Program, method, information processing device, and system

The system uses sleep information to guarantee rare item wins in a two-stage lottery, improving user satisfaction and engagement by ensuring rare items are obtained, thus encouraging better sleep habits.

JP2025009678APending Publication Date: 2025-01-20THE POKEMON CO
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Patent Information

Application Number
JP2023185141
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-10-30
Publication Date
2025-01-20

AI Technical Summary

Technical Problem

In traditional lotteries, users may experience low chances of winning rare items, leading to frustration and reduced engagement in games.

Method used

A system that utilizes sleep information to manage game progression, including a first lottery within predetermined parameters and a second lottery ensuring a high-rarity item is won, updating residual values based on required parameters.

Benefits of technology

Enhances user satisfaction by ensuring rare items are won, motivating players to improve their sleep quality and maintaining engagement.

✦ Generated by Eureka AI based on patent content.

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Abstract

To increase a satisfaction level toward a lottery result.SOLUTION: A program is executed by a computer that has a processor and a memory, and manages progress of a game using sleep information. The program allows the processor to execute the steps of: acquiring a user's sleep information; determining a lottery basic parameter and the number of lottery times on the basis of sleep information; and executing a lottery for the number of lottery times on the basis of the lottery basic parameter. The step of executing a lottery includes: a first lottery in which a set required parameter determines a winning object from objects within remaining values of the lottery basic parameter; and a second lottery in which a set required parameter determines a winning object from objects that are within remaining values of the lottery basic parameter while the set required parameter exceeds a predetermined lower limit.SELECTED DRAWING: Figure 12
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Description

[Technical field]

[0001] The present disclosure relates to a program, a method, an information processing device, and a system. [Background technology]

[0002] In a typical game, when a certain amount is paid, a certain number of draws are held according to the amount of the payout. Usually, the same draw table is used for the draws, and the item that is won (decided) is given to the user. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2014-239707 A Summary of the Invention [Problem to be solved by the invention]

[0004] In a normal lottery, there is a rare chance of winning a highly valuable item, which piques the user's interest and makes them want to repeatedly enter the lottery. However, there are also users who do not win a rare item no matter how many times they enter the lottery, and this naturally results in the problem that such users accumulate stress and stop playing the game.

[0005] In Patent Document 1, items to be used by users are provided by lottery, and the winning probability is changed according to a predetermined condition. For example, in Patent Document 1, a higher value is stored in the item winning probability of an item having a specific parameter for each mode than in normal mode. However, in Patent Document 1, although the winning probability may change for each mode, it is possible that a rare item will not be won even if a lottery is held, and the user may accumulate stress over the lottery result.

[0006] An object of the present disclosure is to improve satisfaction with lottery results. [Means for solving the problem]

[0007] A program to be executed by a computer that includes a processor and a memory and manages the progress of a game using sleep information. The program causes the processor to execute the steps of acquiring sleep information of a user, determining basic selection parameters based on the sleep information, determining the number of selections based on the sleep information, and conducting selections the number of selections based on the basic selection parameters. The step of conducting selections includes a first selection in which a winning object is selected from objects whose set required parameters are within the remaining values ​​of the basic selection parameters and the remaining values ​​are updated based on the required parameters set for the winning object, and a second selection in which a winning object is selected from objects whose set required parameters are within the remaining values ​​of the basic selection parameters and whose set required parameters exceed a predetermined lower limit and the remaining values ​​are updated based on the required parameters set for the winning object. Effect of the Invention

[0008] According to the disclosure, the level of satisfaction with lottery results can be improved. [Brief description of the drawings]

[0009] [Figure 1] FIG. 1 is a diagram illustrating an example of an overall configuration of a system 1. [Diagram 2] 2 is a block diagram illustrating an example of the configuration of a terminal device 10 shown in FIG. [Diagram 3] FIG. 2 is a diagram illustrating an example of a functional configuration of a server 20. [Figure 4] 13 is a diagram showing an example of the data structure of user information 181. FIG. [Diagram 5] 13 is a diagram showing an example of the data structure of first object information 182. FIG. [Figure 6] 13 is a diagram showing an example of the data structure of second object information 183. FIG. [Figure 7]2 is a diagram showing an example of the data structure of a user information table 2021. FIG. [Figure 8] 2 is a diagram illustrating an example of the data structure of a setting table 2022. [Figure 9] 13 is a diagram showing an example of the data structure of a master table 2023. FIG. [Figure 10] 13 is a flowchart showing an example of an operation of the terminal device 10 when a user wakes up. [Figure 11] 2 is a diagram for explaining an example of the operations of the terminal device 10 and the server 20 when an event occurs. FIG. [Figure 12] 13 is a flowchart showing an example of the operation of the server 20 when conducting a lottery based on sleep information. [Figure 13] FIG. 2 is a block diagram showing the basic hardware configuration of a computer 90. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] Hereinafter, an embodiment of the present disclosure will be described with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed description thereof will not be repeated.

