, the server 10B has at least a selection criteria update unit 13, an extraction unit 11, and an inheritance unit 12.

[0071] The selection criteria update unit 13 has the following function: when the character executes an action for a target object, according to the evaluation of the action, the selection probability of each action in the selection criteria related to the target object is updated and stored.

[0072] Here, the evaluation of an action refers to a value judgment made by the game system or the user regarding the impact of the action performed by the character on the game environment (world) and the game result. The evaluation can be automatically performed by the game system or by the user. Various methods can be used for the evaluation, such as a method of evaluating by scoring the impact of the performed action on the game or a method where the user selects a positive or negative evaluation for the action.

[0073] The update process of the selection criteria only needs to be an update based on the evaluation, and various methods can be used. For example, it can be considered to update in such a way that the selection probability of the action becomes higher when the evaluation of the action performed by the character is higher than a specified criterion, and to update in such a way that the selection probability of the action becomes lower when the evaluation of the action performed by the character is lower than a specified criterion. In addition, when changing the selection probability of the action performed by the character, it is also necessary to adjust the selection probabilities of other actions. In addition, the timing of the update process of the selection criteria update unit 13 does not need to be immediately after the action is performed on the target object, and can be appropriately set to a specified timing such as the timing of a specified event in the video game or the timing when the user evaluates the action.

[0074] Figure 7 It is a flowchart showing an example of game processing corresponding to at least one embodiment of the present invention. In the game processing of this example, processing associated with controlling the progress of the video game in response to the operation of the user corresponding to the user terminal is performed. Hereinafter, the case where the server 10B and the user terminal 20 execute the game processing will be described as an example. In addition, the flowcharts showing the operations of the server 10B and the user terminal 20 respectively are omitted from description from the viewpoint of avoiding duplicate explanations.

[0075] The game processing starts, for example, when the start condition for the inheritance process for a new target object is satisfied. When the start condition for the inheritance process for a new target object is satisfied, the server 10B first extracts a similar target object similar to the new target object (step S21). Then, the server 10B executes an inheritance process of inheriting the selection criteria from the selection criteria of the similar target object updated in the selection criteria update unit 13 to the selection criteria of the new target object (step S22). Then, the server 10B stores the selection criteria of the new target object after executing the inheritance process, and sends data for reflecting the impact brought about by executing the inheritance process to the user terminal 20. Then, the user terminal 20 receives the data after the inheritance process, and if necessary, causes a specified display device to display a game screen reflecting the inheritance process (step S23), and then the processing ends.

[0076] As described above, as an aspect of the second embodiment, the server 10B that controls a character during the progress of a video game has a selection criterion update unit 13, an extraction unit 11, and an inheritance unit 12. In the selection criterion update unit 13 among them, when the character performs an action on a target object, according to the evaluation of the action, the selection probability of each action in the selection criterion related to the target object is updated and stored. Therefore, it is possible to inherit the selection criterion of a similar target object updated according to the evaluation as the selection criterion of a new target object.

[0077] That is, the selection criterion of a similar target object that has been repeatedly updated through use becomes a selection criterion that reflects the evaluation, that is, a so-called learned selection criterion. By inheriting it as the selection criterion of a new target object, it is possible to select an action according to a selection criterion close to the learned selection criterion even for a new target object. Therefore, even for a new target object, for a target object with a high similarity to an existing target object, it is possible to implement processing that meets the user's expectations, where the user's expectation is the expectation that the character can use it in the same way as the existing target object.

[0078] 〔Third Embodiment〕

[0079] Figure 8 It is a block diagram showing the configuration of a server corresponding to at least one embodiment of the present invention. Using this Figure 8 as an example, the video game processing server 10C (server 10C) as an example of the video game processing server 10 will be described. In this example, the server 10C has at least an extraction unit 11 and an inheritance unit 12C.

