Program and information processing system

The system addresses the issue of inappropriate matching in multiplayer games by allowing users to select operation support preferences, ensuring compatible pairings and enhancing player satisfaction.

JP2024174804AActive Publication Date: 2024-12-17COLOPL
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Patent Information

Application Number
JP2024038264
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-12
Publication Date
2024-12-17
Estimated Expiration
2043-06-05

AI Technical Summary

Technical Problem

Existing multiplayer games lack appropriate matching mechanisms that consider whether users utilize operation support, leading to potential mismatches and dissatisfaction among players.

Method used

A system that determines matching partners based on whether users choose to use operation support, allowing users to select matching preferences and ensuring compatible pairings.

Benefits of technology

Enables appropriate matching, reducing player dissatisfaction by aligning users with similar gameplay experiences, and providing a more enjoyable multiplayer experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To achieve appropriate matching.SOLUTION: When settings related to use of operation support for a first user and a second user that are matched are different, a program causes a computer to function as setting changing means for changing settings related to the use of the operation support for the first user and starting a multi-play in the matching of the multi-play in which each user selects whether or not to use the operation support and performs the play.SELECTED DRAWING: Figure 2
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Description

[Technical field]

[0001] The present invention relates to a program and an information processing system. [Background technology]

[0002] Conventionally, there are known games that allow multiple users to cooperate with each other and play against each other in a multiplayer mode. In the multiplayer mode, it is known that a computer matches users with each other (for example, see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-129985 A Summary of the Invention [Problem to be solved by the invention]

[0004] Meanwhile, in services that allow multiplayer, such as games, there is a demand for appropriate matching.

[0005] An object of the present invention is to achieve appropriate matching. [Means for solving the problem]

[0006] According to one embodiment shown in the present disclosure, The processor, In a multiplayer game where each user can select whether or not to use operation support, the device functions as a matching means for determining a matched partner depending on whether or not the user uses the operation support. The program is provided. Effect of the Invention

[0007] According to the present invention, appropriate matching can be achieved. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of an information processing system. [Diagram 2] FIG. 2 is a block diagram showing a functional configuration of the information processing system. [Diagram 3] FIG. 13 is a diagram showing an example of a UI for making settings related to the use of operational assistance. [Figure 4] FIG. 13 is a diagram showing an example of a UI for making settings related to matching. [Diagram 5] 13 is a flowchart showing an example of a process related to matching. [Figure 6] FIG. 13 is a diagram showing an example of a UI for notifying a result of matching. [Figure 7] 13 is a diagram showing an example of a UI for notifying another user that he or she has started using operational assistance; DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0010] <System hardware configuration> As shown in FIG. 1, an information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these. In addition, the connection between the terminal device 10 and the server 20 may be a wired connection or a wireless connection.

[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components included in the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a central processing unit (CPU), a micro processing unit (MPU), a graphics processing unit (GPU), etc. The processor 21 reads a program from the storage 23 and loads it in the memory 22. The processor 21 executes the loaded program.

[0014] The memory 22 is a main storage device. The memory 22 is composed of storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores the programs and various data read by the processor 21 from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data generated while the processor 21 is operating according to the programs.

[0015] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The game realized through cooperation between the terminal device 10 and the server 20 may be, for example, a game executed on a browser launched in the terminal device 10. The program may also be a program that realizes the game through cooperation between a plurality of terminal devices 10. The various data include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured with a storage device such as a flash memory or a hard disk drive (HDD), etc. The storage 23 stores various data related to the game.

[0017] The communication IF 24 controls transmission and reception of various data between the server 20 and the terminal device 10 etc. via the network.

[0018] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit that is an information input device such as a mouse or a keyboard, and a display unit that is a device that displays and outputs an image.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal that a user uses when playing a game.

[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other via a communication bus.

[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it in the memory 12. The processor 11 executes the loaded program.

[0022] The memory 12 is a main storage device. The memory 12 is composed of storage devices such as a ROM and a RAM. The memory 12 temporarily stores the programs and various data that the processor 11 reads from the storage 13, thereby providing a working area for the processor 11. The memory 12 also temporarily stores various data that the processor 11 generates while it is operating according to the programs.

[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured with a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.

[0024] The communication IF 14 controls transmission and reception of various data between the terminal device 10 and the server 20 etc. via the network.

[0025] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a Universal Serial Bus (USB) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.

[0026] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touch pad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 which is an electronic component combining the input unit 17 and the display unit 18.

[0027] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 may be of a capacitive type or a resistive film type, or may be of another type.

[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor, an angular velocity sensor, a motion sensor, a gaze sensor, a bioelectric potential sensor, a fingerprint sensor, a breath sensor, a pressure sensor, an image sensor, or the like), an operation stick, a camera, a microphone, etc. The display unit 18 may be, for example, a projector, etc.

[0029] <System Functional Configuration> 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. The server 20 in this embodiment has, for example, a function of providing each of the terminal devices 10 with various data and programs required to realize a game, a function of collecting and managing data related to the game from each of the terminal devices 10, and a function of performing synchronization processing between the multiple terminal devices 10.

[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance for each game. The method of registering the account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for registering a user's account to the server 20 based on a user's operation, and the server 20 may create and store an account for each user based on the received information.

[0031] 2, the server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program, game information, and user information.

[0032] The game program is a program for implementing the game. The game information and user information are data that the control unit 210 refers to when executing the game program.

[0033] In this embodiment, the game program may include a game program executed on the terminal device 10 side, in addition to a game program executed on the server 20 side. Furthermore, the storage unit 220 may store a game program executed on the server 20 side and a game program executed on the terminal device 10 side.

[0034] The game information is information common between accounts. The game information includes, for example, information for defining various virtual spaces. The virtual space is, for example, a space in which various objects, such as objects of a character (hereinafter referred to as a "player character") that can be operated by a user, are arranged. The game information includes, for example, various setting information related to objects common between accounts, such as background objects, such as buildings, trees, and stones, arranged in the virtual space, and the arrangement position, size, color, and shape of objects of non-player characters (NPCs). The game information also includes, for example, setting values ​​of various parameters of NPCs. Hereinafter, the object of a character arranged in a virtual space may be simply referred to as a "character".

[0035] An example of a virtual space is a space where an event takes place (in other words, occurs). Examples of a space where an event takes place are a game space where an event related to the progress of a game takes place (for example, a character or the like is moved to progress the game), a live space where various live performances such as live music events take place, and a space where users can interact with each other. An example of an object in a virtual space is game media used in a game. Examples of game media are characters, items, and objects used in a game played in the game space (for example, a ball in a ball game).

[0036] User information is information managed for each game account. User information includes, for example, information about a player character, information about owned assets, and information indicating the progress of a game. Examples of owned assets include currency and items in a virtual space. In other words, owned assets can be said to be value owned by a user in a virtual space (in other words, value associated with a user). An example of such value (in other words, value in a virtual space) is electronic currency. Examples of electronic currency include in-game currency that can be used in a game and cryptocurrency.

