System, method, and program for outputting game medium set

JP2024148149A5Pending Publication Date: 2026-04-10CYGAMES INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
CYGAMES INC
Filing Date
2024-03-08
Publication Date
2026-04-10

AI Technical Summary

Technical Problem

Conventional information recommendation systems in games provide inaccurate recommendations, especially for new players, due to the 'cold start' problem and 'exposure bias' where established formations dominate, leading to suboptimal gameplay experiences.

Method used

A system that generates candidate game media sets by replacing high-value game media with other media, executes gameplay using these sets, and outputs cleared sets, utilizing virtual instances to simulate gameplay and replace difficult-to-obtain media with easier-to-obtain alternatives.

Benefits of technology

This approach addresses the cold start and exposure bias issues by providing accurate and personalized game media recommendations, enhancing gameplay experience and improving recommendation accuracy.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a system capable of outputting a game medium set for presenting to a player.SOLUTION: A system for outputting a game medium set for presenting to a player in a game using the game medium set composed of a plurality of game media, substitutes another game medium for a partial game medium included in a game medium set in which one unit game included in a game log is cleared to generate a candidate game medium set for clearing the unit game, executes a game play of the one unit game by using a candidate game medium set for clearing the one unit game, and outputs a game medium set in which the one unit game has been cleared.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to a system, method, and program for outputting a game media set, and in particular to a system, method, and program for outputting a game media set to be presented to a player in a game that uses a game media set consisting of multiple game media. [Background technology]

[0002] In recent years, information processing devices with communication functions, such as smartphones, have rapidly become widespread, and many games that can be executed on such information processing devices with communication functions have been released. In this type of game, a game in which one user (player) accomplishes a game task using a game media set including multiple game media (characters, items such as cards and equipment, etc.) is widely known. For example, Patent Document 1 discloses a system that accumulates achievement information each time another user accomplishes a game task, and presents information on a group of objects that serves as a guide for accomplishing the game task to the user based on the accumulated achievement information when the user determines a group of objects for challenging the game task. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6345866 Summary of the Invention [Problem to be solved by the invention]

[0004] In a game in which a player organizes multiple game media to play, deciding how to organize one's own game media set is a core part of the game's playability. Conventionally, systems that suggest media or combinations of media within a service to users have been called information recommendation systems and have been used in the e-commerce field. For example, in online shopping services, the information recommendation function that recommends products to users has been the core of the service. Conventional information recommendation systems have positioned user decision-making as an unobservable element, that is, a black box, and have improved the accuracy of recommendations by observing the probability of page browsing (click rate) and the probability of purchase (conversion rate), etc., and running a feedback loop that gradually improves the recommendation model. However, such conventional recommendation systems, or the more simple method of recommending other users' clear history, have problems such as the cold start problem, where low-accuracy recommendations are given to a certain number of players, and the ``exposure bias'' problem, where intermediate and advanced players use recommended formations, causing an excessive feedback loop, and a very small number of party formations become ``standard.''

[0005] In one aspect, the present invention has been made to solve such problems, and aims to provide a system capable of outputting a set of game media for presentation to a player. [Means for solving the problem]

[0006] [1] A system according to one embodiment of the present invention comprises: A system for outputting a game media set to be presented to a player in a game using a game media set consisting of a plurality of game media, comprising: generating a candidate game media set for clearing one unit game included in the game log by replacing some game media of the game media set that has cleared the one unit game with other game media; executing game play of the one unit game using a candidate game media set for completing the one unit game, and outputting a game media set that has completed the one unit game; It is a system.

[0007] [2] In one embodiment of the present invention, outputting a game medium set for which the one unit game has been completed; The system described in [1] includes: executing a game using a virtual instance generated to virtualize a player terminal or a software environment of a player terminal; executing gameplay of the one unit game using a candidate game media set for clearing the one unit game; and outputting a game media set that has cleared the one unit game.

[0008] [3] In one embodiment of the present invention, outputting a game medium set for which the one unit game has been completed; storing the candidate game media set that has been cleared for the one unit game as a cleared game media set for the one unit game; outputting at least one game media set from among the completed game media sets of the one unit game; The system according to [1] or [2].

[0009] [4] In one embodiment of the present invention, The system described in [3], wherein outputting at least one of the cleared game media sets of the one unit game includes outputting at least one game media set from the stored multiple cleared game media sets of the one unit game based on the game media owned by the player.

[0010] [5] In one embodiment of the present invention, In a system described in any one of [1] to [4], generating a candidate game media set includes replacing one or more game media with high in-game value from a game media set that has cleared a unit game included in a game log with one or more game media with a predetermined high priority or precedence, thereby generating a candidate game media set.

[0011] [6] In one embodiment of the present invention, The system described in any one of [1] to [4], wherein generating a candidate game media set includes replacing one or more game media with high in-game value from a game media set that has cleared a unit game included in the game log with one or more other game media to generate a candidate game media set, wherein the one or more other game media have a high predetermined priority or precedence and are game media that are highly compatible with each of the one or more game media being replaced.

[0012] [7] In one embodiment of the present invention, The system described in [5] or [6] above, wherein one or more game media with high in-game value among a set of game media that have cleared a unit game included in a game log are game media with high rarity among the set of game media or game media that are owned by a low rate of players.

[0013] [8] In one embodiment of the present invention, In the system described in any one of [1] to [7], generating the candidate game media set includes obtaining, for each target unit game, a game media set that has completed the unit game from a game server that stores game logs generated by actual player game play.

[0014] [9] In one embodiment of the present invention, The game media has levels, A system described in any one of [1] to [8], wherein when game play of a unit game is performed using a candidate game media set for clearing the unit game, each game medium included in the candidate game media set is set to a level corresponding to the unit game that has been previously set.

[0015]

[10] In one embodiment of the present invention, The system of any one of [1] to [9], wherein when a game is executed using a virtual instance, the game is executed in a headless mode or with virtualization of the GPU and sound devices so that at least graphics processing and sound processing are substantially disabled in the virtual instance.

[0016]

[11] In one embodiment of the present invention, The system described in any one of [1] to

[10] above generates a candidate game media set by replacing some of the game media from a game media set that has cleared a unit game included in a game log with a specified score or above or by meeting certain conditions with other game media to generate a candidate game media set for clearing the unit game.

[0017]

[12] The method of one embodiment of the present invention comprises: 1. A method for outputting a game media set for presentation to a player in a game using a game media set consisting of a plurality of game media, comprising: generating a candidate game media set for clearing one unit game included in the game log by replacing some game media of the game media set that has cleared the one unit game with other game media; executing game play of the one unit game using a candidate game media set for completing the one unit game, and outputting a game media set that has completed the one unit game; This is the method.

[0018]

[13] In one embodiment of the present invention, outputting a game medium set for which the one unit game has been completed; The method according to

[12] , comprising: executing a game using a virtual instance generated to virtualize a player terminal or a software environment of a player terminal; executing gameplay of the one unit game using a candidate game media set for clearing the one unit game; and outputting a game media set that has cleared the one unit game.

[0019]

[14] In one embodiment of the present invention, The method according to

[12] or

[13] , in which generating a candidate game media set includes replacing one or more game media with high in-game value from a game media set that has cleared a unit game included in a game log with one or more game media with a predetermined high priority or precedence, thereby generating a candidate game media set.

[0020]

[15] In one embodiment of the present invention, The method according to

[12] or

[13] , wherein generating a candidate game media set includes replacing one or more game media with high in-game value from a game media set that has cleared a unit game included in the game log with one or more other game media to generate a candidate game media set, the one or more other game media having a high predetermined priority or precedence and being highly compatible with each of the one or more game media being replaced.