[0011] <Summary> The system according to this embodiment is a system for a game using sleep information. In the system, a server draws objects based on the user's sleep information. The user basically sleeps every day, and the server repeatedly draws objects based on the sleep information every day whenever the user sleeps. The draws performed by the server include a first draw in which an object is drawn within predetermined parameters based on the sleep information, and a second draw in which an object is drawn with a guaranteed predetermined rarity within predetermined parameters based on the sleep information.

[0012] <1 Overall system configuration> Fig. 1 is a diagram showing an example of the overall configuration of a system 1. In the system 1, a server accepts sleep information of each user and progresses a game. As shown in Fig. 1, the system 1 includes a plurality of terminal devices 10 and a server 20. The terminal devices 10 and the server 20 are connected for communication via a network 80.

[0013] 1 shows an example in which the system 1 includes two terminal devices 10, the number of terminal devices 10 included in the system 1 is not limited to two. The number of terminal devices 10 included in the system 1 may be three or more.

[0014] 1 shows an example in which the system 1 includes one server 20, but the number of servers 20 included in the system 1 is not limited to one. The server 20 may be composed of multiple servers depending on the functions it has. Also, the server 20 may be, for example, a collection of multiple devices that constitutes one server. The method of allocating multiple functions required to realize the server 20 according to this embodiment to one or multiple pieces of hardware can be appropriately determined in consideration of the processing capacity of each piece of hardware and / or the specifications required for the server 20.

[0015] The terminal device 10 is, for example, an information processing device operated by a user who plays a game using sleep information. The terminal device 10 is realized, for example, by a mobile terminal such as a smartphone or tablet compatible with a mobile communication system. In addition, the terminal device 10 may be realized, for example, by a stationary personal computer (PC), a laptop PC, or a dedicated game console. Furthermore, the terminal device 10 may be realized, for example, by a wearable terminal such as a head mounted display (HMD).

[0016] The terminal device 10 includes a communication IF (Interface) 12, an input device 13, an output device 14, a memory 15, a storage 16, and a processor 19. The input device 13 is a device (e.g., a touch panel, a touch pad, etc.) for receiving an input operation from a user. The output device 14 is a device (a display, a speaker, etc.) for presenting information to a user.

[0017] The terminal device 10 is connected to one or more sleep measuring devices 11 by wire or wirelessly. Specifically, for example, the terminal device 10 communicates with the sleep measuring devices 11 by short-range wireless communication such as Bluetooth (registered trademark) or Wi-Fi. Note that the sleep measuring devices 11 may be compatible with communication standards of mobile communication systems such as 5G or 6G and communicate with the terminal device 10 without using short-range wireless communication. The sleep measuring devices 11 may also communicate with the server 20 directly.

[0018] The sleep measuring device 11 is a device for acquiring information related to the sleep of the user of the terminal device 10. In FIG. 1, a case where one sleep measuring device 11 is connected to the terminal device 10 is illustrated as an example, but two or more sleep measuring devices 11 may be connected to the terminal device 10.

[0019] The sleep measuring device 11 is a wearable device that is attached to the user's body, such as a wristwatch type, a finger ring type, an eye mask type, or the like. The sleep measuring device 11 may be a device that is placed on a mattress or a pillow on which the user sleeps. The terminal device 10 and the sleep measuring device 11 may be the same device. That is, the terminal device 10 may function as the sleep measuring device 11.

[0020] The sleep measuring device 11 includes a motion sensor including, for example, an acceleration sensor, an angular velocity sensor, or a combination of these. However, the sleep measuring device 11 is not limited to these. The sleep measuring device 11 senses the movement of the user's body during sleep using a motion sensor. The sleep measuring device 11 transmits information on the sensing result to the terminal device 10 as, for example, sleep information. The terminal device 10 detects that the user has gone to bed (for example, lying down on a bed) based on the sleep information. Going to bed indicates, for example, that the user has entered a bed or a futon to sleep. In addition, the terminal device 10 detects that the user has fallen asleep after going to bed based on the sleep information. By detecting the user's going to bed and falling asleep, the terminal device 10 can determine whether the user has operated the terminal device 10 or whether the user has looked at the display 141 of the terminal device 10 between going to bed and falling asleep. That is, the terminal device 10 can determine whether the user who is going to sleep operates the terminal device 10 before going to sleep.

[0021] Also, for example, the sleep measuring device 11 accumulates the acquired sensing results. Also, for example, the terminal device 10 or the server 20 accumulates the sleep information transmitted from the sleep measuring device 11. The terminal device 10 or the server 20 determines whether the user is asleep, in a light sleep state, in a deep sleep state, in REM sleep, or in non-REM sleep, based on the accumulated sleep information. By determining the waveforms of REM sleep and non-REM sleep, the terminal device 10 or the server 20 can evaluate the quality of the user's sleep. Specifically, for example, the cycle of REM sleep and non-REM sleep in the case of good quality sleep is preset. The terminal device 10 or the server 20 evaluates the quality of the user's sleep by comparing the preset waveforms of REM sleep and non-REM sleep with the waveforms of REM sleep and non-REM sleep during the user's sleep.