[0037] The control unit 210 controls various processes related to the game by executing a game program stored in the storage unit 220. The control unit 210 has, for example, a transmission / reception unit 211, a server processing unit 212, a data management unit 213, a synchronization processing unit 214, and a matching control unit 215.

[0038] The transmitting / receiving unit 211 transmits or receives various data. For example, the transmitting / receiving unit 211 receives requests to transmit various data and programs, requests for synchronization processing to support the multiplay function, data to be subjected to synchronization processing, and the like from each terminal device 10, and passes them to the server processing unit 212. In addition, the transmitting / receiving unit 211 transmits various data and programs including instructions for synchronization to each terminal device 10 according to the control of the server processing unit 212.

[0039] In this embodiment, the multiplay function is a function that synchronizes game processing by multiple accounts. When multiple accounts logged in to the information processing system 1 participate in the same game, the server 20 and the terminal device 10 of the information processing system 1 execute various processes to support the multiplay function.

[0040] The server processing unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in a game program in response to a request from the terminal device 10. For example, when the server processing unit 212 receives a request for synchronization processing to support the multiplay function or data to be the subject of synchronization processing from the terminal device 10 via the transmission / reception unit 211, the server processing unit 212 executes synchronization processing to support the multiplay function. In addition, the server processing unit 212 issues a command to the transmission / reception unit 211 to transmit game information or user information. Furthermore, the server processing unit 212 issues a command to the data management unit 213 to add, update, or delete records of the game information or user information.

[0041] The data management unit 213 manages various data stored in the storage unit 220 in accordance with instructions from the server processing unit 212. For example, the data management unit 213 reads game information or user information in accordance with instructions from the server processing unit 212, and transmits it to the terminal device 10 via the transmission / reception unit 211. In addition, the data management unit 213 adds, updates, or deletes records of the game information or user information in accordance with instructions from the server processing unit 212.

[0042] The synchronization processing unit 214 executes synchronization processing to support the multi-play function of the game according to an instruction from the server processing unit 212. For example, when the server 20 transmits information to a plurality of terminal devices 10, the synchronization processing unit 214 transmits information to each terminal device 10 at the same time, thereby synchronizing the game proceeding among the terminal devices 10. Specifically, the synchronization processing unit 214 transmits operation information received from the terminal device 10 corresponding to each account within a predetermined period (for example, one frame) to each terminal device 10 at the same time for each predetermined period. The operation information is information related to an operation input to the terminal device 10. The timing of synchronization and information to be synchronized may be received from the server processing unit 212 at any time. By executing the synchronization processing, it becomes possible to simultaneously reflect an event in the game caused by an operation input in one terminal device 10 in the other terminal devices 10.

[0043] The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations by a user, and a function as an output device that outputs images and sounds of a game.

[0044] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 11, memory 12, storage 13, communication IF 14, input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. The various data include, for example, a game program, game information, and user information. The game program is a program for implementing a game on the terminal device 10 side. The game information and user information are data referenced when the control unit 110 executes the game program. The game information and user information stored in the storage unit 120 may include information similar to the game information and user information stored in the storage unit 220.

[0045] The control unit 110 executes a game program stored in the memory unit 120, thereby controlling various processes related to the game executed on the terminal device 10. The control unit 110 has, for example, an operation reception unit 111, a transmission / reception unit 112, a game progression unit 113, and a display control unit 114.

[0046] The operation reception unit 111 receives an operation (hereinafter, also referred to as an "input operation") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of the input operation. Examples of the types of input operations include various operations using fingers, such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation of physically contacting the input unit 17 (for example, the touch screen 16), but may also include a non-contact operation. Note that an operation of ending a previously performed input operation, such as a touch-off operation of ending contact with the touch screen 16, can also be considered as one aspect of the input operation.

[0047] Here, the operation reception unit 111 can also receive an input operation performed using an operation device connected via the input / output IF 15 in the same manner as an input operation to the input unit 17 .

[0048] The transmission / reception unit 112 transmits or receives various data. For example, the transmission / reception unit 112 transmits game information or user information, or a synchronization request for supporting the multiplay function to the server 20. The transmission / reception unit 112 receives various data, programs, data for synchronization for supporting the multiplay function, and the like from the server 20. The data for synchronization includes, for example, synchronization instruction data for instructing each of the terminal devices 10 participating in the multiplay to synchronize. The synchronization instruction data includes, for example, data to be synchronized, the type of the data, data for specifying the time of synchronization, and the like.

[0049] The transmitting / receiving unit 112 transmits operation information related to the input operation accepted by the operation accepting unit 111 to the server 20. The transmitting / receiving unit 112 receives, from the server 20, operation information related to an operation input by another user in another terminal device 10.

[0050] The game progression unit 113 executes various processes related to the progression of the game. A specific example will be explained below.

[0051] The game progression unit 113 defines a virtual space based on information for defining the virtual space, which is included in the game information. The game progression unit 113 places objects in the virtual space based on setting information for the objects, which is included in the game information. The game progression unit 113 controls the objects placed in the virtual space. Specifically, the game progression unit 113 changes the position, orientation, shape, color, etc. of the objects in the virtual space, and causes the objects to perform predetermined actions.

[0052] The game progression unit 113 defines a virtual camera for specifying an area of ​​the virtual space to be presented to the user. The game progression unit 113 places the virtual camera in the virtual space by defining the position and orientation of the virtual camera in the virtual space. The game progression unit 113 instructs the display control unit 114 to generate an image that depicts the field of view defined by the virtual camera and the objects placed in this field of view.

[0053] The position and orientation of the virtual camera can be appropriately determined for each virtual space. For example, the game progression unit 113 uses the position and orientation of a specific object as a reference and positions the virtual camera so that the specific object is located in the center of the field of view in a specific orientation. At that time, the game progression unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle to the specific object. The specific object may be, for example, a dynamic object or a static object such as a building, tree, or stone. Examples of dynamic objects include player characters that act based on the operation of each user and NPCs that act based on a game program. NPCs include so-called enemy characters, etc.

[0054] The game progression unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. The game progression unit 113 executes various determination processes related to the progress of the game based on the interpreted instructions, etc. The game progression unit 113 progresses the game while controlling objects, a virtual camera, etc. based on the results of the determination processes, etc. The game progression unit 113 updates, adds, or deletes game information and user information according to the progress of the game.

[0055] The display control unit 114 causes the display unit 18 to display an image. A specific example will be described below.

[0056] The display control unit 114 generates an image that depicts the area of ​​the field of view of the virtual camera defined by the game progression unit 113 in the virtual space and objects present in that area, and displays it on the display unit 18. The display control unit 114 can superimpose and draw objects related to a UI (User Interface) required for various operations of the game, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18.