[0080] The inheritance unit 12C has the following function: performing an inheritance process on the selection probability of an action that can be executed jointly by a similar target object and a new target object. That is, for an action that can be executed jointly, according to the selection probability of each action in the selection criterion stored in association with the similar target object, the selection probability of each action in the selection criterion stored in association with the new target object is set. In addition, when performing the inheritance process on the action that can be executed jointly, it does not prevent the selection probability of an action other than the joint action from changing. For example, it can be said that as a result of performing normalization processing, the selection probability of an action other than the joint action may change.

[0081] Figure 9It is a flowchart showing an example of game processing corresponding to at least one embodiment of the present invention. In the game processing of this example, processing related to controlling the progress of a video game in response to an operation of a user corresponding to a user terminal is performed. Hereinafter, the case where the server 10C and the user terminal 20 execute the game processing will be described as an example. In addition, the flowcharts showing the respective operations of the server 10C and the user terminal 20 are omitted from description from the viewpoint of avoiding duplicate explanation.

[0082] The game processing starts, for example, when the start condition for inheritance processing for a new target object is satisfied. When the start condition for inheritance processing for a new target object is satisfied, the server 10C first extracts a similar target object similar to the new target object (step S31). Then, the server 10C performs inheritance processing from the selection criteria of the similar target object to the selection criteria of the new target object for the actions that can be performed in common by the new target object and the similar target object (step S32). Then, the server 10C stores the selection criteria of the new target object after performing the inheritance processing, and transmits data to the user terminal 20 for reflecting the influence brought about by performing the inheritance processing. Then, the user terminal 20 receives the data after the inheritance processing, and causes a prescribed display device to display a game screen reflecting the inheritance processing as needed (step S33), and then ends the processing.

[0083] As described above, as one aspect of the third embodiment, the server 10C that controls a character during the progress of a video game has an extraction unit 11 and an inheritance unit 12C. In the inheritance unit 12C, inheritance processing is performed on the selection probability of the actions that can be performed in common by the new target object and the similar target object. Therefore, for the actions that can be performed in common by the new target object and the similar target object, the selection criteria of the similar target object can be inherited to the selection criteria of the new target object.

[0084] That is, by inheriting the selection criteria for the actions that are common to the similar target object and the new target object, even if the similar target object and the new target object have different actions, inheritance processing is performed on the selection probability for the common actions. Therefore, for the common actions, even for a new target object, for a target object with a high similarity to an existing target object, processing that meets the user's expectation can be achieved, where the user's expectation is the expectation that the character can be used in the same way as the existing target object.

[0085] 〔Fourth Embodiment〕

[0086] Figure 10 It is a block diagram showing the configuration of a server corresponding to at least one embodiment of the present invention. Using this Figure 10, the video game processing server 10D (server 10D), which is an example of the video game processing server 10, will be described. In this example, the server 10D has at least an extraction unit 11D and an inheritance unit 12.

[0087] The extraction unit 11D has the following functions: between each of the new target object and one or more stored target objects of the selection criteria, for the nature of the target object composed of at least one or more items, calculate the similarity between the target objects according to the degree of consistency of one or more items, and extract similar target objects according to the level of similarity.

[0088] Here, the nature of the target object means information indicating the characteristics possessed by the target object. As long as it is information indicating the characteristics of the target object, it can be any information. For example, the size, shape, weight, etc. of the target object can be considered. Items are set for each type of such information indicating the characteristics of the target object. The calculation of the similarity between the target objects is performed by determining the degree of consistency for each item set in this way.

[0089] Figure 11 It is a flowchart showing an example of game processing corresponding to at least one embodiment of the present invention. In the game processing of this example, processing related to controlling the progress of the video game in response to the operation of the user corresponding to the user terminal is performed. Hereinafter, the case where the server 10D and the user terminal 20 execute the game processing will be taken as an example for description. In addition, for the flowcharts showing the respective actions of the server 10D and the user terminal 20, the description is omitted from the perspective of avoiding duplicate description.