[0022] The sleep measuring devices 11 that are expected to be used in the system 1 are managed in advance, for example, in a so-called whitelist format. The terminal device 10 may store, for example, product information of the sleep measuring devices 11 that are compatible with the system 1, and may not accept the received data when it receives data from an incompatible sleep measuring device 11. In addition, when the terminal device 10 receives data from an incompatible sleep measuring device 11, it may execute subsequent processing using parameters for an unidentifiable sleep measuring device 11, etc.

[0023] Note that a user may use two or more sleep measurement devices at the same time. For example, a user may wear two wristwatch-type sleep measurement devices, or a user may wear a wristwatch-type sleep measurement device and use a smartphone as a sleep measurement device.

[0024] In addition, the difference in the type of the sleep measuring device 11 is not limited to the difference in the device. That is, even if the sleep measuring device 11 has the same device configuration, the system 1 may manage it as a different sleep measuring device 11 depending on the type of software or application used until the sleep information is transmitted to the server 20. For example, even if the sleep measuring device 11 is used to detect sleep information, the sleep measuring device 11 may be managed as a different "sleep measuring device ID" when a sleep measuring application A is used to process the sleep information and when a different sleep measuring application B is used. In this way, by managing the sleep measuring device 11 as a different "sleep measuring device ID" depending on the combination of the device type as the device configuration and the application used, more flexible generation of sleep information is possible, and as a result, it is possible to fully demonstrate the interest of the game according to the sleep state.

[0025] The terminal device 10 may be connected to a game controller by wire or wirelessly. A user can play a game by operating the game controller. The terminal device 10 may be capable of communicating with a plurality of game controllers. For example, a plurality of users may operate their own game controllers and play a game on a single terminal device 10.

[0026] The server 20 is, for example, an information processing device that manages the progress of a game using sleep information. The server 20 is also an information processing device that generates an event in the game based on the sleep information. In this embodiment, an event has, for example, multiple phases. Phases included in an event are, for example, as follows. -Sleep results report - Object selection based on sleep information Interference with the selected object - Granting of benefits -Sleep information disclosure

[0027] In this embodiment, for example, "reporting sleep results" is described as the first phase, "drawing an object based on sleep information" is the second phase, and "interference with the drawn object" is the third phase; however, this is not limited to this and other combinations are also possible.

[0028] The server 20 is realized by, for example, a computer connected to a network 80. The server 20 includes, for example, a communication IF 22, an input / output IF 23, a memory 25, a storage 26, and a processor 29. The input / output IF 23 functions as an interface with an input device for receiving an input operation from a user and an output device for presenting information to the user.

[0029] Each information processing device is configured by a computer equipped with a calculation device and a storage device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later. For each of the terminal device 10 and the server 20, descriptions that overlap with the basic hardware configuration and basic functional configuration of the computer described later will be omitted.

[0030] <1.1 Terminal device configuration> Fig. 2 is a block diagram showing an example of the configuration of the terminal device 10 shown in Fig. 1. As shown in Fig. 2, the terminal device 10 includes a communication unit 120, an input device 13, an output device 14, an audio processing unit 17, a microphone 171, a speaker 172, a position information sensor 150, a camera 160, a motion sensor 170, a storage unit 180, and a control unit 190. The blocks included in the terminal device 10 are electrically connected to each other, for example, by a bus or the like.

[0031] The communication unit 120 performs processing such as modulation and demodulation processing for the terminal device 10 to communicate with other devices. The communication unit 120 performs transmission processing on a signal generated by the control unit 190 and transmits the signal to the outside (for example, the server 20). The communication unit 120 performs reception processing on a signal received from the outside and outputs the signal to the control unit 190.

[0032] The input device 13 is a device for inputting instructions or information by a user who operates the terminal device 10. The input device 13 is realized, for example, by a touch-sensitive device 131 or the like in which an instruction is input by touching an operation surface. In the case where the terminal device 10 is a PC or the like, the input device 13 may be realized by a reader, a keyboard, a mouse, or the like. The input device 13 converts an instruction input by a user into an electrical signal, and outputs the electrical signal to the control unit 190. Note that the input device 13 may include, for example, a receiving port that receives an electrical signal input from an external input device.

[0033] The output device 14 is a device for presenting information to a user who operates the terminal device 10. The output device 14 is realized, for example, by a display 141 or the like. The display 141 displays data according to the control of the control unit 190. The display 141 is realized, for example, by an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display or the like.

[0034] The audio processing unit 17 performs, for example, digital-analog conversion processing of an audio signal. The audio processing unit 17 converts a signal provided from the microphone 171 into a digital signal and provides the converted signal to the control unit 190. The audio processing unit 17 also provides the audio signal to the speaker 172. The audio processing unit 17 is realized, for example, by a processor for audio processing. The microphone 171 accepts audio input and provides an audio signal corresponding to the audio input to the audio processing unit 17. The speaker 172 converts the audio signal provided from the audio processing unit 17 into audio and outputs the audio to the outside of the terminal device 10.