[0057] The functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely an example. Each of the terminal device 10 and the server 20 may have at least a part of the functions of the other device. Each of the devices such as the terminal device 10 and the server 20 may not be realized by an integrated device, and may be realized by, for example, a plurality of devices connected via a network or the like. The information processing system 1 may be configured by, for example, only the terminal device 10 or the server 20. In other words, the information processing system 1 may not be realized by a plurality of devices connected via a network.

[0058] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 executes the game program stored in the information processing system 1 to perform each processing described later. However, at least a part of the processing described later and performed by the processor 11 may be executed by a processor other than the processor 11. Also, at least a part of the processing described later and performed by the processor 21 may be executed by a processor other than the processor 21. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices.

[0059] In the game of this embodiment, the game progression unit 113 starts the event based on a user's input operation related to the start of the event (in other words, the game). Examples of the event include an event in which users compete against each other, and an event in which multiple users cooperate to achieve a predetermined goal. Specifically, examples of the event include an event in which users cooperate to win against a predetermined opponent (here, the "opponent" may be another user or an NPC. Also, an enemy character in a so-called quest is included in the opponent.), an event in which multiple users cooperate to win against a predetermined opponent, and an event in which multiple users cooperate to reach a predetermined destination or obtain a predetermined object. In other words, the event includes a battle against a predetermined opponent, a quest, a so-called raid battle, and the like. Note that various battles such as a battle between users may be conducted in team units. The event in this embodiment is an event that can be progressed by multiplay (in other words, played by at least two or more people). Note that the method of starting the event can be the same as that of conventional games, etc. Specifically, an event may be started based on an input operation on a specific button (e.g., a button for starting a battle or a button for starting a quest) displayed on a specific screen (not shown) such as a home screen.

[0060] Furthermore, the game progression unit 113 progresses the event based on an input operation by the user. Note that the configuration according to this embodiment may be applied to any game including various games described later, and may also be applied to any service that provides a virtual space, but the method of progressing the event may be the same as that of conventional games. For example, the game progression unit 113 may move a player character based on an input operation by the user while an event is in progress. Specifically, the game progression unit 113 may move the player character in the virtual space or cause the player character to perform an action related to an attack against an opponent based on an input operation by the user.

[0061] In this embodiment, the user can receive operational assistance during the progress of the event.

[0062] Each user can select for themselves whether or not to use operational assistance. For example, the game progression unit 113 instructs the display control unit 114 to display a UI for setting the use of operational assistance (hereinafter referred to as "operational assistance setting UI 50") on the display unit 18 at a predetermined opportunity. Based on the instruction, the display control unit 114 displays the operational assistance setting UI 50 illustrated in FIG. 3 on the display unit 18.

[0063] The operation support setting UI 50 is an interface that accepts an operation related to the selection of whether or not to use operation support. In the operation support setting UI 50, for example, a button 51 that accepts an operation to select the use of operation support, a button 52 that accepts an operation to select not to use operation support, etc. are displayed. When an operation to select the use of operation support is performed in the operation support setting UI 50, the game progression unit 113 sets the mode related to the progress of the event to the support mode. Also, when an operation to select not to use operation support is performed in the operation support setting UI 50 (in other words, when an operation to select use is not performed), the game progression unit 113 sets the mode related to the progress of the event to the normal mode. The support mode is a mode in which a predetermined operation support is provided. The normal mode is a mode in which the predetermined operation support is not provided.

[0064] The game progression unit 113 may display the operation assistance setting UI 50 on the display unit 18, for example, before the start of an event, based on an input operation for displaying a setting screen for making various settings related to the game (for example, a screen on which key configuration, a function for vibrating the terminal device 10, and the like can be executed). The game progression unit 113 may also display the operation assistance setting UI 50 on the display unit 18, for example, based on an input operation for starting an event. In other words, the game progression unit 113 may display the operation assistance setting UI 50 on the display unit 18 at the start of an event (for example, before matching, which will be described later, during matching, or at the timing when matching is completed, etc.). The game progression unit 113 may also display the operation assistance setting UI 50 on the display unit 18, for example, during the progress of an event, based on an input operation for displaying a setting screen for making various settings related to the game. Alternatively, the operation assistance setting UI 50 may be constantly displayed on the display unit 18 while the event is in progress.

[0065] In other words, whether the event will proceed in normal mode or in assistance mode may be determined before the event starts, and the mode may not be changed while the event is in progress. Also, the mode may be changed while the event is in progress. That is, for example, it may be possible to start or end the use of operation assistance (for example, automation of operations, which will be described later) while the event is in progress (for example, when the user wants to leave the seat temporarily in the real world).

[0066] Here, a specific example of the operation assistance will be described. Note that the operation assistance is not limited to the following examples. The operation assistance may be any method that assists the user in performing an operation. As a method of the operation assistance, various known methods may be used.

[0067] (Simple operation) The operation assistance may be, for example, something that simplifies the operation.

[0068] For example, there are known fighting games, action games, sports games, and the like in which a specific technique (in other words, a skill) corresponding to a specific command can be activated by inputting the specific command. In this type of game, the operation assistance may enable the activation of the specific technique without the need to input the specific command. Specifically, in normal mode, the game progression unit 113 may activate the specific technique by inputting a specific command, while in assistance mode, the specific technique may be activated by an input operation that is simpler (e.g., with fewer operations) than the input operation for inputting the specific command.

[0069] Also, for example, fighting games, action games, shooting games, and the like are known in which a player character is caused to perform an action of attacking an enemy or an action of guarding against an attack from an enemy by operating a predetermined button. In this type of game, the operation assistance may be a function of automatically (in other words, without the need for a user's input operation) performing a specific action that is originally performed based on a specific input operation. Specifically, in the normal mode, the game progression unit 113 may cause the player character to perform a guard or an attack based on a specific input operation, while in the support mode, when an enemy attacks, the game progression unit 113 may automatically guard against the attack, or automatically attack the enemy when the enemy is present within a predetermined range. In other words, the operation assistance may be a function of automatically causing an object operated by a user to perform a predetermined movement when a predetermined condition is satisfied.

[0070] (Automation of operations) The operational assistance may be, for example, automating at least a part of the operation. Note that the automation of the operation may also include the simplification of the operation described above.

[0071] In support mode, the game progression unit 113 may progress an event without requiring a predetermined input operation that is executed to progress an event in normal mode. Specifically, as described above, in support mode, the game progression unit 113 may automatically execute a guard against an attack from an enemy, or automatically execute an attack on the enemy if the enemy is present within a predetermined range.

[0072] In addition, in a game, the user considers his / her own hand (in other words, the action to be taken, the way of proceeding with the event) in each scene and operates a predetermined object to progress the event, but the game progression unit 113 may automatically consider the user's hand and automatically move the predetermined object. For example, for a table game, a card game, a puzzle game, or the like, the game progression unit 113 may automatically derive the user's hand based on the progress of the event in the support mode, and automatically progress the event based on the derived result. Specifically, the game progression unit 113 may determine how to move pieces in a board game, cards to be placed on the table in a trading card game, tiles to be discarded in a mahjong game, how to move blocks in a puzzle game, and the like based on the user's input operation in the normal mode, while automatically determining them in the support mode, and progress the event based on the determination. Also, for example, in role-playing games, action games, shooting games, and the like, the game progression unit 113 may automatically derive an action to be performed by the player character based on the progress of the event in the support mode, and automatically progress the event based on the derived result. Specifically, the game progression unit 113 may move the player character based on an input operation by the user in the normal mode, while automatically determining the movement of the player character in the support mode, and move the player character based on the determination.