[0090] The game processing starts, for example, when the start condition for the inheritance processing of the new target object is satisfied. When the start condition for the inheritance processing of the new target object is satisfied, the server 10D first calculates the similarity between the target objects according to the degree of consistency of one or more items for the nature of the target object composed of at least one or more items between each of the new target object and one or more stored target objects of the selection criteria, and extracts similar target objects according to the level of similarity (step S41). Then, the server 10D executes the inheritance processing from the selection criteria of the similar target object to the selection criteria of the new target object (step S42). Then, the server 10D stores the selection criteria of the new target object after executing the inheritance processing, and performs data transmission to the user terminal 20 for reflecting the influence brought by the execution of the inheritance processing. Then, the user terminal 20 receives the data after the inheritance processing, and if necessary, causes a specified display device to display a game screen reflecting the inheritance processing (step S43), and then ends the processing.

[0091] As described above, as an aspect of the fourth embodiment, the server 10D that controls the character during the progress of the video game has an extraction unit 11D and an inheritance unit 12. In the extraction unit 11D, between each of the new target object and one or more stored target objects serving as selection criteria, for the nature of the target object composed of at least one or more items, the similarity between the target objects is calculated based on the degree of agreement of the one or more items, and the similar target objects are extracted according to the level of the similarity. Therefore, the similar target objects can be extracted with high precision according to the similarity.

[0092] That is, since the similar target object to be the inheritee can be extracted from the target objects with high similarity for the new target object, for the selection of the behavior of the new target object after the inheritance process, an inheritance that is similar to the similar target object and does not cause a sense of incongruity can be performed.

[0093] 〔Fifth Embodiment〕

[0094] Figure 12 It is a block diagram showing the configuration of a video game processing server 10E (server 10E) as an example of the video game processing server 10. In this example, the server 10E has at least a selection criterion update unit 13E, an extraction unit 11E, and an inheritance unit 12E.

[0095] The selection criterion update unit 13E has the following function: when the character executes an action for the target object, according to the evaluation of the action, the selection probability of each action in the selection criteria related to the target object is updated and stored.

[0096] Here, the evaluation of the action refers to the value judgment made by the game system or the user on the impact on the game environment (world) or the game result brought about by the action executed by the character. The evaluation can be automatically executed by the game system or performed by the user. The evaluation can adopt various methods. For example, a method of evaluating by scoring the impact of the executed action on the game or a method in which the user selects a positive evaluation or a negative evaluation for the action, etc.

[0097] The update process of the selection criteria only needs to be an update based on the evaluation, and various methods can be adopted. For example, it can be considered to update in such a way that the selection probability of the action becomes higher when the evaluation of the action executed by the character is higher than the specified criterion, and to update in such a way that the selection probability of the action becomes lower when the evaluation of the action executed by the character is lower than the specified criterion. In addition, when changing the selection probability of the action executed by the character, it is also necessary to adjust the selection probabilities of other actions.

[0098] The extraction unit 11E has the following functions: extracting similar target objects similar to the newly acquired target object (new target object) of the character from among one or more target objects (target objects with stored selection criteria) for which the character has already stored selection criteria. In addition, the extraction unit 11E has the following functions: for each of the new target object and the one or more target objects with stored selection criteria, calculating the similarity between the target objects based on the degree of agreement of one or more items for the nature of the target object composed of at least one or more items, and extracting similar target objects based on the level of similarity.

[0099] Here, the selection criterion refers to the criterion for selecting the action to be performed by the character when the character uses a target object having at least one or more usage purposes (actions) set. The selection criterion can be determined by considering the selection probability set for each of the one or more actions set for the target object. In this example, it is assumed that each character stores the selection criterion for each target object.

[0100] In addition, the target object means a virtual object that appears in a video game. In particular, the target object in this example is an object used by the character. For the target object, at least one or more usage purposes (actions) are set, and when there are multiple executable actions, the action to be performed by the character is determined according to this selection criterion. As actions, for example, actions such as "throw", "eat", and "light" are set.

[0101] In addition, the character means a person or the like who appears and acts in a video game. The character can be a character that acts according to user operations or a character that acts autonomously regardless of user operations. The character in this example makes an autonomous selection regarding at least the selection of actions for the target object regardless of user operations. The autonomously acting character is not particularly limited and can be a non-player character (NPC) that does not receive any user operations in the video game, or a character that receives partial user operations in some situations and does not receive user operations in other situations. Examples of autonomously acting characters include characters that autonomously recognize surrounding target objects and make decisions and take actions.