[0035] The position information sensor 150 is a sensor that detects the position of the terminal device 10, and is, for example, a GPS (Global Positioning System) module. The GPS module is a receiving device used in a satellite positioning system. In the satellite positioning system, signals are received from at least three or four satellites, and the current position of the terminal device 10 equipped with the GPS module is detected based on the received signals. The position information sensor 150 may detect the current position of the terminal device 10 from the position of the wireless base station to which the terminal device 10 is connected.

[0036] The camera 160 is a device for receiving light with a light receiving element and outputting the received light as an image capturing signal.

[0037] The motion sensor 170 includes, for example, an acceleration sensor, an angular velocity sensor, or a combination thereof. However, it is not limited to these. The motion sensor 170 detects the movement of the terminal device 10 and outputs the result of sensing. For example, when the user moves on the mattress of a bed on which the terminal device 10 is placed while the user is sleeping, the motion sensor 170 detects the movement. When the sleep measuring device 11 is connected to the terminal device 10, the motion sensor provided in the sleep measuring device 11 may be used.

[0038] The storage unit 180 is realized by, for example, the memory 15 and the storage 16, and stores data and programs used by the terminal device 10. The storage unit 180 stores, for example, user information 181, first object information 182, and second object information 183.

[0039] The user information 181 stores information about a user who plays a game based on a game program, as will be described in detail later.

[0040] The first object information 182 stores information on a first relationship between a user and an object. In this embodiment, the object represents, for example, a character or an item to be featured in gameplay. The object is associated with the user through a lottery drawn by the server 20 based on the level of sleep information, for example. The first relationship represents, for example, a relationship between the user and the object that is associated based on sleep information. The first relationship changes, for example, when the associated object receives interference from the user.

[0041] Note that the expression that a user is associated with an object is an expression that represents an example of the association between a user and an object, and may be expressed in other ways. For example, any expression may be used, such as that a user owns an object.

[0042] The second object information 183 stores information on a second relationship between a user and an object. The user can select an object and play a predetermined game element at a time other than sleeping. When the first relationship between the user and the object satisfies a predetermined requirement by a lottery based on the sleep information and subsequent interference with the object, the user can use the object in the game element at a time other than sleeping. The predetermined requirement in the first relationship is, for example, a requirement based on a parameter that varies by interference with the object. Specifically, for example, the relationship between the user and the object is expressed by a "trustworthiness" parameter, and the trustworthiness parameter increases by repeatedly interfering with the object in the game, and the parameter exceeds a certain level. Satisfying the predetermined requirement in the first relationship may be expressed, for example, as the object (character) becoming a friend. The second relationship represents, for example, a relationship between the user and the object that is associated based on a game element other than sleeping. The second relationship varies, for example, by implementing a game element at a time other than sleeping.

[0043] Objects associated with a user or that satisfy certain requirements in the first relationship may be treated, for example, as follows: -Can be exchanged with other users or transferred to other users - Exchanged or transferred objects are stored in association with information about the user with which they were originally associated (user-related information includes, for example, the user's name, when the object appeared during sleep, and what kind of sleep information the object appeared during). The object is stored together with information about a user who meets a predetermined requirement in the first relationship (the information about the user includes, for example, a user name, a history in a predetermined game element, a history of interference, etc.). - An object does not become eligible for exchange simply by being associated with a user. An object is eligible for exchange only if it meets certain conditions (a certain amount of time has passed since being associated, or a certain amount of sleep time has passed since being associated). -Merely satisfying the specified requirements in the first relationship does not make the object eligible for exchange. Only objects that meet certain conditions (a specified amount of time has passed since the specified requirements in the first relationship were met, or a certain amount of sleep time has passed since the specified requirements in the first relationship were met) will be eligible for exchange. - Every time you sleep, object exchange parameters are accumulated and linked to the user when you wake up. When exchanging objects, you can consume the object exchange parameters (if a player wants to exchange a specific object, it is not enough to simply have the object to be exchanged; they need to accumulate object exchange parameters by sleeping an appropriate amount). - By exchanging, the object will change into a different one from the one before the exchange. - You can exchange with other users at sleep-related times (exchanges occur between users who are sleeping at the same time, and between users who wake up at the same time (time zone)) - When exchanging with other users during sleep-related times, specify the object you want to give, the object you want to receive, or a combination of both before going to sleep. Once you have acquired an object through an exchange, it will be more likely to be selected in a lottery (the parameters related to the probability of selecting an object acquired through an exchange are weighted) -The next sleep after an exchange will have a higher lottery base stat than normal (this will lead to a better lottery result. This is expected to make the cycle of exchanging and sleeping more effective)

[0044] The control unit 190 is realized by the processor 19 reading a program stored in the storage unit 180 and executing instructions included in the program. The control unit 190 controls the operation of the terminal device 10. The control unit 190 performs functions as an operation reception unit 191, a transmission / reception unit 192, a management unit 193, a presentation control unit 194, and a game processing unit 195 by operating according to the program.