[0021]

[16] A program according to one embodiment of the present invention is a program for causing a computer to execute the method according to any one of

[12] to

[15] . Effect of the Invention

[0022] In one aspect, the present invention enables a set of game media to be output for presentation to a player. [Brief description of the drawings]

[0023] [Figure 1] 1 is a diagram illustrating the overall configuration of a system according to an embodiment of the present invention. [Diagram 2] 1 is a block diagram showing a hardware configuration of a recommendation device according to an embodiment of the present invention. [Diagram 3] FIG. 2 is a block diagram showing a hardware configuration of a virtual instance server according to an embodiment of the present invention. [Figure 4] 2 is a block diagram showing the hardware configuration of a test game server according to one embodiment of the present invention; FIG. [Diagram 5] 2 is a block diagram showing the hardware configuration of a game server according to one embodiment of the present invention. FIG. [Figure 6] FIG. 2 is a functional block diagram of a system according to an embodiment of the present invention; [Figure 7] FIG. 2 is a diagram illustrating an example of a flowchart of processing of a system according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0024] Hereinafter, a system according to an embodiment of the present invention will be described with reference to the drawings. The system 1 according to the embodiment of the present invention is a system capable of presenting recommended information such as a recommended party to a player (user) in a game that progresses by clearing quests using a party (party formation) composed of multiple characters. The character is one example of a game medium, and may be other game media such as cards and equipment items. The party is one example of a game medium set (game medium group) composed of multiple game media, and may be, for example, a combination of organized decks, cards and equipment items. The game according to the embodiment of the present invention is called "Game G" for convenience of explanation. Game G is an online game that can be played on a portable terminal such as a smartphone. In the embodiment of the present invention, the app can mean an app installed on a smartphone or tablet terminal, and can also mean applications in general. In the embodiment of the present invention, the ID is an example of uniquely identifiable identification information, and for example, the player ID is an example of player identification information that can uniquely identify a player. The configuration of the embodiment described below and the actions and effects brought about by the configuration are merely examples, and are not limited to the following description. As described below, the embodiment of the present invention is not limited to a system, but may be a method, a program, or the like.

[0025] Fig. 1 is an overall configuration diagram of a system 1 according to an embodiment of the present invention. As shown in Fig. 1, the system 1 includes a recommendation system 2 and a game server 40. The recommendation system 2 and the game server 40 are connected to a network 4, such as the Internet, and are capable of communicating with each other.

[0026] The recommendation system 2 includes a recommendation device 10, a virtual instance server 20, and a test game server 30. In the description of the hardware configuration of the embodiment of the present invention, for convenience, the recommendation device 10, the virtual instance server 20, and the test game server 30 are each described as being realized by one device, but are not limited thereto. In one example, the recommendation device 10 can be configured by one or more devices, the virtual instance server 20 can be configured by one or more devices, and the test game server 30 can be configured by one or more devices. In one example, the recommendation system 2 can be realized by one device (may be one device). In one example, the recommendation device 10, the virtual instance server 20, and the test game server 30 can be realized by a virtual environment such as a virtual server. In this case, the recommendation system 2 can be realized using a virtual environment in which all constituent elements are virtualized. For the technology related to the virtual environment, for example, the technology described in JP 2021-145939 A can be used.

[0027] 2 is a block diagram showing a hardware configuration of a recommendation device 10 according to an embodiment of the present invention. The recommendation device 10 includes a processor 11, an input device 12, a display device 13, a storage device 14, and a communication device 15. These components are connected by a bus 16. Note that an interface is assumed to be interposed between the bus 16 and each component as necessary.

[0028] The processor 11 controls the overall operation of the recommendation device 10. For example, the processor 11 is a CPU. The processor 11 executes various processes by reading and executing programs and data stored in the storage device 14. The processor 11 may be composed of multiple processors.

[0029] The input device 12 is a user interface that accepts input from a user to the recommendation device 10, and is, for example, a touch panel, a touch pad, a keyboard, a mouse, or a button. The display device 13 is a display that displays application screens and the like to the user of the recommendation device 10 under the control of the processor 11.

[0030] The storage device 14 includes a main storage device and an auxiliary storage device. The main storage device is, for example, a volatile memory capable of reading and writing information at high speed, and is used as a storage area and a working area when the processor 11 processes information. The auxiliary storage device stores various programs and data used by the processor 11 when executing each program. The auxiliary storage device is a non-volatile storage or non-volatile memory, for example, a flash memory such as eMMC, UFS, or SSD, and may be removable.

[0031] The communication device 15 is a module, device, or apparatus capable of transmitting and receiving data to and from other computers, such as a user terminal (player terminal) or a server, via a network. The communication device 15 may be a device or module for wireless communication, or a device or module for wired communication. When the input and output by the user of the recommendation device 10 is only input and output via the communication device 15, the recommendation device 10 does not need to include the input device 12 and the display device 13.

[0032] 3 is a block diagram showing a hardware configuration of the virtual instance server 20 according to an embodiment of the present invention. The virtual instance server 20 includes a processor 21, an input device 22, a display device 23, a storage device 24, and a communication device 25. These components are connected by a bus 26. Note that an interface is provided between the bus 26 and each component device as necessary. The processor 21, the input device 22, the display device 23, the storage device 24, and the communication device 25 correspond to the above-mentioned processor 11, the input device 12, the display device 13, the storage device 14, and the communication device 15, respectively, and have similar configurations, so that a description thereof will be omitted. When input and output by a user of the virtual instance server 20 is only input and output via the communication device 25, the virtual instance server 20 does not need to include the input device 22 and the display device 23.

[0033] FIG. 4 is a block diagram showing a hardware configuration of a test game server 30 according to an embodiment of the present invention. The test game server 30 includes a processor 31, an input device 32, a display device 33, a storage device 34, and a communication device 35. These components are connected by a bus 36. Note that an interface is provided between the bus 36 and each component device as necessary. The processor 31, the input device 32, the display device 33, the storage device 34, and the communication device 35 correspond to the processor 11, the input device 12, the display device 13, the storage device 14, and the communication device 15, respectively, and have the same configuration, so that the description thereof will be omitted. If the input and output by the user of the test game server 30 is only input and output via the communication device 35, the test game server 30 does not need to include the input device 32 and the display device 33.

[0034] The game server 40 has the same configuration as a general game server that provides online games. In the description of the hardware configuration of the embodiment of the present invention, for convenience, the game server 40 is described as being realized by one device, but is not limited to this. The game server 40 may be configured by one or more devices, or may be realized by a virtual environment. The test game server 30 may have the same configuration as the game server 40, but differs from the game server 40 in that it is not accessed by player terminals of general users (general players) and that it only accepts access from the virtual instance server 20.

[0035] FIG. 5 is a block diagram showing a hardware configuration of a game server 40 according to an embodiment of the present invention. The game server 40 includes a processor 41, an input device 42, a display device 43, a storage device 44, and a communication device 45. These components are connected by a bus 46. Note that an interface is provided between the bus 46 and each component device as necessary. The processor 41, the input device 42, the display device 43, the storage device 44, and the communication device 45 correspond to the processor 11, the input device 12, the display device 13, the storage device 14, and the communication device 15, respectively, and have the same configuration, so that the description thereof will be omitted. If the input and output by the user of the game server 40 is only input and output via the communication device 45, the game server 40 does not need to include the input device 42 and the display device 43.