[0073] Also, for example, shooting games, action games, and the like are known in which an attack is executed by aiming at an opponent to be attacked. In this type of game, the game progression unit 113 may execute a predetermined process (so-called aim assist) that assists the operation of aiming at the opponent in the support mode, and may not execute the predetermined process in the normal mode.

[0074] (Provision of support information related to operation) The operation assistance may be, for example, assistance information related to an operation provided to the user. That is, the game progression unit 113 may provide assistance information to the user in the assistance mode, but may not provide assistance information in the normal mode.

[0075] For example, in a puzzle game, the game progression unit 113 may provide the user with a display indicating a predicted drop position indicating where a currently falling block will fall (for example, where the block will fall if allowed to fall as is) as support information. Also, for example, in a mahjong game, the game progression unit 113 may cause the display unit 18 to display, as support information, a display informing the user of a waiting tile when the player is in tenpai or a display informing the player of the score when the player wins. In other words, the game progression unit 113 may provide, as support information, information regarding the result of a predetermined input operation in a situation in which the predetermined input operation is possible. Also, the game progression unit 113 may derive an action that is relatively likely to be advantageous to the user (in other words, a recommended action) from among actions that the user can select (in other words, selectable operations), and cause the display unit 18 to display a display informing the user of the derived action as support information. Note that, when multiple pieces of support information for operations can be displayed, only the items of support information previously set by the user may be displayed. This has the effect of preventing the user's display screen from becoming cluttered and interfering with the game screen being played by the user. Also, the operation support information may be displayed only for a set period of time (e.g., 3 seconds) so that timely support information according to the game play scene can be displayed preferentially. Furthermore, the support information may be displayed together in a predetermined area such as an edge of the display section of the screen, or a history of past support information may be accumulated so that it can be displayed to the user at any time. To prevent the user from missing the support information, it may be emphasized by displaying it large, by using a special effect such as changing the color or flashing, or by combining it with audio display or vibration.

[0076] The operation assistance may be performed using AI (Artificial Intelligence). Various proposals have been made regarding AI capable of progressing an event on behalf of a user and AI that provides support information to a user according to a situation, and various known methods can be used as a method of operation assistance using AI. For example, the game progression unit 113 may use AI to derive a user's hand in automating an operation, or to derive an action to be provided to a user in providing support information. Note that the control of an object by AI also includes a method of controlling an NPC in a conventional game. Therefore, the operation assistance may also include progressing an event on behalf of a user using a method similar to the method of controlling an NPC. However, since the operation assistance is merely to assist the user's operation, even if a specific user uses the operation assistance to automatically move a player character, for example, the player character is still linked to the specific user. Note that the AI ​​may be either machine learning type or non-machine learning type (rule-based). When the machine learning type is used, the weighting of the operation assistance when using the AI ​​may be changed by learning the good play actions of the user's own past game play (such as the operation when winning a match). Similarly, a non-machine learning AI may preferentially select operation rules that result in good play and use them to assist in operation.

[0077] (matching) At the start of an event, the matching control unit 215 matches users together and determines the members who will participate in the event. In other words, the matching control unit 215 performs matching related to multiplay.

[0078] The matching control unit 215 determines a matching partner depending on whether or not the user uses operational assistance.

[0079] In this embodiment, each user can set the matching. Specifically, as a matching condition, it is possible to set whether or not to permit matching with a user who uses operational assistance. When the setting is set to permit matching with a user who uses operational assistance, a partner who uses operational assistance may be selected in the matching. When the matching with a user who uses operational assistance is not permitted, a partner who uses operational assistance is not selected in the matching. Here, "may be selected" may mean that a user who does not meet the condition may be selected, or that a user who does not meet the condition will not be selected. In other words, when the setting is set to permit matching with a user who uses operational assistance, there may be a case where a partner who uses operational assistance is selected and a case where a partner who does not use operational assistance is selected. In other words, when the setting is set to permit matching with a user who uses operational assistance as the first setting, the probability of matching with a user who uses operational assistance is higher than when the setting is set to not permit matching as the second setting. Note that "high probability" includes a case where the higher probability is 100% and a case where the lower probability is 0%. Note that the setting of whether or not to permit matching with a user who uses operational assistance can also be said to be a setting of whether or not to permit the use of operational assistance in multiplay.

[0080] For example, at a predetermined trigger, the game progression unit 113 instructs the display control unit 114 to display a UI for making settings related to matching (hereinafter referred to as a "matching setting UI 60") on the display unit 18. Based on the instruction, the display control unit 114 causes the display unit 18 to display the matching setting UI 60 illustrated in FIG.

[0081] The matching setting UI 60 is an interface that accepts an operation related to a selection of whether or not to permit matching with a user who uses the operational assistance. The matching setting UI 60 displays, for example, a button 61 that accepts an operation of selecting whether to permit matching with a user who uses the operational assistance, a button 62 that accepts an operation of selecting whether or not to permit matching with a user who uses the operational assistance, and the like. Then, when matching is performed, matching is performed with a setting that permits or does not permit matching with a user who uses the operational assistance, depending on the user's selection in the matching setting UI 60 (in other words, according to the set matching conditions).

[0082] The game progression unit 113 may display the matching setting UI 60 on the display unit 18, for example, based on an input operation being performed before the start of an event to display a setting screen for making various settings related to the game. The game progression unit 113 may also display the matching setting UI 60 on the display unit 18, for example, based on an input operation being performed to start an event (in other words, to start matching). In other words, the game progression unit 113 may display the matching setting UI 60 on the display unit 18 at the start of an event (for example, immediately before matching is performed). The game progression unit 113 may also display the matching setting UI 60 on the display unit 18, for example, based on an input operation being performed during the progress of an event to display a setting screen for making various settings related to the game. In other words, it may be possible to start matching for finding a partner to play the event with during the progress of the event.

[0083] The matching control unit 215 performs matching according to the matching conditions set in the matching setting UI 60.

[0084] Here, an example of a process related to matching will be described with reference to the flowchart shown in FIG. 5. Here, an example will be described in which users A, B, and C simultaneously execute an operation for starting matching (for example, an operation related to the start of an event). In the following, the terminal device of user A is represented as 10A, the terminal device of user B as 10B, and the terminal device of user C as 10C. Also, A is added to the reference numeral of each component related to terminal device 10A, B is added to the reference numeral of each component related to terminal device 10B, and C is added to the reference numeral of each component related to terminal device 10C.