[0045] The operation reception unit 191 performs processing for receiving instructions or information input from the input device 13. For example, the operation reception unit 191 receives instructions or information input from the touch-sensitive device 131 or the like. Specifically, for example, the operation reception unit 191 receives a setting of a predetermined time from the user. The predetermined time includes, for example, a planned wake-up time, a planned confirmation time, or the like.

[0046] Furthermore, operation acceptance unit 191 accepts an image input from camera 160. Specifically, operation acceptance unit 191 receives image data captured by camera 160, for example.

[0047] Furthermore, the operation reception unit 191 receives audio information input from the microphone 171. Specifically, for example, the operation reception unit 191 receives audio data that is input from the microphone 171 and converted into digital data by the audio processing unit 17.

[0048] Furthermore, the operation reception unit 191 receives behavior information input from the motion sensor 170. Specifically, the operation reception unit 191 receives a predetermined behavior detected by the motion sensor 170, for example.

[0049] The transmitting / receiving unit 192 performs processing for the terminal device 10 to transmit and receive data to and from an external device such as the server 20 in accordance with a communication protocol. Specifically, for example, the transmitting / receiving unit 192 transmits instructions input by a user or various acquired information to the server 20. The transmitting / receiving unit 192 transmits the various acquired information to the server 20 at a predetermined timing. The predetermined timing is, for example, as follows. The timing when the user requests the server 20 to confirm the contents of the event -Predetermined period - Timing specified by the user

[0050] The transmitting / receiving unit 192 transmits, for example, sleep information to the server 20. The transmitting / receiving unit 192 also transmits, for example, information on objects acquired by game elements other than sleep to the server 20. The objects acquired by game elements other than sleep are, for example, items related to growth, such as nuts. Hereinafter, items related to growth are referred to as growth items.

[0051] The transmitting / receiving unit 192 also receives information provided from the server 20. The information provided from the server 20 includes, for example, information related to the user's sleep results. When the sleep measuring device 11 transmits the sleep information to the server 20, the transmitting / receiving unit 192 may receive the sleep information from the server 20. The information provided from the server 20 also includes, for example, information related to a result of a lottery based on the sleep information.

[0052] The management unit 193 manages the user information 181, the first object information 182, and the second object information 183 stored in the storage unit 180. For example, when the management unit 193 acquires sleep information of the user, the management unit 193 updates the user information 181 based on the acquired sleep information. Furthermore, when the relationship between the user and an object is updated in an event generated by the server 20, the management unit 193 updates the first object information 182 based on the updated information. Furthermore, when the user uses an object for a game element other than sleep, the management unit 193 updates the second object information 183.

[0053] The presentation control unit 194 controls the output device 14 and the like to present predetermined information to the user. For example, the presentation control unit 194 controls the output device 14 and the like to present an event based on sleep information to the user. For example, the presentation control unit 194 controls the display 141 to display the content of the event to the user.

[0054] The presentation control unit 194 also controls the speaker 142 to generate a sound related to the event based on the sleep information. The presentation control unit 194 also controls a vibrator (not shown) to generate a vibration related to the event based on the sleep information.

[0055] Also, for example, the presentation control unit 194 controls the display 141 to display a management screen of objects associated with the user based on the information managed in the first object information 182 and the information managed in the second object information 183.

[0056] The game processing unit 195 performs calculations according to a program on data input by the terminal device 10. Specifically, the game processing unit 195 performs processing related to an event occurring in the server 20, for example. In addition, the game processing unit 195 performs processing related to game elements during the daytime, other than during sleeping hours, in response to instructions input by the user.

[0057] <1.2 Functional configuration of the server> 3 is a diagram showing an example of a functional configuration of the server 20. As shown in FIG. 3, the server 20 fulfills the functions of a communication unit 201, a storage unit 202, and a control unit 203.

[0058] The communication unit 201 performs processing for the server 20 to communicate with external devices.

[0059] The storage unit 202 includes, for example, a user information table 2021, a setting table 2022, and a master table 2023.

[0060] The user information table 2021 is, for example, a table that stores information about users who play a game using sleep information. The user information table 2021 is, for example, a table that has columns that store information about users using user IDs as keys.

[0061] The setting table 2022 is a table that stores, for example, parameters related to the number of lottery draws. Specifically, for example, in the setting table 2022, a parameter for evaluating sleep calculated as one of the phases in the event is associated with a parameter related to the number of lottery draws.

[0062] The master table 2023 is a table that stores information about an object that can be associated with a user, for example. In the master table 2023, for example, a parameter related to whether or not the object is a lottery target, a parameter related to the probability of the object being won, and a parameter related to a value required to win the object (required parameter) are associated with the object. The parameter related to the probability of the object being won and the parameter related to the value required to win the object are inversely proportional to each other, for example. Specifically, for example, when the parameter related to the probability of the object being won is high (high probability of winning, that is, low rarity), the parameter related to the value required to win the object tends to be low. Also, when the parameter related to the probability of the object being won is low (low probability of winning, that is, high rarity), the parameter related to the value required to win the object tends to be high.