[0036] The game G according to the embodiment of the present invention is provided by a game server 40. The game server 40 is a server that is accessed by a player terminal (not shown), such as a smartphone, when a general player actually plays the game. The game server 40 stores an application (game program) for the game, and is configured to be connected to the player terminal of each player who plays the game via a network. In one example, when a predetermined game application A is started on a player terminal, the game server 40 communicates with the game server 40, and the game server 40 transmits and receives data required to provide a game service to and from the player terminal. In one example, while the game application A is running on the player terminal, the game server 40 communicates with the player terminal periodically or intermittently, executes a game in response to a game operation input on the player terminal, and transmits the execution result to the player terminal.

[0037] In one example, the game server 40 stores the player ID and information related to the game of the player in the storage device 44 in association with each other. In one example, the game server 40 receives a player ID and a password from a player terminal to authenticate the player, and provides a game service (game G) to the player terminal using data stored in association with the player ID of the authenticated player. Once the game server 40 authenticates the player ID, it can store the data in association with the player ID until the game is ended or until a logout operation is received. For example, when a player terminal connects to the game server 40 and is identified and authenticated using a player ID and a password, the player can play the game G as a player of the player ID through the player terminal. The game server 40 stores a game log, which is log data related to the game, while the player terminal is executing the game G, for example, while the player terminal is executing the game application A. The game log stored by the game server 40 is generated by the game play of a general player (general user).

[0038] Game G according to an embodiment of the present invention is a game having the following content. Game G includes multiple quests, which are battle games in which friendly characters fight against enemy characters, and the order of each quest is determined in advance or is set according to a predetermined rule. Game G can also include battle games other than quests. Each quest is associated with a quest ID, and each quest has its own unlocking conditions. Examples of unlocking conditions include the player's level being above a certain value, or the player having cleared a certain other battle game, etc. The player can only play battle games for which the unlocking conditions are met. A player can select multiple characters from among his / her allied characters and organize a party via a party organization screen (not shown). The party organization screen may be displayed before the start of a quest battle game, or may be displayed by accepting the selection of a button for the party organization screen from a home screen (not shown). For the sake of convenience, in the description of the embodiment of the present invention, a case is described in which a player can select five characters to organize a party, but this is not limiting. Using the friendly characters in a party, the player can play multiple types of quests with different difficulty levels and enemy characters with various statuses and attributes. A quest can be cleared when the friendly characters in the party defeat the enemy characters. When a quest is cleared, the player can earn a reward. The difficulty of clearing a quest generally increases the further the quest progresses. When the quest battle game ends, a clear flag indicating the clear rank is associated with it according to the clearing status. The clear flag can be one of the following: "3" corresponding to 3 stars (★★★) indicating a perfect score (for example, cleared with all allied characters surviving), "2" corresponding to 2 stars (★★) indicating a medium clear (for example, cleared with 3-4 allied characters surviving), "1" corresponding to 1 star (★) indicating an otherwise clear (for example, cleared with 1-2 allied characters surviving), or "0" corresponding to 0 stars indicating not cleared. The rewards the player gets vary depending on the clear rank. Game G has an autoplay mode function, and when the player selects the autoplay mode, the player does not need to operate the quest.

[0039] The players in game G according to the embodiment of the present invention are as follows. A player can own ally characters, and the character IDs of the ally characters owned are stored in association with the player's player ID. A player can check all ally characters owned by the player via an ally character confirmation screen (not shown). A player can acquire ally characters, for example, as a reward in a game, or through a free or paid lottery process or a reward for clearing a quest, and when a new ally character is acquired, the ally character ID of the acquired ally character is stored in association with the player's player ID. The player level indicating the player's level is stored in association with the player ID, and the player can check his / her own player level on the game screen. When a player clears a quest, the player can acquire a certain amount of player experience points, and each time the player experience points reach a certain value, the player level increases. The player's current level becomes the upper limit of the level of allied characters, and when the player level increases by a certain amount, the upper limit of the character level of the allied characters, which will be described later, also increases by a certain amount. The player ID is stored in association with the player's play information (e.g., the time the game started, the most recent login date and time).

[0040] The characters in game G according to the embodiment of the present invention are as follows. Each ally character (character ID) is associated with and stored with various status information (status data). For example, status information includes ability values ​​such as attack power and defense power, rarity, experience points, character level, equipment, equipment level, character rank, attributes (for example, frontline / middle line / rear line type, physical / magic / all-purpose type, etc.). Rarity is the rarity of the ally character defined by the game developer or game operator, and is specifically a type of parameter expressed by the number of stars, rare (R), super rare (SR), etc. An initial rarity is set when each character is acquired, and characters with a low probability of winning in a lottery process or characters that can be acquired as a reward for clearing a quest with a high level of difficulty tend to have a higher initial rarity and are less likely to be owned by players. Conversely, ally characters with low initial rarity tend to be more likely to be owned by even beginners. Note that rarity may be variable during the game, and the basic ability value of an ally character may be improved by improving the rarity of the ally character using items, synthesis processing, etc. Experience points increase, for example, when a quest is won or a specific item is used, and character levels are set in accordance with the experience points, and the character level increases each time the experience points reach a specific value. For example, an upper limit for character level is set for each ally character according to the player level described above, and the character level increases only up to the upper limit by using various items. For example, base values ​​corresponding to combat power such as life points, attack power, and defense power are set for ally characters based on the character level, and each base value set for an ally character increases as the level increases. Equipment is an item such as a weapon or armor that is equipped by an ally character, and can be obtained by purchasing it from an in-game shop or as a reward for completing a quest. For example, each equipment item has an additional value set for attack power, defense power, etc., and when the equipment is equipped, the additional value of each equipment item is added to the above base value, thereby enhancing the various abilities of the ally character. Each piece of equipment has a character level at which it can be equipped, and by improving the character level, stronger equipment items can be equipped. Furthermore, for example, equipment has an equipment level set, and as the equipment level increases through the use of various items, the additional value for attack power, defense power, etc. is set higher, and an upper limit for the equipment level is set for each piece of equipment. Character rank can be increased by collecting and using specific equipment, improving the abilities of allied characters and acquiring skills that can be used in quests. Attributes are attributes associated with characters, such as the type of tank, front line, middle line, or rear line, which is the party's position in a quest, and metadata such as physical, magical, or all-purpose, which is the preferred attack and defense style, and these are information that are taken into consideration by the player when forming a party. As one example, the same attribute may be further classified, for example, rare all-purpose with higher performance and aptitude and common all-purpose with lower performance and aptitude may be established. Note that not only ally characters but also enemy characters have attributes, and it is important to decide what kind of ally characters have which attributes to form a party with in order to clear a quest. In the game G, the rarity, character level, equipment level, and character rank that can improve the abilities of friendly characters are collectively referred to as the character status level for the sake of convenience in this embodiment. The character status level can mean one of the levels (ranks) such as the rarity, character level, equipment level, and character rank, or can mean other levels (ranks).

[0041] In an embodiment of the present invention, the game log stored in the game server 40 includes, for each quest, party-organizing characters that are ally characters that make up a party, status information for each party-organizing character, and replay data when the quest is cleared. The status information includes a character status level. In an embodiment of the present invention, an ally character can be simply referred to as a character.

[0042] 6 is an example of a functional block diagram of the system 1 according to the embodiment of the present invention. The system 1 includes a composition data filter unit 51, a recommendation candidate generation unit 52, a game play execution unit 53, a recommendation information output unit 54, a first composition data storage unit 55, a reference information storage unit 56, and a second composition data storage unit 57.