[0085] In step S100A, the control unit 110A of the terminal device 10A of the user A sets a mode related to the progress of the event for the user A, based on the operation of the user A on the operation assistance setting UI 50. Here, it is assumed that the mode related to the progress of the event for the user A is set to the normal mode.

[0086] Furthermore, in step S100B, the control unit 110B of the terminal device 10B of the user B sets a mode related to the progress of the event for the user B, based on the operation of the user B on the operation assistance setting UI 50. Here, it is assumed that the mode related to the progress of the event for the user B is set to the assistance mode.

[0087] Also, in step S100C, the control unit 110C of the terminal device 10C of the user C sets a mode related to the progress of the event for the user C, based on the operation of the user C on the operation assistance setting UI 50. Here, it is assumed that the mode related to the progress of the event for the user C is set to the normal mode.

[0088] Next, in step S101, the control unit 110A of the terminal device 10A of the user A sets matching conditions related to matching with the user A based on the user A's operation on the matching setting UI 60. Here, it is assumed that the matching conditions related to matching with the user A are set to not permit matching with a user who uses operation assistance.

[0089] Next, in step S102A, the control unit 110A of the terminal device 10A of the user A transmits a matching request to the server 20 based on a predetermined operation by the user A. Here, it is assumed that the user A selects to participate in a multiplay (in other words, an event) as a host and performs the predetermined operation. That is, the matching request transmitted from the terminal device 10A can also be said to be a request for matching as a host. Requesting matching as a host can also be said to be a call for users (in other words, guests) to participate in the event.

[0090] Also, in step S102B, the control unit 110B of the terminal device 10B of user B transmits a matching request to the server 20 based on a predetermined operation by user B. Here, it is assumed that user B selects to participate in a multiplay (in other words, an event) as a guest and performs the predetermined operation. That is, the matching request transmitted from the terminal device 10B can also be considered as a request for matching as a guest. Requesting matching as a guest can also be considered as responding to a host recruitment.

[0091] In addition, in step S102C, the control unit 110C of the terminal device 10C of the user C transmits a matching request to the server 20 based on a predetermined operation by the user C. Here, it is assumed that the user C selects to participate in a multiplay (in other words, an event) as a guest and performs the predetermined operation. In other words, the matching request transmitted from the terminal device 10C can also be said to be a matching request as a guest.

[0092] Next, in S103, the matching control unit 215 of the server 20 performs matching based on the matching requests sent from each of the terminal devices 10A, 10B, and 10C. Here, the matching control unit 215 performs matching based on information set by each user as to whether or not the user uses operational assistance (in other words, whether the normal mode or the assistance mode is set), and matching conditions set by the host user A (in other words, information as to whether or not the use of operational assistance by the other party is permitted). Note that the information and matching conditions may be transmitted from each terminal device 10 to the server 20 together with the matching request, or may be transmitted at a timing set by various UIs. In other words, information indicating whether or not operational assistance is used for each user, and matching conditions set by each user may be managed by either the storage unit 120 or the storage unit 220.

[0093] In this example, since the matching conditions set by the user A do not permit matching with a user who uses operational assistance, the matching control unit 215 selects a specific user who does not use operational assistance as a matching partner of the user A from among a plurality of users (in other words, a plurality of terminal devices 10) requesting matching. In other words, the matching control unit 215 performs matching so as not to select a user who uses operational assistance as a matching partner of the user A. Here, the matching control unit 215 performs matching so as not to select a user B who does not satisfy the matching conditions as a matching partner of the user A. In addition, the matching control unit 215 selects a user C as a matching partner of the user A from among a plurality of users who satisfy the matching conditions. In other words, the matching control unit 215 does not select a user A who is set to not permit matching with a user who uses operational assistance as a matching partner of the user B who uses operational assistance. In addition, the matching control unit 215 may select a user A who is set to not permit matching with a user who uses operational assistance as a matching partner of the user C who does not use operational assistance.

[0094] Moreover, the matching control unit 215 notifies each terminal device 10 of the result of matching based on the matching request. Specifically, the matching control unit 215 notifies the terminal device 10A that matching with user C has been established. In step 104A, the control unit 110A notifies the result of matching, for example, by displaying the user name of user C on the display unit 18A. In addition, the matching control unit 215 notifies the terminal device 10C that matching with user A has been established. In step 104C, the control unit 110C notifies the result of matching, for example, by displaying the user name of user C on the display unit 18C. In addition, since the matching with user A is not established for user B, the matching control unit 215 matches user B with a predetermined user other than user A, and notifies the terminal device 10B that matching with the predetermined user has been established. In step 104B, control unit 110B notifies the result of the matching by, for example, displaying the user name of the predetermined user on display unit 18B.

[0095] FIG. 6 shows an example of a UI (hereinafter, referred to as a "matching result notification UI 70") for notifying the result of matching. In steps 104A to 104C, the control unit 110 causes the display unit 18 to display the matching result notification UI 70. FIG. 6 shows an example of the matching result notification UI 70 displayed on the display unit 18A in step 104A. The matching result notification UI 70 may display information about the users participating in the multiplay (in other words, the matched users), such as the user name of each user, whether each user is a host or a guest, and whether each user uses operation support. In addition, when the result of matching is notified, an event may be started automatically, or the event may be started based on a predetermined input operation (for example, an input operation on the event start button 71 displayed on the matching result notification UI 70) being performed after the result of matching is notified. In addition, the result of matching may be notified after the event starts.

[0096] Here, it is assumed that there is a distinction between a host and a guest with respect to the matching request, but there may be no distinction. For example, in the flow described here, the matching control unit 215 may perform matching by taking into account the matching conditions set by not only user A but also user B and user C. In other words, here, the matching between user A and user C is established based on user C satisfying the matching conditions set by user A, but the matching between user A and user C may be established on the condition that user A and user C satisfy the matching conditions set by each other. An example of a configuration in which there is a distinction between a host and a guest is a configuration in which a host user creates a room (specifically, a room in which users who will hold an event together enter) and recruits users to participate in the room. Also, an example of a configuration in which there is no distinction between a host and a guest is a configuration in which the server 20 randomly selects a matching partner based on a matching request from each user. Also, the host and the guest may not be determined based on an operation by each user to select participation in the event as a host or a guest, but may be automatically determined by, for example, the matching control unit 215.

[0097] In addition, whether or not to match with a partner who uses operation assistance may be determined based on whether or not the user uses operation assistance, not based on a selection by the user (in other words, in the matching setting UI 60) of whether or not to permit matching with a user who uses operation assistance. Specifically, for example, in the above example, a matching partner of user A is determined based on whether or not the matching condition set by user A is satisfied, but a matching partner may be determined based on whether user A selects a mode between the assistance mode and the normal mode. In other words, the matching condition regarding whether or not to use operation assistance may not be set by the user. Specifically, for example, the matching control unit 215 may not match a user who has selected the assistance mode with a user who has selected the normal mode. Also, for example, the matching control unit 215 may not match a user who has selected the normal mode with a user who has selected the assistance mode. Alternatively, the matching control unit 215 may control so that the probability of selecting another user who has selected the normal mode as a matching partner is higher than the probability of selecting another user who has selected the assistance mode. In addition, the matching control unit 215 may perform control so that, for a user who has selected the support mode, the probability that another user who has selected the support mode will be selected as a matching partner is higher than the probability that another user who has selected the normal mode will be selected.