[0063] The control unit 203 is realized by the processor 29 reading a program stored in the storage unit 202 and executing instructions included in the program. The control unit 203 performs functions as a reception control module 2031, a transmission control module 2032, a management module 2033, a game progress module 2034, and a presentation module 2035 by operating according to the program.

[0064] The reception control module 2031 controls the process in which the server 20 receives a signal from an external device in accordance with a communication protocol.

[0065] The transmission control module 2032 controls the process in which the server 20 transmits signals to external devices in accordance with a communication protocol.

[0066] The management module 2033 manages tables stored in the storage unit 202. Specifically, for example, when information about a user is input, the management module 2033 updates the user information table 2021. Furthermore, when information about the number of lottery draws is input, the management module 2033 updates the setting table 2022. Furthermore, when information about an object is input, the management module 2033 updates the master table 2023.

[0067] The game progress module 2034 communicates between the server 20 and the terminal device 10, and progresses the game play of each user based on the sleep information and the like received from the terminal device 10 of each user. For example, the game progress module 2034 generates an event to progress the game play. Specifically, for example, the game progress module 2034 evaluates the user's sleep based on the user's sleep information as one of the phases of the event. At this time, the game progress module 2034 may evaluate the sleep of that day based on the user's sleep information and information related to the development item. Hereinafter, the parameters for evaluating sleep are referred to as lottery basic parameters.

[0068] Furthermore, the game progress module 2034 performs a lottery for an object based on the sleep information as one of the phases of the event. Specifically, for example, the game progress module 2034 performs a lottery for an object based on basic lottery parameters.

[0069] More specifically, for example, the game progress module 2034 refers to the setting table 2022 and determines the number of lottery draws based on the lottery basic parameters. The game progress module 2034 refers to the user information table 2021 and determines a group of objects to be drawn based on the accumulated values ​​of the lottery basic parameters accumulated during a predetermined period of time by referring to the master table 2023. The likelihood of winning is preset for each object managed in the master table 2023, for example, according to the object itself, the type of object, the display mode of the object, or a combination of at least two of these. In addition, a value (necessary parameter) required for making the object win is preset for each object managed in the master table 2023, for example, according to the object itself, the type of object, the display mode of the object, or a combination of at least two of these.

[0070] The game progress module 2034 performs a lottery (normal lottery / first lottery) for an object and a display mode of the object from the determined object group based on the set likelihood of winning. At this time, the game progress module 2034 performs a normal lottery for an object and a display mode of the object from the determined object group whose required parameters do not exceed the lottery basic parameters. The game progress module 2034 subtracts the required parameters of the object and the display mode of the object selected by the normal lottery from the lottery basic parameters. The game progress module 2034 performs a normal lottery for an object and a display mode of the object from the determined object group based on the value after subtraction based on the set likelihood of winning. The game progress module 2034 repeats the normal lottery for the object and the display mode of the object for the determined number of times while subtracting the required parameters of the object and the display mode of the object selected by the normal lottery from the lottery basic parameters. This allows the user to have an experience such as discovering an object as a game character based on sleep information. In addition, it is possible to experience new discoveries not only in the type of object but also in the display mode. In the following, for ease of understanding, a case where the object is the lottery target will be described. In other words, a case where the display mode of the object is not included in the lottery target will be described.

[0071] The game progress module 2034 performs a lottery (special lottery, second lottery) with a higher expected value than a normal lottery for selecting an object in a predetermined lottery for the determined number of lotteries. Specifically, for example, the game progress module 2034 performs a special lottery for an object from among objects whose required parameters do not exceed the remaining value of the lottery basic parameters and whose required parameters exceed a preset lower limit. In this way, in the special lottery, objects whose required parameters exceed a preset lower limit are the objects to be selected, so that the expected value of an object with high required parameters being selected is higher than in a normal lottery.

[0072] The game progress module 2034 may conduct a special drawing to select an object at any of the determined number of drawing times. Specifically, for example, when an object is selected by a special drawing at a drawing other than the last drawing, the game progress module 2034 subtracts the required parameters of several objects having low required parameters from the remaining value of the selected basic parameters. The game progress module 2034 conducts a special drawing of an object with this subtracted value as the lower limit. Also, for example, when an object is selected by a special drawing at a drawing other than the last drawing, the game progress module 2034 conducts a drawing of an object from the object having the maximum required parameter relative to the remaining value of the selected basic parameters.

[0073] Also, for example, when selecting an object by a special lottery in the final lottery, the game progress module 2034 selects an object from the object with the maximum required parameter relative to the remaining value of the lottery basic parameter. This allows the lottery to be performed so that no lottery basic parameter is left and the calculated lottery basic parameter is used up.

[0074] Furthermore, if there is no object whose required parameters fall within the remaining value of the lottery basic parameters, the game progress module 2034 performs lottery for an object starting from the object whose required parameters are the smallest.