[0043] When the recommendation device 10, the virtual instance server 20, the test game server 30, and the game server 40 are each realized by one or more devices, for example, at least one of the processors 11, 21, 31, and 41 executes a program and stores data in at least one of the storage device 14, the storage device 24, the storage device 34, and the storage device 44 as necessary, or in addition, by transferring or receiving data between two or more devices among the recommendation device 10, the virtual instance server 20, the test game server 30, and the game server 40 as necessary. For example, each of the storage units 55, 56, and 57 may be realized by storing database data (e.g., a table) or a program in one of the storage devices 14, 24, 34, and 44, and executing the program by one of the processors 11, 21, 31, and 41. Since various functions are realized by loading a program in this way, a part or all of one functional unit (e.g., a software module) may be included in another functional unit. However, each of the memories 55, 56, 57 may be realized by any of the storage device 14, the storage device 24, the storage device 34, and the storage device 44. For example, when the recommendation device 10, the virtual instance server 20, and the test game server 30 are realized by a virtual environment, these functions of the recommendation system 2 can be realized by the operation of each component similar to the operation when the recommendation device 10, the virtual instance server 20, and the test game server 30 are each realized by one or more devices.

[0044] The game log stored by the game server 40 includes, as a game log related to a quest, at least organization data including information about a party (party organization). The first organization data storage unit 55 stores, among the game logs stored by the game server 40, first organization data including information about a party in a game log that has cleared each quest. The first organization data can be called cleared organization data by a physical user. As the first organization data stored in the first organization data storage unit 55, data of a game log acquired from the game server 40 may be used as is, or data generated based on the game log may be used. In one example, the recommendation device 10 can acquire a game log from the game server 40, and extract or generate, from the acquired game log, first organization data including information about a party in a game log that has cleared each quest. The first organization data includes a player ID of a player who played, a player level of the player, a quest ID, five party organization characters (parties cleared by a physical user), and status information of each party organization character. The first organization data can include a clear flag indicating a clear rank. The first composition data storage unit 55 can be realized by the recommendation device 10.

[0045] In one example, the first composition data stored in the first composition data storage unit 55 can be data generated or extracted from a game log in which each quest is cleared for the first time among the game logs stored in the game server 40. For example, in this case, the recommendation device 10 can extract (acquire) a game log in which each quest is cleared for the first time from the game logs acquired from the game server 40, or acquire a game log in which each quest is cleared for the first time from the game server 40, and generate the first composition data. In one example, the first composition data stored in the first composition data storage unit 55 can be data generated or extracted from a game log in which each quest is cleared (regardless of the content) among the game logs stored in the game server 40. For example, in this case, the recommendation device 10 can extract (acquire) a game log in which each quest is cleared from the game logs acquired from the game server 40, or acquire a game log in which each quest is cleared from the game server 40, and generate the first composition data. In one example, the first composition data stored in the first composition data storage unit 55 can be data generated or extracted from game logs stored by the game server 40, in which each quest has been cleared with a predetermined score or better or by satisfying the conditions (for example, cleared with a clear rank of 3 stars (★★★)). For example, in this case, the recommendation device 10 can extract (acquire) game logs in which each quest has been cleared with a predetermined score or better or by satisfying the conditions (for example, cleared with a clear rank of 3 stars (★★★)) from the game logs acquired from the game server 40, or acquire game logs in which each quest has been cleared with a predetermined score or better or by satisfying the conditions from the game server 40, and generate the first composition data.

[0046] In one example, the first organization data can be table data of a database. For example, in this case, the data has items of quest ID, player ID, player level, clear flag, and unit data in the column direction (as columns), and data is accumulated one by one in the row direction, and each row of data (record) can be stored in association with the player ID and the quest ID. In this case, the unit data includes five party organization characters (parties) and the status information of these characters, and text data described in JSON is stored as search data, for example. In this case, the status information stored in the unit data may include preset information that is necessary for the system 1 to present recommended information to the player among the status information determined by the game G. The first organization data is not limited to the data structure of this example, but in the following description, for convenience of explanation, data in the first organization data in which one player clears one quest once can be called one record. The first composition data may also refer to a record (data for clearing the i-th quest i), party composition characters within a record, or party composition characters within a record and status information for those characters.

[0047] The organization data filter unit 51 narrows down (extracts) the first organization data related to the game log of the player who satisfies a predetermined condition from the first organization data stored in the first organization data storage unit 55. For example, the organization data filter unit 51 extracts a record associated with the player ID of the player who satisfies a predetermined condition from the first organization data stored in the first organization data storage unit 55. The organization data filter unit 51 can be realized by the recommendation device 10. In one example, based on the play information associated with the player ID, the organization data filter unit 51 extracts (obtains) the first organization data associated with the player ID of the player who started the game in the last six months or the player who logged in at least once in the last three months.

[0048] The reference information storage unit 56 stores an estimated player level (data) for each quest, the first organization data, and the prioritized character list. The reference information storage unit 56 is realized by the recommendation device 10. In one example, the estimated player level data for each quest, the first organization data, and the prioritized character list may be realized by different databases or devices, respectively.

[0049] The estimated player level for each quest stored in the reference information storage unit 56 is an estimated or recommended player level for the player of each quest. The estimated player level for each quest is an estimated player level for each quest calculated or derived from the game log stored in the game server 40 or the first organization data stored in the first organization data storage unit 55, and is, for example, the minimum player level capable of first-time clear for each quest, the most frequent player level of players who cleared the quest for the first time, the most frequent player level within a predetermined range of players who cleared the quest for the first time, or other recommended player level.

[0050] The first composition data stored in the reference information storage unit 56 is the first composition data extracted by the composition data filter unit 51.

[0051] The priority order character list stored in the reference information storage unit 56 is a list in which all characters are arranged in ascending order of in-game value for each quest, and the lower the in-game value, the higher the priority is set. In an embodiment of the present invention, the in-game value is an index indicating the value of each character in the game G. In one example, the in-game value can be an index determined based on some or all of the player's ownership rate and the levels included in the character status level (e.g., rarity, character level), or the in-game value can be one of these (e.g., the player's ownership rate, rarity, or character level). Alternatively, in one example, the in-game value can be an index determined arbitrarily by the game developer, and a specific character can be featured (emphasized). The higher the character status level of a character, the higher the player's ability has been improved or the player has acquired the character, and the higher the value of the character, so the higher the in-game value of the character is. In one example, the lower the ownership rate of a character among players, the higher the difficulty of obtaining the character and the higher its value, so the lower the ownership rate of the character among players, the higher the in-game value. In one example, the prioritized character list is a list in which all characters are arranged in ascending order of character status level for each quest, and the lower the character status level, the higher the priority is set. For example, the prioritized character list is a list in which all characters are arranged in descending order of rarity, i.e., in descending order of difficulty of obtaining, for each quest, and the lower the rarity, the higher the priority is set. For example, the rarity for each quest can be the rarity at the estimated player level for each quest or a player level within a range preset based on the estimated player level. In one example, at least a portion of status information such as attributes is associated with the characters in the prioritized character list.The prioritized character list may be generated (updated) by a game developer or game operator at a predetermined timing such as periodically or after a balance adjustment, or may be generated (updated) automatically by a program that calculates various indicators and determines predetermined conditions. Note that the prioritized character list does not have to be a list as long as it stores equivalent data, and may be one in which an order of priority is set rather than a priority. Furthermore, regardless of the method by which the prioritized character list is generated (updated), it can be said that the priority or order of priority referenced by system 1 is a preset priority or order of priority.