[0098] The matching control unit 215 may also control matching based on the usage history of the operational assistance. The usage history may indicate, for example, the number of times that the operational assistance was used within a predetermined period for each user, or the usage rate of the operational assistance within the predetermined period. The usage history may be managed by either the storage unit 120 or the storage unit 220. For example, the matching control unit 215 may control so that, for a user who has used the operational assistance many times within the most recent predetermined period (in other words, has a high usage rate), the probability of selecting another user who has selected the assistance mode as a matching partner is higher than the probability of selecting another user who has selected the normal mode. For example, the matching control unit 215 may control so that, for a user who has used the operational assistance many times within the most recent predetermined period, the probability of selecting another user who has used the operational assistance many times within the predetermined period is higher than the probability of selecting another user who has used the operational assistance less times within the predetermined period. Also, the matching control unit 215 may control, for example, for a user who has used operational assistance less frequently within a recent specified period (in other words, a low usage rate), so that the probability of selecting another user who has selected normal mode as a matching partner is higher than the probability of selecting another user who has selected assistance mode. Also, the matching control unit 215 may control, for example, for a user who has used operational assistance less frequently within a recent specified period, so that the probability of selecting another user who has used operational assistance less frequently within the specified period is higher than the probability of selecting another user who has used operational assistance more frequently within the specified period. Note that such control may be executed, for example, when permission for matching with a user who uses operational assistance is selected in the matching setting UI 60. Also, for example, such control may be executed when a selection is made to not ask whether or not to use operational assistance in a configuration in which the matching setting UI 60 allows a selection of whether or not to allow matching with a user who uses operational assistance, in addition to a selection of whether or not to ask whether or not to use operational assistance for a matching partner.Furthermore, such control may be executed in matching related to an event where the user (in other words, in the matching setting UI 60) cannot select whether or not to permit matching with a user who uses operational assistance (including both cases where a selectable event is implemented and where it is not implemented). Furthermore, the number of times of use may be determined based on a predetermined criterion, which may be absolute or may be determined relatively in relation to other users.

[0099] That is, in this embodiment, the matching control unit 215 determines a matching partner depending on whether or not the user uses operational assistance, but "whether or not the user uses operational assistance" may refer to whether or not the user uses operational assistance in the event that is the subject of the matching (in other words, the current event), or may refer to whether or not the user has used operational assistance in past events. In other words, when determining a matching partner depending on whether or not operational assistance is used, a matching partner may be determined depending on whether normal mode or assistance mode is selected, or a matching partner may be determined depending on a usage history of operational assistance.

[0100] The matching control unit 215 may also control whether to match a user who uses operation assistance or a user who does not use operation assistance, depending on the user's parameters. For example, the matching control unit 215 may control matching depending on the rank as a parameter of the user. The rank can be said to be a parameter indicating the user's proficiency, a parameter indicating the relative positioning between users, or a parameter indicating the user's strength. The rank includes what is called a level in a general game, and a parameter calculated using a predetermined rating method (e.g., Elo rating, Glico rating, etc.) from the results of a match, etc. The rank of a user (i.e., a parameter) may be the rank of the user itself, or the rank of a character used by the user. The rank of a user may also be determined based on the value of a parameter set for the character (e.g., attack power, defense power, speed, or stamina value, etc.). For example, when the rank of a user does not reach a predetermined standard, the matching control unit 215 may increase (or decrease) the probability that a user who does not use operation assistance is selected as a matching partner, compared to when the rank of the user reaches the predetermined standard. In addition, the matching control unit 215 may perform control such that, for example, matching is allowed for combinations in which a user who uses operational assistance has a lower (or higher) rank than a user who does not use operational assistance, and matching is not allowed for combinations in which a user who uses operational assistance has a higher (or lower) rank than a user who does not use operational assistance (in other words, matching is not performed).

[0101] The matching control unit 215 may determine participants in a multiplay in which at least three or more people can participate, based on a user's operation to specify the number of participants who can use operational assistance and / or participants who cannot use operational assistance. Specifically, for example, the matching setting UI 60 operated by user A as a host may allow the number of users who are permitted to use operational assistance (or the number of users who are not permitted to use operational assistance) to be set as a matching condition. For example, in a multiplay in which six people can participate, if user A sets two users to be permitted to use operational assistance, the matching control unit 215 may determine the matching partners of user A such that two of the six people including user A are users who have selected the assistance mode, and four are users who have selected the normal mode. Note that the "participants who can use operational assistance" may include not only users who have already selected the assistance mode at the time of matching, but also users who are permitted to switch to the assistance mode after matching (in other words, users who are capable of performing operations related to switching), etc. In addition, "participants who cannot use operational assistance" may include not only users who have already selected normal mode at the time of matching, but also users who are not permitted to switch to assistance mode after matching (in other words, who are unable to perform operations related to switching).

[0102] The matching control unit 215 may also determine a matching partner for a specific user based on at least one of the number of times the specific user has been matched with a user who uses operational assistance in the past and the number of times the specific user has been matched with a user who does not use operational assistance in the past. Specifically, for example, the matching control unit 215 may control so that, when the specific user has been matched with a user who uses operational assistance a predetermined number of times or more within a recent predetermined period, the probability of matching with a user who does not use operational assistance is higher than when the specific user has not been matched with the predetermined number of times or more. Also, for example, the matching control unit 215 may control so that, when the specific user has been matched with a user who does not use operational assistance a predetermined number of times or more within a recent predetermined period, the probability of matching with a user who uses operational assistance is higher than when the specific user has not been matched with the predetermined number of times or more. Here, "a predetermined number of times or more within a predetermined period" may be, for example, the number of times that consecutive matching occurs a predetermined number of times or more, or the number of times that the matching probability within a predetermined period is equal to or greater than a predetermined value.

[0103] In addition, the matching control unit 215 may cancel matching based on the user switching from a state in which operation support is not used to a state in which operation support is used after matching. Specifically, for example, in a configuration in which an operation of switching from normal mode to support mode is possible after matching, the matching control unit 215 may exclude a user who performed the operation from a matching group formed by two or more matched users (hereinafter referred to as a "matching group") based on the operation performed by any user of the group, or may disband the matching group itself. Here, "after matching" may be a predetermined period from when a matched partner is determined to when an event ends. The predetermined period may be, for example, from when a matched partner is determined to when an event starts (for example, the period during which the matching result notification UI70 shown in FIG. 6 is displayed, etc.). In addition, "after matching" is not limited to after all members who will participate in a multiplay are determined. For example, in a multiplay in which six people can participate, a situation in which user A and user B are matched but the remaining four people have not been determined, may also be considered as after matching between user A and user B.