[0102] In addition, a target object that has already stored a selection criterion (a target object with a stored selection criterion) refers to a target object that has newly stored or updated a selection criterion based on certain in-game events, etc., in addition to the target object that has stored a selection criterion through the inheritance process described later. Here, the so-called events include both the case of information processing that occurs due to the establishment of specified conditions in the internal processing of the video game and the case of things that happen to characters, etc., in the story of the video game. In addition, as an initial setting of the video game, there may also be a target object that is treated as a target object with a stored selection criterion from the beginning for a certain character. In this way, in order to include target objects that are treated as target objects with a stored selection criterion based on conditions other than events, it is referred to as "events, etc.". In contrast, a new target object refers to a target object for which no new storage or update of the selection criterion has been performed. That is, a target object that is in a state of not having a selection criterion as an initial setting and has not had new storage of the selection criterion, or a target object that has never updated the selection criterion stored as an initial setting, is regarded as a new target object. In addition, although a target object for which no new storage or update of the selection criterion has been performed is defined as a new target object, depending on the conditions attached in the video game, even a target object for which new storage and update of the selection criterion have been performed can be treated as a new target object.

[0103] In addition, the similarity of target objects refers to a state where there are many common points between two target objects being compared with respect to the properties that the target objects possess. A similar target object refers to a target object whose degree of similarity meets a specified criterion. The extraction unit 11E performs the following processing: extracting a target object with a stored selection criterion that is similar to the new target object newly obtained by the character as a similar target object. The conditions for determining similarity can be set appropriately.

[0104] The calculation method of the similarity degree can be set in various ways. For example, the following method can be considered: calculate the degree of agreement within the range of 0 to 100 for each item related to the properties of the target object, and divide the value obtained by summing up the degrees of agreement of each item in the way of summing up all items by the value of the number of items × 100 to calculate the similarity degree. As an example, when the items related to the properties of the target object are "size", "weight", and "shape", the similarity degree is calculated according to the formula similarity degree = {degree of agreement of size [0 to 100] + degree of agreement of weight [0 to 100] + degree of agreement of shape [0 to 100]} ÷ (100 × 3).

[0105] In addition, a threshold value can also be set for the similarity used for extraction of similar target objects. In the extraction unit 11E, it is also possible not to extract the target object as a similar target object when the similarity between the target object as the object and the new target object is equal to or lower than a prescribed threshold value. Further, instead of the configuration in which the extraction unit 11E sets the threshold value for the similarity, a configuration in which the inheritance unit 12E does not perform the inheritance process when the similarity between the extracted similar target object and the new target object is equal to or lower than a prescribed threshold value is also possible.

[0106] The inheritance unit 12E has the following function: for at least the actions set in common between the similar target object and the new target object, based on the selection probability of each action in the selection criteria stored in association with the similar target object, set the selection probability of each action in the selection criteria stored in association with the new target object.

[0107] The inheritance process is a process of setting the selection criteria of the new target object based on the selection criteria of the similar target object. The specific processing content only needs to be set based on the selection criteria of the similar target object and can be any method. For example, a process can be considered in which the selection probability of each action in the selection criteria of the new target object is made close to the selection probability of each action in the selection criteria of the similar target object. As a specific example, the following process can be considered: for at least the actions set in common, add the value representing the selection probability of each action in the selection criteria of the similar target object to the value representing the selection probability of each action in the selection criteria of the new target object, and then perform a normalization process so that the total of the selection probability values is 100%. The selection criteria of the new target object after the inheritance process is stored in the storage device 103 as the selection criteria of the new target object related to this character. In addition, the new target object can be configured to have the selection criteria as an initial setting, or can be configured not to have the selection criteria and to store the selection criteria for the first time through the inheritance process.