[0052] The recommendation candidate generating unit 52 replaces some of the ally characters constituting the party with other characters for one quest based on the information stored in the reference information storage unit 56 to generate a recommendation candidate party that is a party for clearing the one quest. The recommendation candidate generating unit 52 generates a recommendation candidate party for clearing each quest for each of all quests in the game G. The recommendation candidate generating unit 52 can be realized by the recommendation device 10. In one example, when the first organization data stored in the first organization data storage unit 55 is data generated or extracted from a game log in which each quest is cleared with a predetermined score or higher or by satisfying a condition, among game logs stored in the game server 40, the recommendation candidate generating unit 52 can generate a recommendation candidate party for clearing the one quest with a predetermined score or higher or by satisfying a condition. In one example, the recommendation candidate generating unit 52 can generate recommendation candidate organization data including a quest ID, five party organization characters that are the recommendation candidate party, and status information of each party organization character. In one example, the recommendation candidate generating unit 52 can generate recommendation candidate organization data including a recommendation candidate party that is a party for clearing each quest by replacing some of the party organization characters with other characters in each record associated with each quest in the first organization data stored in the reference information storage unit 56. In one example, the recommendation candidate organization data can be data having, in a row direction (as columns), the items of quest ID, player level, and unit data.

[0053] In one example, the recommendation candidate generation unit 52 refers to the estimated player level data for each quest, and uses the record of the player whose estimated player level for one quest or whose player level is within a range preset based on the estimated player level for the one quest among the records associated with the one quest among the first organization data stored in the reference information storage unit 56, and refers to the prioritized character list for each quest, and replaces n ally characters with high in-game value among the characters organized in the party with the top n characters in the prioritized character list, thereby generating a recommendation candidate party for each quest. In one example, the recommendation candidate generation unit 52 can generate a recommendation candidate party for each quest by replacing n ally characters with high rarity among the characters organized in the party with the top n characters in the prioritized character list. Since a party is composed of five ally characters, n can be set to any natural number from 1 to 4.

[0054] The recommendation candidate generating unit 52 can replace n ally characters of high rarity or ally characters of 1 to n having a rarity of a predetermined level or higher with ally characters that are higher in the prioritized character list for each quest in each record associated with a quest in the first organization data stored in the reference information storing unit 56. For example, when n is set to 2, the recommendation candidate generating unit 52 may be configured to always replace two ally characters of higher rarity in each record associated with a quest in the first organization data stored in the reference information storing unit 56, or may be configured to replace only one ally character when there are not two ally characters of a rarity of a predetermined level or higher.

[0055] In one example, the recommendation candidate generating unit 52 can generate multiple types of recommendation candidate parties from one record associated with one quest. In this example, for example, when n is set to 1, one ally character in one record associated with one quest can be replaced with the top k characters in the priority order to generate k types of recommendation candidate parties.

[0056] In one example, the recommendation candidate generating unit 52 can replace, for each quest, n ally characters in each record associated with one quest in the first organization data stored in the reference information storage unit 56, with an ally character that is higher in the prioritized character list among ally characters that have high compatibility (for example, the same attribute) with each of the ally characters. In this example, for example, when n is set to 1 and the attribute of the ally character to be replaced is a vanguard-physical attribute, the recommendation candidate generating unit 52 replaces it with a character with a vanguard-physical or vanguard-all-purpose attribute that is higher in the prioritized character list. In this example, for example, when n is 2 or more, each of the ally characters to be replaced is replaced with a character that is higher in the prioritized character list and has high compatibility with each of the ally characters to be replaced. In one example, the recommendation candidate generating unit 52 can dynamically calculate the compatibility of the character that is higher in the prioritized character list with the ally character to be replaced by referring to the status information of the character, and determine it as the character to be replaced (character with high compatibility) when the evaluation value is high, for example, when the evaluation value is equal to or higher than a predetermined value. For example, the recommendation candidate generation unit 52 may be configured to increase the evaluation value of a character with many matching attributes, such as tank / frontline / midline / rearline or physical / magic / all-purpose, in the character status information. For example, the recommendation candidate generation unit 52 may be configured to calculate the evaluation value of a tank character as always matching attributes without distinguishing between physical / magic / all-purpose. For example, the recommendation candidate generation unit 52 may be configured to lower the evaluation value of some characters when they are changed from an all-purpose attribute to another attribute, and to raise the evaluation value when they are replaced with an all-purpose attribute.

[0057] In one example, the recommendation candidate generation unit 52 can set all ally characters that have not been replaced among the generated recommendation candidate party to the character status level associated with them in the original first organization data, and set the replaced ally characters to the minimum level capable of clearing a quest that is preset according to the quest and its surrounding levels. In one example, the recommendation candidate generation unit 52 can set all ally characters of the generated recommendation candidate party to the minimum level capable of clearing a quest that is preset according to the quest and its surrounding levels.

[0058] The recommendation candidate generating unit 52 generates a plurality of types of recommendation candidate parties for each of all quests in the game G.

[0059] The game play executing unit 53 plays the game using the recommendation candidate party generated by the recommendation candidate generating unit 52, and extracts (determines) a party that has cleared the game. In one example, the game play executing unit 53 executes an automatic play (automatic play using an autoplay function of the game system, an external AI, or an automatic play using a simple autopilot function) of a quest using a recommendation candidate party for clearing the quest generated by the recommendation candidate generating unit 52 for each of all quests in the game G, thereby extracting a recommendation party that is a party that has cleared the quest. In one example, the game play executing unit 53 can play the quest using a recommendation candidate party for clearing the quest with a predetermined score or higher. In one example, the game play executing unit 53 can play the quest using a recommendation candidate party for clearing the quest with a predetermined score or higher and at the minimum required level. In one example, when playing the one quest using a recommendation candidate party, the game play executing unit 53 can set the character status level of the ally characters constituting the party to a predetermined level corresponding to the one quest (for example, a minimum level required to clear the one quest). In one example, when playing the one quest using a recommendation candidate party, the game play executing unit 53 can set the character status level of the ally characters constituting the party to match the estimated player level of the one quest or a player level within a preset range based on the player level.

[0060] The game play executing unit 53 extracts, for each quest, a recommendation party that has cleared each quest, and stores the extracted recommendation party in the second organization data storage unit 57. In one example, the game play executing unit 53 can extract (generate) recommendation organization data including a quest ID, five party organization characters that are the recommendation party, and status information of each party organization character, and store the generated recommendation party in the second organization data storage unit 57.

[0061] In the embodiment of the present invention, the game play execution unit 53 is mainly realized by the virtual instance server 20 and the test game server 30. The virtual instance server 20 generates a plurality of virtual instances for virtualizing a player terminal (user terminal) that plays a game or a software environment of the player terminal, in accordance with a control signal from the recommendation device 10. The virtual instance is a virtual instance for executing a game G, and is connected to the test game server 30 and configured to be able to execute the game G. When the virtual instance server 20 executes the game G in one virtual instance, it sets a party for clearing one quest generated by the recommendation candidate generation unit 52, and executes game play (automatic play) of the one quest.

[0062] The virtual instance is a virtual instance for virtualizing a player terminal or a software environment of the player terminal, and can be realized by using an operating system level virtualization technology called "container" such as Docker (registered trademark). Docker (registered trademark) controls Linux (registered trademark) containers provided by the Linux (registered trademark) kernel, and can provide process-based virtualization, that is, a space in which the use of the CPU and the use of the file system are isolated from other processes. Since each container is isolated from the others, it is possible to behave as if it were the only game app running in the operating system. Therefore, by executing a game app in each container and starting the process of the game app, it is possible to virtually realize the execution of the game app in the player terminal. Therefore, it is possible to generate multiple virtual instances in the virtual instance server 20, isolate multiple game apps and execute them in parallel at the same time, and generate a verification result. In the embodiment of the present invention, a "container" of Docker (registered trademark) can be used as the virtual instance, and each virtual instance can be treated as a virtualized smartphone, for example.