[0104] Here, the matching control unit 215 may cancel the matching based on the fact that the user has switched from a state in which the user does not use operational assistance to a state in which the user does use operational assistance after matching, and may match the user with another user who is permitted to use operational assistance.

[0105] Also, for example, in a configuration in which an operation of switching from normal mode to support mode is possible after matching, when any of the matched users attempts to switch from normal mode to support mode, a notification may be given to the other users among the multiple users. Specifically, for example, when a specific user among the matched users performs an operation of switching from normal mode to support mode, the matching control unit 215 instructs the terminal device 10 of the other user to display a UI (hereinafter referred to as a "notification UI 80") that notifies the specific user of the switching from normal mode to support mode. Based on the instruction, the display control unit 114 of the terminal device 10 of the other user causes the display unit 18 to display the notification UI 80 exemplified in FIG. 7.

[0106] The notification UI 80 may be an interface that, when the matching partner tries to switch from a state in which operation assistance is not used to a state in which operation assistance is used, asks the user whether or not to accept the switch. The notification UI 80 displays, for example, a button 81 that accepts an operation to accept the switch, a button 82 that accepts an operation to reject the switch, and the like. Then, when an operation to accept the switch is performed, the game progression unit 113 switches the mode related to the progress of the event for the matching partner from the normal mode to the support mode. That is, the notification UI may be an interface that notifies the matched user in advance when the matched user tries to switch from a state in which operation assistance is not used to a state in which operation assistance is used. The notification UI may also be an interface that notifies the matched user after the fact when the matched user tries to switch from a state in which operation assistance is not used to a state in which operation assistance is used. In other words, when any of the matched users tries to switch from the normal mode to the support mode, the mode may be switched without the consent of the other users, and the notification UI 80 may notify that the mode has been switched. In addition, here, when switching the state based on the consent of other users, the consent of all users other than the user requesting the switch among the multiple users participating in the multiplay may be required, or switching based on the consent of some users may be possible. An example of a configuration that allows switching based on the consent of some users is a configuration that allows switching when the consent of the majority of the multiple users participating in the multiplay is obtained, or a configuration that allows switching when the consent of the host is obtained. In other words, the user for whom the notification UI 80 is displayed may be all users other than the user requesting the state switch among the multiple users participating in the multiplay, or may be some users (for example, a representative such as the host).

[0107] Also, as a game that allows multiplay, a game that allows so-called consecutive battles in which members who participated in an event participate in the next event after the event is over (in other words, without canceling the matching relationship) is known. For such a game that allows consecutive battles, the matching control unit 215 may determine whether or not a user who is going to participate in the next event among the users who participated in the previous event uses operational assistance, and may permit the user to participate in the next event based on the result of the determination. Specifically, for example, for the previous event, a specific user (e.g., user A) who participates in the previous event sets the matching condition to not permit matching with users who use operational assistance, and matching is performed. In other words, it is assumed that the participation of users who use operational assistance was not permitted for the previous event. In this case, when determining participants to participate in the next event, the matching control unit 215 may determine participants of the event based on the same matching condition as the previous event (in other words, without permitting the participation of users who use operational assistance). Specifically, for example, if user B selected normal mode during matching for a previous event, thereby being permitted to participate in the previous event, but then performed an operation to switch from normal mode to support mode before deciding on participants for the next event, the matching control unit 215 may not permit user B to participate in the next event.

[0108] The matching control unit 215 may execute matching based on at least one of the number of times of matching with other users who do not use operational assistance or the number of times of matching with other users who use operational assistance, which are set by the user. Specifically, for example, in the matching setting UI 60, the number of times of matching with other users who do not use operational assistance within a predetermined period or the number of times of matching with other users who use operational assistance within a predetermined period may be set. For example, when the number of times of matching with other users who do not use operational assistance is set, the matching control unit 215 may execute matching so as to match with other users who do not use operational assistance, without matching with other users who use operational assistance, until the set number of events are executed. Alternatively, the matching control unit 215 may execute matching based on at least one of the number of times of refusing matching with other users who do not use operational assistance or the number of times of refusing matching with other users who use operational assistance, which are set by the user. Specifically, for example, in the matching setting UI 60, the number of times of refusing matching with other users who do not use operational assistance within a predetermined period or the number of times of refusing matching with other users who use operational assistance within a predetermined period may be set. For example, when the number of times to refuse matching with other users who use operational assistance is set, the matching control unit 215 may perform matching by not matching with other users who use operational assistance, but with other users who do not use operational assistance, until the set number of events have been executed.

[0109] That is, the matching control unit 215 may guarantee matching with other users who do not use operational assistance or other users who do use operational assistance for the guaranteed number of times specified by the user. The guaranteed number of times may be specified, for example, by specifying the number of times matching with users who use or do not use operational assistance is desired, or by specifying the number of times matching with users who use or do not use operational assistance is rejected. The guaranteed number of times may not be specified by the user, but may be determined internally in advance. After performing matching for the guaranteed number of times, the matching control unit 215 may control matching to be performed regardless of whether or not operational assistance is used.

[0110] Furthermore, the game progression unit 113 may switch the state of the first user to a state in which operation assistance is used and start an event based on a match between a first user who has set a state in which operation assistance is not used and a second user who has set a state in which operation assistance is used. That is, for example, when a user A who has selected normal mode and a user B who has selected assistance mode are matched, the game progression unit 113 may automatically switch the mode of the user A to the assistance mode. In addition, whether or not such an automatic switching is performed may be set by the user, for example, in the operation assistance setting UI 50. In this way, inequality between users in the conditions during multiplay is eliminated, and multiplay with consistency between the conditions between users is easily possible. Note that a function of making the conditions of characters, equipment, skills, etc. operated in the game consistent or within a predetermined range may be performed in conjunction with the above, regardless of the presence or absence of operation assistance.

[0111] Furthermore, the game progression unit 113 may provide a reward to the user when a predetermined condition is met in a multiplay. Specifically, the game progression unit 113 may provide a reward to the user based on the achievement of a predetermined goal in an event (for example, clearing a quest, winning a match, achieving a predetermined condition during an event, etc.). Examples of the reward include a predetermined item, electronic currency, and predetermined points. Furthermore, the predetermined points may be points that contribute to an increase in the rank of the user. Furthermore, the game progression unit 113 may provide a higher reward when a multiplay is performed without using operational assistance and a predetermined condition is met (for example, when a predetermined goal is achieved) compared to when a multiplay is performed using operational assistance and a predetermined condition is met. Furthermore, for example, when a user plays a match without using operational assistance and wins the match against another user who uses operational assistance, the game progression unit 113 may provide a higher reward compared to when the user wins against the other user using operational assistance. Here, "high reward" includes a case where the amount of reward obtained is large, a case where the quality of the reward is high (for example, a rarer item is given, etc.), and the like. In addition, "high reward" includes a case where there is no reward at all in the case of low reward. In other words, for example, when a predetermined condition is satisfied by playing multiplayer using operational assistance, a predetermined reward that is given when the predetermined condition is satisfied by playing multiplayer without using operational assistance may not be given (for example, points that contribute to an increase in rank are not given, and the rank does not increase, etc.).