[0108] Figure 13 It is a flowchart showing an example of game processing corresponding to at least one embodiment of the present invention. In the game processing of this example, processing associated with controlling the progress of the video game corresponding to the operation of the user of the user terminal is performed. Hereinafter, the case where the server 10E and the user terminal 20 execute the game processing will be described as an example. In addition, the flowcharts showing the actions of the server 10E and the user terminal 20 respectively are omitted from description from the viewpoint of avoiding duplicate explanation.

[0109] The game process starts when the start condition for the inheritance process for a new target object is satisfied. When the start condition for the inheritance process for a new target object is satisfied, the server 10E first calculates the similarity between the new target object and each of one or more stored target objects with a selection criterion, for the nature of the target object consisting of at least one or more items, calculates the similarity between the target objects based on the degree of agreement of one or more items, and extracts similar target objects according to the level of similarity (step S51). Then, the server 10E performs an inheritance process from the selection criterion of the similar target object to the selection criterion of the new target object (step S52). Then, the server 10E stores the selection criterion of the new target object after performing the inheritance process, and sends data to the user terminal 20 for reflecting the impact brought about by the execution of the inheritance process. Then, the user terminal 20 receives the data after the inheritance process, and causes a specified display device to display a game screen reflecting the inheritance process as needed (step S53), and then ends the process.

[0110] Next, an example will be described. Figures 14 to 17 It is an explanatory diagram for explaining an example of information used in the game process corresponding to at least one embodiment of the present invention. Figure 14 An example of the selection criterion for a plurality of items stored corresponding to a character is shown. For the first character, selection criteria for a plurality of items such as items A, B, C, D... are stored. In Figure 14 As can be seen from the example shown, the actions set for each of items A to D are different, and selection probabilities are set for each action as the selection criterion. In addition, the selection criterion for each item is updated according to the evaluation each time the item is used, so that the selection probability keeps changing.

[0111] Figure 15 An example of item data is shown as an example of data representing the nature of the target object. In Figure 15 In the example shown, for each of items X to Z, "name", "size", "weight", and "shape" are registered as information for property management. In this Figure 15 In the example shown, for the nature of the target object, there are three items: "size", "weight", and "shape". For each of the three items, the degree of agreement with other target objects is calculated, and the overall similarity is calculated based on the degree of agreement of each item.

[0112] Figure 16An example of representing the similarity of items. The similarity of other items relative to item A is shown. Of course, the similarity between item A as the same item is 100%. As a result of comparing with other items, the similarity of item B is the highest, reaching 80%. Therefore, in this Figure 16 example, the similar item to item A is determined to be item B.

[0113] Figure 17 An example of inheritance processing for the selection criteria of items. In this Figure 17 example, item A is the inherited item extracted as a similar item to item B, and item B is the inheriting item. Additionally, in this Figure 17 example, the actions with shaded selection probabilities in each item are recorded for the explanation of inheritance processing, and it means actions that do not exist in each item. Item A and item B are each set with three actions, and the two actions common to the two items are the actions of "eating" and "lighting". In this Figure 17 example of inheritance processing, first, the values representing the selection probabilities of the actions common to the inherited item and the inheriting item are added. If the values representing the selection probabilities are simply added for the two actions of "eating" and "lighting", the selection probability values are 84% and 53% respectively, and the total value of the selection probabilities is 170%, which is a non-standard value. When normalization processing is performed so that the total value is 100%, the selection probabilities of the two actions of "eating" and "lighting" are 49% and 31% respectively. As a result, among the selection criteria of item B as the inheriting item, for the two actions of "eating" and "lighting" as the common actions, it can be said that the values are close to the selection probability values of item A as the inherited item from the initial set values before inheritance.

[0114] In addition, the method of inheritance processing is not limited to the Figure 17 example. For example, it can also be the following method: for the actions common to the inherited item and the inheriting item, the selection probability of the inherited item is inherited as the selection probability of the inheriting item as it is. If it is applied to the Figure 17 example, the selection probabilities of "eating" and "lighting" of item B after inheritance processing are set to 50% and 20%. In this case, since normalization processing is required so that the total value of the selection probabilities is 100%, the selection probability of "lifting" as the non-common action is set to 30%.