[0075] Furthermore, the game progress module 2034 redoes the lottery for the determined number of times when, for example, the number of times the same object or the same display mode is selected satisfies a predetermined requirement. The predetermined requirement is, for example, as follows. - The same object is selected a certain number of times (species overlap) - The same object is selected a certain number of times for the number of draws (duplicate species) The display mode of the same object is selected a certain number of times (mode overlap) The display mode of the same object is selected a certain number of times for the number of lottery draws (mode overlap)

[0076] If the above-mentioned predetermined requirement is satisfied as a result of the redraw, the game progress module 2034 redraws the lottery the determined number of times. If the above-mentioned predetermined requirement is satisfied a predetermined number of times in succession, the game progress module 2034 does not redraw the lottery.

[0077] For example, the game progress module 2034 may perform a lottery regardless of the number of lotteries when a predetermined requirement is satisfied. In other words, the game progress module 2034 may increase the number of lotteries when a predetermined requirement is satisfied. For example, the game progress module 2034 may not subtract the required parameters of the object determined in the lottery with the increased number of times from the lottery basic parameters. For example, the game progress module 2034 may select a predetermined object by confirmation in the lottery with the increased number of times. For example, the game progress module 2034 may perform a lottery for an object from the display mode with the lowest required parameters. The predetermined requirement is, for example, as follows. Performing assigned tasks Use of designated items - Achieving set quotas

[0078] The game progression module 2034 may weight a parameter related to the probability of selecting a predetermined object by, for example, satisfying a predetermined requirement. The game progression module 2034 weights the probability parameters of these objects, for example, so as to increase the probability of selecting an object associated with a predetermined event. The predetermined requirement is, for example, the following: - The occurrence of a specific event with a limited time period Performing assigned tasks Use of designated items

[0079] More specifically, when an event occurs in which a symbolic object representative of a given attribute appears, the game progression module 2034 may, for example, weight the probability parameters of these objects to increase the probability of determining the object with which the corresponding attribute is associated and the symbolic object.

[0080] Furthermore, the game progress module 2034 provides the user with an opportunity to interfere with any of the objects selected by lottery as one of the phases in the event. Specifically, for example, the game progress module 2034 accepts from the user a designation of any of the objects selected by lottery. The game progress module 2034 accepts from the user an interference with the object designated by the user. In this embodiment, the interference with the object is, for example, a process in which a reliability parameter is set for the object, and the reliability parameter is improved by granting an item for improving the relationship. Hereinafter, an item granted to an object for improving the relationship is referred to as an granted item.

[0081] The game progress module 2034 varies the first relationship with respect to the object based on the number, type, or combination thereof of the granted items given to the object. When the first relationship satisfies a predetermined requirement, the game progress module 2034 allows the user to use the object that satisfies the requirement in a game element other than sleeping.

[0082] The presentation module 2035 presents information to the terminal device 10. Specifically, for example, the presentation module 2035 presents an event generated by the game progress module 2034 to the terminal device 10.

[0083] <2 Data Structure> 4 to 6 are diagrams showing data structures of information stored in the terminal device 10. Note that, Figs. 4 to 6 are merely examples, and do not exclude data that is not shown.

[0084] Fig. 4 is a diagram showing an example of the data structure of user information 181. User information 181 shown in Fig. 4 is a table having columns such as name, age, address, date of birth, date of registration, scheduled wake-up time, owned items, sleep information, etc., with a user ID as a key. User information 181 may have a column for storing an accumulated value of a basic lottery parameter, etc. The accumulated value of a basic lottery parameter transitions to a predetermined value after a predetermined period of time has elapsed, for example.

[0085] The user ID is an item that stores an identifier for uniquely identifying a user. The name is an item that stores the user's name. The age is an item that stores the user's age. The address is an item that stores the place where the user lives. The date of birth is an item that stores the date the user was born. The registration date is an item that stores the date the user started using the game related to this embodiment.

[0086] The planned wake-up time is an item that stores the time when the user plans to wake up. Waking up, for example, means waking up from sleep and starting to move. The planned wake-up time is set, for example, based on input from the user. The held items are an item that stores information about items that the user holds and that can be used in the game. Items held by the user can be rephrased as items associated with the user, for example. Items include, for example, development items or granted items. The item "held items" stores, for example, the names and number of items held by the user.

[0087] The sleep information is an item for storing sleep information related to the user. For example, the item "sleep information" stores sleep information for the previous night. In addition, for example, the item "sleep information" may store sleep information for a predetermined number of days in the past.

[0088] Fig. 5 is a diagram showing an example of the data structure of first object information 182. First object information 182 shown in Fig. 5 is a table having columns such as name, first level, parameters, and first detailed information, with an object ID as a key. In addition to these, first object information 182 may also have information on rarity, etc.

[0089] The object ID is an item that stores an identifier for uniquely identifying an object. The name is an item that stores the name of an object. The first level and the parameter are items that store an example of a first relationship between a user and an object. The items "first level" and "parameter" are indices that indicate the depth of the relationship between a user and an object. The item "first level" stores, for example, an integer equal to or greater than 0. The item "parameter" stores, for example, a numerical value ranging from 0 to a predetermined value (for example, 100). When the value of the item "parameter" reaches a predetermined value that is the maximum value, the value of the item "parameter" becomes 0, and the value of the item "first level" is incremented by 1. The value of the item "parameter" increases when the user interferes with the object. Specifically, for example, the item "parameter" increases according to the number and type of the assigned objects assigned to the object.