[0063] In one example, the virtual instance can execute the game G by executing the game app A executed to play the game on the player terminal in a headless mode. For example, the virtual instance server 20 can execute the game G by executing the game app A executed to play the game on the player terminal on autopilot, in a headless mode in the virtual instance, or by virtualizing the GPU and sound device, so that at least the graphic processing and the sound processing are substantially disabled. Here, disabling the graphic processing and the sound processing includes substantially disabling them by virtualization or redirection.

[0064] In one example, the game play execution unit 53 can be implemented by AI automatic play on preforkd. preforkd virtualizes games end-to-end, launches them in parallel on a large scale, and is positioned as an automatic debugging system with AI agents that play them. This preforkd performs virtualization and parallelization based on a functional paradigm, and can achieve a high density of running 90 to 210 game processes in full parallel on a single server with, for example, 96 virtual CPUs. This makes it possible to execute more than 140,000 quests in a day.

[0065] As described above, the game play executing unit 53 can execute a game using a virtual instance and execute gameplay, so that an AI can automatically play each quest in a large-scale simulation environment.

[0066] The second organization data storage unit 57 stores a recommended party for each quest. In one example, the second organization data storage unit 57 stores recommendation organization data, and each record of the recommendation organization data is stored in association with a quest ID. The recommendation organization data can have the same data structure as the recommendation candidate organization data. The recommendation organization data can be called AI-cleared organization data. The second organization data storage unit 57 can be realized by the recommendation device 10.

[0067] The recommendation information output unit 54 outputs (transmits) recommendation information including one or more recommended parties from the recommended parties stored in the second organization data storage unit 57 to the player terminal of the one player based on the ally characters owned by the one player. The recommendation information output unit 54 can be realized by the recommendation device 10 and the game server 40. In one example, the recommendation information can include recommended organization data. In one example, the recommendation information may be information that, when received by the game server 40, enables the game server 40 to present information indicated by the recommendation information, for example, one or more recommended parties, to the player via, for example, the player terminal.

[0068] In one example, in response to a request for a recommended party for a particular quest from a player's player terminal, the recommendation information output unit 54 can output one or more recommended parties from the recommended parties stored in the second organization data memory unit 57 to the player's terminal based on the ally characters owned by the player.

[0069] FIG. 7 is a diagram illustrating an example of a flowchart of the processing of the system 1 according to one embodiment of the present invention.

[0070] In step S1, the recommendation system 2 acquires (extracts) the first organization data related to the game log of the player who satisfies a predetermined condition from the first organization data stored in the first organization data storage unit 55, and stores it in the reference information storage unit 56. In step S2, the recommendation candidate generation unit 52 generates a recommendation candidate party for each of all quests of the game G based on the information stored in the reference information storage unit 56. In step S3, the game play execution unit 53 executes an automatic play of one quest using the recommendation candidate party for clearing the one quest generated by the recommendation candidate generation unit 52 for each of all quests of the game G, and extracts a recommendation party that clears the one quest. In step S4, the recommendation information output unit 54 outputs recommendation information from the recommendation party stored in the second organization data storage unit 57 based on the ally character owned by the one player.

[0071] Next, main effects of the system 1 according to the embodiment of the present invention will be described. One of the technical features of system 1 of an embodiment of the present invention is that it uses a party (party composition) created by an existing player that has actually cleared a quest as material, edits it to replace hard-to-obtain ally characters with more easily obtainable ally characters, and then test-plays the edited party in a large-scale simulation environment. With this configuration, it is possible to generate or extract and output a party that can clear each quest and has a relatively low difficulty level for presenting to the player. A technology for recommending a party based on evidence that the quest has actually been cleared has not existed in the past, and can be realized by the system 1 according to the embodiment of the present invention. This makes it possible to solve the cold start problem and exposure bias problem that existed in the past. In addition, the automatic editing function that uses existing player-created formations as materials does not depend on a specific algorithm, as long as it involves replacing ally characters with ones that are more likely to be obtained (i.e., lower rarity). In addition, the automatic play algorithm when automatically playing the results of the automatic editing in a simulation environment does not depend on a specific implementation. Furthermore, in an embodiment of the present invention, the recommendation system 2 can be implemented as an offline batch process separated from the game server 40 during service operation, so that it can be realized without increasing the runtime load of the service.

[0072] The above-described effects and advantages also apply to other embodiments and modified examples unless otherwise specified.

[0073] The system of the embodiment of the present invention may be either the above-described system 1 or the recommendation system 2. Therefore, the embodiment of the present invention may not include the game server 40. An embodiment that does not include the game server 40 will be described later.

[0074] The system 1 of the embodiment of the present invention may be one device. In this case, the system 1 may be realized using a virtual environment in which all of the constituent elements are virtualized. The embodiment of the present invention may be a method or program for realizing the functions of the system 1 or the recommendation system 2 described above or the information processing shown in the flowcharts, or a computer-readable storage medium storing the program. The embodiment of the present invention may also be a server that can supply a computer with a program for realizing the functions of the embodiment of the present invention described above or the information processing shown in the flowcharts. The same applies to other embodiments and modified examples.

[0075] The content of the game G described above in the embodiment of the present invention is one example and is not limited thereto. In the embodiment of the present invention, the game G is not limited to a specific game, and can be a game to which the system of the embodiment of the present invention can be applied. In the embodiment of the present invention, the quest can be any game other than a quest in which a game is played using a game medium set such as a party (party organization), a deck organization of cards, or a combination of equipment of characters, and in this specification, this can be called a unit game, and the unit game is a concept including a quest. In the embodiment of the present invention, clearing is a concept including a player achieving a certain level of achievement in a unit game, such as winning a battle game or earning a predetermined score or more in another game. For example, five party organization characters are one example, and the game G can set the number of party organization characters to any number. For example, the information contained in the status information described above is one example and is not limited thereto. In addition, the content of the game G described above is one example and is not limited thereto.

[0076] In one or more embodiments of the present invention, the game G may be a competitive game in which two or more players participate. In this embodiment, the game server 40 may be configured to perform a player matching process, and the game play execution unit 53 may also be configured to perform a player matching process.

[0077] In one or more embodiments of the present invention, the first formation data storage unit 55 may be realized by any device of the game server 40 or the recommendation system 2. In one or more embodiments of the present invention, the formation data filter unit 51 may be realized by any device of the game server 40 or the recommendation system 2. In one or more embodiments of the present invention, the reference information storage unit 56 may be realized by any device of the recommendation system 2. In one or more embodiments of the present invention, the second formation data storage unit 57 may be realized by any device of the game server 40 or the recommendation system 2.

[0078] In one or more embodiments of the present invention, the first composition data stored in the first composition data storage unit 55 can be data extracted or generated from the game logs stored by the game server 40 when each quest is cleared for the first time. With this configuration, the system 1 can generate a recommendation candidate party (recommendation candidate composition data) based on the party composition at the time of the first clear of the game by the player, which reflects the player's efforts in party composition, and can determine a recommendation party (recommendation composition data). This makes it possible to further improve the recommendation accuracy.

[0079] In one or more embodiments of the present invention, the first formation data stored in the first formation data storage unit 55 may be data generated or extracted from game logs stored by the game server 40, in which each quest was cleared with a predetermined score or above or by satisfying the conditions (for example, cleared with a clear rank of 3 stars (★★★)). Such a configuration enables the system 1 to determine a better party for recommendation (recommended formation data), and thus makes it possible to further improve recommendation accuracy.