[0115] Alternatively, as another method of inheritance processing, the following method may also be used: For the common actions of the inherited party's item and the inheriting party's item, in the order of decreasing selection probability starting from the action with the highest selection probability, add a specified fixed point value to the value of the selection probability of the common action of the inheriting party's item. Alternatively, inheritance that maintains the relative magnitude relationship of the selection probability for the common actions of the inherited party's item and the inheriting party's item may also be considered.

[0116] In addition, as the timing for performing inheritance processing, it may be the timing when the character acquires a new target object (or the timing of the first contact with the target object even if not acquired), or it may be the timing when the character actually uses the acquired new target object.

[0117] As described above, as an aspect of the fifth embodiment, the server 10E that controls the character during the progress of the video game has a selection criterion update unit 13E, an extraction unit 11E, and an inheritance unit 12E. Among one or more target objects for which the character has already stored selection criteria (target objects with stored selection criteria), it extracts similar target objects similar to the newly acquired target object (new target object) of the character. At least for the actions set in common between the similar target object and the new target object, according to the selection probability of each action in the selection criteria stored in association with the similar target object, it sets the selection probability of each action in the selection criteria stored in association with the new target object. Therefore, it is possible to set the selection criteria for the new target object based on the selection criteria of the similar target object.

[0118] That is, by inheriting the selection criteria of the similar target object, which is an existing target object with stored selection criteria, as the selection criteria of the new target object, it is possible to make the tendency (selection probability) of the actions of the new target object to be selected closer to the tendency (selection probability) of the actions of the similar target object. Therefore, even for a new target object, for a target object with a high similarity to the existing target object, it is possible to implement processing that meets the user's expectations, where the user's expectation is the expectation that the character can use it in the same way as the existing target object.

[0119] As described above, one or more deficiencies are solved by the respective embodiments of the present application. In addition, the effects of each embodiment are non-limiting effects or just an example of the effects.

[0120] In addition, in the above-described respective embodiments, the multiple user terminals 20, 201 to 20N and the server 10 execute the above-described various processes according to various control programs (for example, video game processing programs) stored in their own storage devices.

[0121] In addition, the configuration of the system 100 is not limited to the configurations described as examples of the above-described embodiments. For example, it may be a configuration in which the server 10 executes part or all of the processes described as being executed by the user terminal, or it may be a configuration in which any one of the plurality of user terminals 20, 201 to 20N (for example, the user terminal 20) executes part or all of the processes described as being executed by the server 10. Additionally, it may be a configuration in which part or all of the storage unit included in the server 10 is provided in 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 either the user terminal 20 or the server 10 in the system 100 are possessed by the other party.

[0122] Alternatively, it may be a configuration in which a program causes a single device not including a communication network to implement part or all of the functions described as examples of the above-described embodiments.

[0123] 〔Supplementary Note〕

[0124] The description of the above embodiments is provided in such a way that at least the following inventions can be implemented by those of ordinary skill in the art.

[0125] 〔1〕

[0126] A video game processing program for causing a server to implement the following processing: for a target object having at least one set usage (action), selecting, based on a predetermined selection criterion, an action of a character related to the target object, where

[0127] causing the server to implement:

[0128] an extraction function that extracts, from among one or more target objects (target objects having a stored selection criterion) for which the character has already stored the selection criterion, a similar target object similar to a newly acquired target object of the character (hereinafter referred to as "new target object");

[0129] an inheritance function that, at least for actions set in common between the similar target object and the new target object, sets the selection probability of each action in the selection criterion stored in association with the new target object based on the selection probability of each action in the selection criterion stored in association with the similar target object.

[0130] 〔2〕

[0131] The video game processing program according to 〔1〕, wherein

[0132] causing the server to further implement:

[0133] Select a reference update function. When the character performs an action on the target object, update and store the selection probability of each action in the selection criteria related to the target object according to the evaluation of the action.

[0134] 〔3〕

[0135] According to the video game processing program described in 〔1〕 or 〔2〕, wherein

[0136] The inheritance function performs inheritance processing on the selection probability of actions that can be performed jointly by the similar target object and the new target object.