[0112] The present invention is not limited to the above-mentioned embodiment, and can be modified in various ways without departing from the gist of the present invention. The present invention can also be applied to software for services other than games. For example, the present invention can be used in dating matching apps for meeting people of the opposite sex and the same sex, and educational apps for improving academic ability. In dating matching apps, matching may be controlled depending on whether or not a user is receiving support for smooth communication such as conversation with other users. Similarly, in educational apps, the present invention may be used to control the evaluation of rankings based on the scores of people who have taken tests or questions, depending on whether or not a function for supporting answers such as hints is used when submitting answers to tests or questions. Within the scope of the present invention, the components can be freely combined, any components can be modified, or any components can be omitted. In addition, the flow of the process described in this specification is merely an example, and the order and configuration of each process may be different. In addition, some processes shown in the flowchart may not exist. In other words, the flow of the process and specific judgment processes may be different from those exemplified in this specification.

[0113] <Additional Notes> The matters described in the above embodiment can also be described as follows. (Object of the Invention) Achieve the matching that users desire.

[0114] (Appendix 1) The processor, In a multiplayer game where each user can select whether or not to use operation support, the device functions as a matching means (e.g., a matching control unit 215) that determines a matched partner depending on whether or not a user uses the support. program. According to such a configuration, matching can be performed by distinguishing between users who use operational assistance and users who do not, and appropriate matching can be realized according to whether or not the user will use operational assistance.

[0115] (Appendix 2) You cannot switch from not using the support to using the support during the period from when matching begins to when multiplayer ends. 2. The program described in Appendix 1. With this configuration, after appropriate matching based on whether or not operational assistance will be used, it is possible to prevent some of the matched users from switching to a state in which they use operational assistance, which would cause dissatisfaction among other users.

[0116] (Appendix 3) The matching means cancels the matching based on the user switching from a state in which the support is not used to a state in which the support is used after the matching. 2. The program described in Appendix 1. With this configuration, after appropriate matching based on whether or not operational assistance will be used, it is possible to prevent some of the matched users from switching to a state in which they use operational assistance, which would cause dissatisfaction among other users.

[0117] (Appendix 4) Processor, more When any one of the plurality of matched users tries to switch from a state in which the support is not used to a state in which the support is used, the device functions as a notification means (e.g., a matching control unit 215) for notifying the other users of the plurality of matched users. 2. The program described in Appendix 1. With this configuration, after appropriate matching based on whether or not operational assistance will be used, it is possible to prevent some of the matched users from secretly switching to a state where they use operational assistance, which would cause dissatisfaction among other users.

[0118] (Appendix 5) The processor further comprises: The device functions as a switching unit (e.g., the game progression unit 113) that executes a state change based on an operation by the other user to accept the state change notified by the notifying unit. 5. The program described in Appendix 4. With this configuration, after appropriate matching has been performed based on whether or not operational assistance will be used, it is possible to prevent some of the matched users from switching to a state in which operational assistance is used without the permission of the other users.

[0119] (Appendix 6) The matching means controls whether to match the user with a user who uses the support or a user who does not use the support, in accordance with a user parameter. 2. The program described in Appendix 1. Depending on the type of service, if the user's parameters are low (or high), it may not be a concern whether the other party uses operational assistance, or it may be possible to liven up a multiplayer game by enabling users with low (or high) parameters to use operational assistance. With this configuration, it is possible to determine whether the interest of the service will decrease if the user is matched with a user who uses operational assistance or a user who does not, based on the user's parameters, and perform matching.

[0120] (Appendix 7) The matching means determines participants for a multiplay in which at least three people can participate, based on a user operation that specifies the number of participants who can use the support and / or the number of participants who cannot use the support. 2. The program described in Appendix 1. With this configuration, if the user thinks that some of the participants in a multiplayer game should be allowed to use operational assistance, it is possible to allow some of the participants to use operational assistance.

[0121] (Appendix 8) The matching means determines a matching partner for a specific user based on at least one of the number of times the specific user has been matched with a user who uses the support in the past and the number of times the specific user has been matched with a user who does not use the support. 2. The program described in Appendix 1. With this configuration, it is possible to select a partner who is suitable for a particular user based on the past matching trends for that particular user, or to select a partner who is likely to be acceptable to that particular user.

[0122] (Appendix 9) The matching means guarantees matching with a user who uses the support or a user who does not use the support a number of times designated by the user. 2. The program described in Appendix 1. According to this configuration, a user can play multiplayer games with other users who use operational assistance or who do not, as many times as desired.

[0123] (Appendix 10) The processor further comprises: functioning as a reward granting means (e.g., the game progression unit 113) that grants a reward to a user when a predetermined condition is satisfied in a multiplay game; The reward providing means provides a higher reward when the predetermined condition is satisfied by performing a multiplay without using the support, compared with a case where the predetermined condition is satisfied by performing a multiplay using the support. 2. The program described in Appendix 1. With this configuration, it is possible to provide motivation to play multiplayer games without using operational assistance.

[0124] (Appendix 11) In a multiplayer game where each user can select whether or not to use operation support, a matching means (e.g., a matching control unit 215) is provided for determining a matched partner depending on whether or not the user uses the support. Information processing system. According to this configuration, the same effects as those of the program described in Supplementary Note 1 can be achieved.

[0125] (Appendix 12) In a multiplayer match-up in which each user can select whether or not to use operation support, a processor determines a match partner depending on whether or not the user uses the support. Information processing methods. According to this configuration, the same effects as those of the program described in Supplementary Note 1 can be achieved. [Explanation of symbols]

[0126] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 110 Control unit, 111 Operation reception unit, 112 Transmission / reception unit, 113 Game progression unit, 114 Display control unit, 120 Storage unit, 210 Control unit, 211 Transmission / reception unit, 212 Server processing unit, 213 Data management unit, 214 Synchronization processing unit, 215 Matching control unit, 220 Storage unit

Claims

1. Computer, In a multiplay matching in which each user can select whether or not to use operational assistance, when a setting related to the use of operational assistance differs between a first user and a second user who have been matched, the setting change means changes the setting related to the use of operational assistance of the first user and starts the multiplay. program.

2. Computer, When at least one of the characters, the equipment of the character, and the skills operated by the matched first user and the matched second user is different, the change means changes the character, the equipment of the character, or the skills operated by at least one of the first user and the second user and starts a multiplay. The program according to claim 1.

3. In a multiplayer game in which each user can select whether or not to use operational assistance, if a setting related to the use of operational assistance differs between a first user and a second user who have been matched, a computer is provided which changes the setting related to the use of operational assistance of the first user and starts the multiplayer game. Information processing system.

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