[0080] In one or more embodiments of the present invention, the first organization data stored in the first organization data storage unit 55 can also be generated from a game log generated by game play by the game play executing unit 53. In this embodiment, for example, the recommendation device 10 can generate the first organization data including information about the party in the game log that cleared each quest from the game log acquired from the game server 40 and the game log generated by game play by the game play executing unit 53. With this configuration, even if it is not possible to acquire enough game logs from the game server 40 to generate a recommendation candidate party (recommendation candidate organization data) or a recommendation party (recommendation organization data), it is possible to generate or extract and output a party that can clear each quest and has a relatively low degree of difficulty to present to the player.

[0081] In the embodiment of the present invention, the system 1 includes the composition data filter unit 51, which makes it possible to use the most recent play history data (game log) as much as possible by excluding clear history of users who have left the game and clear history that has become outdated due to adjustments to the game balance, which are accumulated by operating the game for a long time. Also, with such a configuration, it becomes possible to narrow down the data to be referenced from the game logs generated in large quantities by the game server 40, and it becomes possible to prevent an explosion of combinations.

[0082] In one or more embodiments of the present invention, the system 1 may not include the organization data filter unit 51. In this embodiment, the first organization data may not include the player ID of the player who played the game. In this embodiment, the first organization data stored in the reference information storage unit 56 may be the same as the first organization data stored in the first organization data storage unit 55, or the reference information storage unit 56 may not store the first organization data. When the reference information storage unit 56 does not store the first organization data, the recommendation candidate generation unit 52 can use the first organization data stored in the first organization data storage unit 55 instead of the first organization data stored in the reference information storage unit 56. For example, in this case, the recommendation candidate generating unit 52 can replace some of the ally characters constituting the party with other characters for one quest based on the first organization data stored in the first organization data storage unit 55 and the estimated player level and the prioritized character list for each quest stored in the reference information storage unit 56, to generate a recommendation candidate party that is a party for clearing the one quest. For example, in this case, the flowchart shown in FIG. 7 does not need to include step S1, and in step S2, the recommendation candidate generating unit 52 can generate a recommendation candidate party for each of all quests in the game G based on the first organization data stored in the first organization data storage unit 55 and the estimated player level and the prioritized character list for each quest stored in the reference information storage unit 56. Even in this embodiment, the main effects of the system 1 described above can be achieved.

[0083] In an embodiment of the present invention, the system 1 includes the recommendation candidate generation unit 52, which makes it possible to generate a party that is easy to obtain using a party that has actually cleared a quest as material. The rarity described in the embodiment of the present invention is an example of an in-game value. For example, the recommendation candidate generation unit 52 can generate a recommendation candidate party by replacing n ally characters that are owned by a player at a low rate at a predetermined time or during a predetermined period of time, among the characters in the party, with the top n characters in the priority order character list.

[0084] In one or more embodiments of the present invention, the recommendation candidate generation unit 52 may be configured to generate recommendation candidate composition data (recommended candidate party) for each target quest (a part or specific quests) instead of all quests of the game G. In this case, the first composition data may be configured to include only records related to the quests generated by the recommendation candidate generation unit 52. For example, in this case, the recommendation device 10 can extract (acquire) a game log in which the target quest has been cleared from the game log acquired from the game server 40, or acquire a game log in which the target quest has been cleared from the game server 40, and generate the first composition data.

[0085] In an embodiment of the present invention, the reference information storage unit 56 stores an estimated player level for each quest, thereby enabling the recommended candidate generation unit 52 to generate a recommended candidate party for clearing a certain quest i by referring to the player level that serves as a standard when generating a formation capable of actually clearing a certain quest i, which may deviate from the recommended player level set during game development.

[0086] In one or more embodiments of the present invention, the recommendation candidate generating unit 52 can generate a recommendation candidate party using all records associated with one quest, or a specific record unrelated to the estimated player level of the one quest, among the first organization data stored in the reference information storage unit 56. Alternatively, in one or more embodiments of the present invention, the first organization data stored in the first organization data storage unit 55 can be data extracted or generated from game logs in which each quest has been cleared, among game logs stored in the game server 40. Even in such an embodiment, the main effects of the system 1 described above can be achieved. In this case, the reference information storage unit 56 does not need to store the estimated player level for each quest.

[0087] In one or more embodiments of the present invention, the game G does not necessarily have to have a set player level.

[0088] In an embodiment of the present invention, for example, the priority-ordered character list is a list in which all characters are arranged in ascending order of rarity for each quest, and the recommendation candidate generation unit 52 refers to (uses) the priority-ordered character list, so that the recommendation candidate generation unit 52 can replace n ally characters with high rarity among the characters in the party composition with the top n characters in the priority-ordered character list for each quest, and generate a recommendation candidate party. The rarity described in the embodiment of the present invention is one example of an in-game value. For example, the priority-ordered character list can be a list arranged in descending order of the player's ownership rate at a predetermined timing or during a predetermined period, and the higher the ownership rate, the higher the priority level of the list set. For example, the ownership rate for each quest can be the estimated player level for each quest, or the ownership rate at a player level within a range preset based on the estimated player level. Also, for example, the lower the initial rarity of a character, the easier it is for a player to obtain it and the higher the ownership rate tends to be, so the lower the initial rarity, the higher the priority level of the list set.

[0089] In one or more embodiments of the present invention, the prioritized character list is a list in which all characters are arranged in ascending order of in-game value, rather than for each quest, and can be a list common to all quests in which the lower the in-game value, the higher the priority is set. For example, the recommended candidate generating unit 52 can refer to the estimated player level data for each quest, and use a record of a player whose estimated player level for a certain quest or whose player level is within a range preset based on the estimated player level for that quest, among the records of the first organization data stored in the reference information storage unit 56, associated with that quest, to refer to the prioritized character list common to all quests, and replace n ally characters with high in-game values ​​among the characters in the party with the top n characters in the prioritized character list, thereby generating a recommended candidate party for each quest.

[0090] In one or more embodiments of the present invention, the priority order character list can set the priority or order of priority of the priority order character list by considering factors other than the in-game value in each of a specific quest of the game G or all quests of the game G, instead of or in addition to the in-game value such as rarity. In one example, the priority or order of priority can be set according to the developer's intention of presentation, such as "a composition including characters that appeared this month" or "characters that you want to play an active role in this event". By configuring in this way, it is possible to express not only the "low rarity" or "high ownership rate" of the automatically generated party, but also the developer's intention of presentation, and this makes it possible to intentionally feature new characters, etc. in "recommended recommendations".

[0091] In one or more embodiments of the present invention, the game play executing unit 53 can cause the virtual instance to execute game play in a manual mode other than the autoplay mode (AI automatic play). In one or more embodiments of the present invention, the game play executing unit 53 can execute game play using a virtual environment that does not use a virtual instance. In one or more embodiments of the present invention, the virtual instance server 20 and the test game server 30 can be realized by a virtual environment.

[0092] In an embodiment of the present invention, the system 1 includes a recommendation information output unit 54, which allows the player to select one or more party formations composed of ally characters possessed by the player during game play. In one implementation example, the game G is configured so that an object such as a "cleared party" or an "AI recommended formation" is arranged on the party formation screen, and when the player taps on the object on the player terminal, the recommendation system 2 (server side) can be configured to select a record associated with the target quest (the quest requested by the player terminal) stored in the second formation data storage unit 57. This selection operation can be implemented as a process with relatively low calculation cost because it can be executed in a single SQL process using the IN operator of SQL.