[0137] 〔4〕

[0138] According to the video game processing program described in any one of 〔1〕 to 〔3〕, wherein

[0139] The extraction function calculates the similarity between target objects based on the degree of consistency of one or more items at least for the nature of the target object composed of one or more items between the new target object and each of one or more of the stored selection criteria target objects, and extracts the similar target objects according to the level of similarity.

[0140] 〔5〕

[0141] According to the video game processing program described in 〔4〕, wherein

[0142] In the extraction function, an item including the size of the target object is used in the calculation of similarity, and the degree of consistency of this item is calculated based on the comparison result of the size of the target object.

[0143] 〔6〕

[0144] According to the video game processing program described in 〔4〕 or 〔5〕, wherein

[0145] In the extraction function, an item including the weight of the target object is used in the calculation of similarity, and the degree of consistency of this item is calculated based on the comparison result of the weight of the target object.

[0146] 〔7〕

[0147] According to the video game processing program described in any one of 〔4〕 to 〔6〕, wherein

[0148] In the extraction function, an item including the shape of the target object is used in the calculation of similarity, and the degree of consistency of this item is calculated based on the comparison result of the shape of the target object.

[0149] 〔8〕

[0150] The video game processing program according to any one of [4] to [7], wherein,

[0151] In the inheritance function, when the similarity between the extracted similar target object and the new target object is below a specified threshold, the inheritance process is not executed.

[0152] [9]

[0153] The video game processing program according to any one of [4] to [7], wherein,

[0154] In the extraction function, when the similarity between the target object that becomes the object and the new target object is below a specified threshold, it is not extracted as a similar target object.

[0155]

[10]

[0156] A video game processing program that enables a user terminal to implement at least one of the functions implemented by the server using the video game processing program according to any one of [1] to [9], and the user terminal can communicate with the server.

[0157]

[11]

[0158] A video game processing system having a communication network, a server, and a user terminal, and used for performing the following processing: for a target object having at least one or more usage purposes (actions) set, selecting an action related to the target object of a character according to a specified selection criterion, wherein,

[0159] An extraction unit that extracts a similar target object similar to a new target object (hereinafter referred to as "new target object") newly acquired by the character from among one or more target objects (target objects having stored selection criteria) for which the character has already stored selection criteria;

[0160] An inheritance unit that sets the selection probability of each action in the selection criteria stored in association with the new target object according to the selection probability of each action in the selection criteria stored in association with the similar target object, at least for the actions set in common between the similar target object and the new target object.

[0161]

[12]

[0162] According to the video game processing system described in

[11] , wherein,

[0163] The server includes the extraction unit and the inheritance unit,

[0164] The user terminal includes an output unit that outputs a game screen to the display screen of the display device, and the game screen is a game screen that shows the result of using the selection criteria related to the new target object stored through the inheritance unit.

[0165] 〔13〕

[0166] A video game processing program for enabling a user terminal to perform the following processing: for a target object having at least one set usage (action), selecting, according to a specified selection criterion, an action of a character related to the target object, wherein,

[0167] Enabling the user terminal to:

[0168] An extraction function that extracts, from among one or more target objects (target objects with stored selection criteria) for which the character has stored selection criteria, a similar target object similar to a new target object (hereinafter referred to as "new target object") newly acquired by the character;

[0169] An inheritance function that, at least for actions set in common between the similar target object and the new target object, sets the selection probability of each action in the selection criteria stored in association with the new target object according to the selection probability of each action in the selection criteria stored in association with the similar target object.

[0170] 〔14〕

[0171] A video game processing method that performs the following processing: for a target object having at least one set usage (action), selecting, according to a specified selection criterion, an action of a character related to the target object, wherein, it includes:

[0172] An extraction process that extracts, from among one or more target objects (target objects with stored selection criteria) for which the character has stored selection criteria, a similar target object similar to a new target object (hereinafter referred to as "new target object") newly acquired by the character;

[0173] An inheritance process that, at least for actions set in common between the similar target object and the new target object, sets the selection probability of each action in the selection criteria stored in association with the new target object according to the selection probability of each action in the selection criteria stored in association with the similar target object.

[0174] 〔15〕

[0175] A video game processing method that enables a video game processing system having a communication network, a server, and user terminals to perform the following processing: for a target object having at least one set usage (action), select an action of a character related to the target object according to a specified selection criterion, wherein the method includes:

[0176] An extraction process of extracting a similar target object similar to a newly acquired target object (hereinafter referred to as "new target object") of the character from among one or more target objects (target objects with stored selection criteria) for which the character has already stored the selection criteria;

[0177] An inheritance process of setting, for at least the actions set in common between the similar target object and the new target object, the selection probability of each action in the selection criteria stored in association with the new target object according to the selection probability of each action in the selection criteria stored in association with the similar target object.

[0178] According to an embodiment of the present invention, it is useful in the following aspects: it can suppress an increase in the burden on developers, and on the other hand, it makes the actions of characters for achieving a specified purpose in a video game diverse.

Claims

1. A recording medium stores a video game processing program that causes a server to perform the following processing: for a target object having at least one or more set usage purposes, where the usage purpose is an action, select an action of a character related to the target object according to a specified selection criterion. Among them, the video game processing program causes the server to implement: an extraction function that extracts a similar target object similar to a newly acquired target object of the character from one or more target objects for which the character has already stored a selection criterion. The target object for which the character has already stored a selection criterion is called a target object with a stored selection criterion, and the newly acquired target object of the character is called a new target object; an inheritance function that, at least for actions set in common by the similar target object and the new target object, sets the selection probability of each action in the selection criterion stored in association with the new target object according to the selection probability of each action in the selection criterion stored in association with the similar target object.

2. The recording medium according to claim 1, wherein the video game processing program causes the server to further implement: a selection criterion update function that, when the character performs an action on the target object, updates and stores the selection probability of each action in the selection criterion related to the target object according to the evaluation of the action.

3. The recording medium according to claim 1, wherein the inheritance function performs inheritance processing on the selection probability of actions that can be performed in common by the similar target object and the new target object.

4. The recording medium according to claim 2, wherein the inheritance function performs inheritance processing on the selection probability of actions that can be performed in common by the similar target object and the new target object.

5. The recording medium according to any one of claims 1 to 4, wherein the extraction function calculates the similarity between target objects according to the degree of consistency of one or more items for the nature of the target object composed of at least one or more items between the new target object and each of the one or more target objects with a stored selection criterion, and extracts the similar target object according to the level of similarity.

6. A video game processing system having a communication network, a server, and user terminals, and performing the following processing: for a target object having at least one or more usage purposes, where the usage purpose is a behavior, selecting, based on a specified selection criterion, a behavior of a character related to the target object, wherein, It includes: an extraction unit that extracts a similar target object similar to a newly acquired target object of the character from one or more target objects for which the character has already stored a selection criterion. The target object for which the character has already stored a selection criterion is called a target object with a stored selection criterion, and the newly acquired target object of the character is called a new target object; an inheritance unit that, at least for actions set in common by the similar target object and the new target object, sets the selection probability of each action in the selection criterion stored in association with the new target object according to the selection probability of each action in the selection criterion stored in association with the similar target object.

7. A recording medium stores a video game processing program that enables a user terminal to perform the following processing: for a target object having at least one or more usage purposes set, and the usage purpose being an action, select an action of a character related to the target object according to a specified selection criterion, wherein the video game processing program enables the user terminal to perform: an extraction function that extracts a similar target object similar to a newly acquired target object of the character from among one or more target objects for which the character has already stored a selection criterion, and the target object for which the character has already stored a selection criterion is referred to as a target object with a stored selection criterion, and the newly acquired target object of the character is referred to as a new target object; an inheritance function that, at least for actions set in common between the similar target object and the new target object, sets the selection probability of each action in the selection criterion stored in association with the new target object according to the selection probability of each action in the selection criterion stored in association with the similar target object.

Citation Information

Patent Citations

  • Information processor and information processing program

    JP2019095973A

  • Image generating apparatus, image processing method, information recording medium, and program

    CN101641719A

  • A game device and a storage medium

    CN108665648A