[0093] In one or more embodiments of the present invention, in an embodiment not including the game server 40, the recommendation information output unit 54 may not be provided. In this embodiment, the game play execution unit 53 outputs the recommendation organization data (recommended party), and the data can be utilized by storing the data in, for example, the second organization data storage unit 57. Therefore, in the embodiment of the present invention, the system 1 can achieve the main effects of the system 1 described above as long as it is configured to output a party (output a game media set). In addition, in an embodiment not including the game server 40, the recommendation system 2 and the game server 40 may not be connected to each other so as to be able to communicate with each other via the network 4. In this case, it is sufficient that the recommendation system 2 can acquire a game log from the game server 40, and the game server 40 can acquire the recommendation organization data (recommended party) from the recommendation system 2.

[0094] In an embodiment of the present invention, the system 1 outputting a party (game media set) to be presented to a player may mean that the player terminal transmits data for displaying a recommended party on a display device or stores the data in a storage device of any device. Therefore, the system 1 outputting a party (game media set) may mean that information related to the party (game media set) is output.

[0095] In one or more embodiments of the present invention, the recommendation candidate generator 52 can be realized by implementing a function defined by equation (1). TIFF2024148149000002.tif6150(1) Equation (1) is a set of completed formation data D by advanced users who have completed the i-th quest in game G. i With input, D i A more affordable set of organization data that replaces characters that are difficult for beginner users to own with characters that are easy for beginner users to own. This is a function that outputs TIFF2024148149000003.tif6150.

[0096] In one or more embodiments of the present invention, the game play execution unit 53 i The jth organization data included in We can verify that TIFF2024148149000004.tif7150 can clear the i-th quest by having the AI ​​play the game in a large-scale simulation environment. The function of performing this simulation can be modeled as a function using equation (2). TIFF2024148149000005.tif6150(2) Where: TIFF2024148149000006.tif6150 is a set of organization data to be simulated. TIFF2024148149000007.tif6150 is a set of formation data that was able to clear quest i as a result of the simulation.

[0097] In one or more embodiments of the present invention, the recommendation information output unit 54 realizes a personalized and guaranteed clear organization recommendation by narrowing down the set of characters owned by each player. This personalization process can be modeled as a function of Equation (3). TIFF2024148149000008.tif7150(3) TIFF2024148149000009.tif6150 shows a set of friendly characters owned by the u-th player, TIFF2024148149000010.tif7150 is a set of formations capable of clearing quest i, composed only of ally characters owned by player p.

[0098] In the embodiment of the present invention, the headless mode is a mode in which the graphic processing that accesses the GPU is disabled, and furthermore, the sound processing that accesses the sound chip and the access processing to the external server are disabled. This allows the game to be executed in a state in which only the CPU, memory, and secondary storage device are used, that is, by accessing only the resources closed inside the container, so that it is possible to eliminate the rate-limiting factors (factors that determine the speed) such as the animation processing speed that is assumed to be viewed by humans and the audio playback speed that is assumed to be heard by humans. Furthermore, these graphic devices and sound devices are generally implemented as external devices outside the CPU, and the waiting time for synchronization required for I / O processing between the CPU and the external device can also be omitted. This allows the game to be executed at high speed with no wait processing that depends only on the processing speed of the CPU alone, omitting wait processing such as production for humans and waiting for synchronization for external devices, so that the game can be executed in a shorter time.

[0099] In one or more embodiments of the present invention, executing a game program (game application) in headless mode may mean either executing the game program in headless mode or executing a game program that has been made headless. As long as the game can be progressed in a headless state, any mode of execution may be used. In Unity, a widely used game engine, it is possible to easily generate a headless game program simply by selecting the headless mode from the GUI. That is, a game program for a player terminal can be easily prepared for verification by reusing the game program for the player terminal. In one or more embodiments of the present invention, the game program may be executed in a normal mode other than the headless mode.

[0100] In one or more embodiments of the present invention, each of the functional units included in the system 1 can be realized by hardware by configuring electronic circuits or the like for realizing a part or all of the functional units.

[0101] In the above-described processes or operations, the processes or operations can be freely changed as long as no inconsistencies in the processes or operations occur, such as the use of data that should not yet be available in a certain step. Furthermore, the above-described embodiments are merely examples for explaining the present invention, and the present invention is not limited to these embodiments. The present invention can be embodied in various forms without departing from the gist of the present invention. [Explanation of symbols]

[0102] 1: System, 2: Recommendation system, 4: Network, 10: Recommendation device, 11: Processor, 12: Display device, 13: Input device, 14: Storage device, 15: Communication device, 16: Bus, 20: Virtual instance server, 21: Processor, 22: Display device, 23: Input device, 24: Storage device, 25: Communication device, 26: Bus, 30: Test game server, 31: Processor, 32: Display device, 33: Input device, 34: Storage device, 35: Communication device, 40: Game server, 41: Processor, 42: Display device, 43: Input device, 44: Storage device, 45: Communication device, 51: Organization data filter unit, 52: Recommendation candidate generation unit, 53: Game play execution unit, 54: Recommendation information output unit, 55: First organization data storage unit, 56: Reference information storage unit, 57: Second organization data storage unit

Claims

1. A system for outputting a game media set to be presented to the player in a game that uses a game media set composed of multiple game media, A set of candidate game media for clearing a unit game is generated by replacing some of the game media in the game log that have cleared a unit game with other game media. Outputs a game media set from the aforementioned candidate game media sets that meets predetermined conditions. system.

2. The system according to claim 1, wherein generating a candidate game media set includes replacing one or more game media with high in-game value from a game media set that has cleared a unit game included in the game log with a predetermined priority or one or more game media with a higher priority, respectively, to generate a candidate game media set.

3. The system according to claim 1, wherein generating a candidate game media set includes generating a candidate game media set by replacing one or more game media with high in-game value from a game media set that has cleared a unit game included in the game log with one or more other game media, the other one or more game media being of a predetermined priority or high priority and being highly compatible with each of the one or more game media being replaced.

4. The system according to claim 3, wherein one or more game media with high in-game value among the game media sets that have cleared a unit game included in the game log are game media with high rarity or game media with a low ownership rate among players within the game media set.

5. The system according to claim 1, wherein generating a candidate game media set includes obtaining a game media set in which one unit game has been cleared from a game server that stores game logs generated by actual player gameplay.

6. The system according to claim 1, wherein when running a game using a virtual instance, the game is run in headless mode or with virtualization of the GPU and sound device on the virtual instance such that at least graphics processing and sound processing are substantially disabled.

7. A method, executed by a computer, for outputting a game media set to be presented to a player in a game that uses a game media set consisting of multiple game media, A set of candidate game media for clearing a unit game is generated by replacing some of the game media in the game log that have cleared a unit game with other game media. Outputs a game media set from the aforementioned candidate game media sets that meets predetermined conditions. method.

8. The method according to claim 7, wherein generating a candidate game media set includes generating a candidate game media set by replacing one or more game media with high in-game value from a game media set that has cleared a unit game included in the game log with a predetermined priority or one or more game media with a higher priority.

9. The method according to claim 7, wherein generating a candidate game media set includes generating a candidate game media set by replacing one or more game media with high in-game value from a game media set that has cleared a unit game included in the game log with one or more other game media, the other one or more game media being of a predetermined priority or high priority and being highly compatible with each of the one or more game media being replaced.

10. A program that causes a computer to perform the method described in any one of claims 7 to 9.