[0090] The first detailed information is, for example, an item that stores a state (display state) associated with the user. In this embodiment, the state represents, for example, the facial expression of the object, or in other words, the sleeping face, sleeping posture, or sleeping position. The item "first detailed information" stores which of the four states set for each object the object is associated with. In the item "first detailed information", for example, "1" is set to an associated state, and "0" is set to an unassociated state.

[0091] Fig. 6 is a diagram showing an example of the data structure of second object information 183. Second object information 183 shown in Fig. 6 is a table having columns such as object ID, name, second level, parameters, vitality, type, attributes, second detailed information, etc., with management ID as a key. In addition to these, second object information 183 may also have information related to rarity, etc.

[0092] The management ID is an item that stores an identifier for uniquely identifying an object as an individual that can be used. Even if it is the same object, there may be multiple individuals. The second level and the parameter are items that store an example of a second relationship between the user and the object as an individual. The items "second level" and "parameter" are indicators that indicate the depth of the relationship between the user and the object. The item "first level" stores, for example, an integer equal to or greater than 0. The item "parameter" stores, for example, a numerical value from 0 to a predetermined value (for example, 100). When the value of the item "parameter" reaches a predetermined value that is the maximum value, the value of the item "parameter" becomes 0, and the value of the item "first level" is incremented by 1. The value of the item "parameter" increases, for example, when the user uses the object as an individual for a game element at a time other than sleep. The value of the item "parameter" also increases, for example, when a predetermined item is used.

[0093] The vitality level is an item that stores the degree to which an object as an individual can be used as a game element at times other than when sleeping. The item "vitality level" stores, for example, a numerical value from 0 to a predetermined value (e.g., 100). For example, the closer to the predetermined value, the longer the user can use the individual as a game element, and if it is 0, the individual cannot be used as a game element. The item "vitality level" recovers when it is detected that the user has woken up. The amount of recovery may be a predetermined amount, an amount corresponding to the sleep information, an amount corresponding to the object, or a full recovery. The item "vitality level" is a parameter that changes when it is detected that the user has woken up, even if the event has not been confirmed by the user.

[0094] The type is an item for storing the type of object. In this embodiment, the type of object includes, for example, character, training item, and granted item. The attribute is an item for storing the property to which the object as a character belongs. In this embodiment, the attribute includes, for example, fire, water, lightning, grass, super, steel, evil, and fighting. There are attributes that are advantageous when facing, and attributes that are disadvantageous when facing. The second detailed information is an item for storing advantageous effects that the object as an individual has. The advantageous effects are, for example, effects that are exerted by game elements during times other than sleep. The advantageous effects include, for example, an effect that allows more training items to be obtained, or an effect that allows rarer training items to be obtained. The item "second detailed information" stores effects that the object as an individual currently has, as well as effects that can be obtained in the future. When the second level of the individual is improved, it becomes possible to acquire new effects.

[0095] For example, when the first level in the first object information 182 is incremented, a record for an individual object whose first level has been incremented is added to the records in the second object information 183.

[0096] Figures 7 to 9 are diagrams showing data structures of information stored in the server 20. Note that Figures 7 to 9 are merely examples, and do not exclude data that is not shown.

[0097] 7 is a diagram showing an example of the data structure of the user information table 2021. The user information table 2021 shown in FIG. 7 is a table having columns such as name, age, address, date of birth, date of registration, scheduled wake-up time, related objects, and sleep information, with a user ID as a key. The user information table 2021 may have a column for storing the accumulated value of a lottery basic parameter. The accumulated value of the lottery basic parameter transitions to a predetermined value after a predetermined period of time has elapsed, for example.

[0098] The related object is an item that stores information about an object associated with a user. The item "related object" stores, for example, information about an object (character) as an individual associated with a user. Information about a character includes, for example, a management ID, an object ID, a name, a second level, parameters, vitality, a type, attributes, second detailed information, and the like. In addition, the item "related object" stores, for example, information about an item associated with a user. Information about an item includes, for example, the name and number of items held by the user.

[0099] The sleep information is an item that stores sleep information related to the user. In the item "sleep information", for example, sleep information of the previous night is stored. The sleep information of the previous night can be expressed as, for example, the sleep information acquired last time or the sleep information acquired immediately before. The sleep information of the previous night is stored when the sleep information is transmitted from the user. In other words, when the sleep information is transmitted to the server 20 in association with a confirmation request for an event, if the user does not request confirmation of the event, the sleep information of the previous night is not stored in the user information table 2021. The sleep information of the next day cannot be accepted in a state where the user has not confirmed the evaluation of the sleep of the previous night. Therefore, if the event is not confirmed because the user has reserved it despite the sleep information of the previous night being stored, the sleep information of the next day cannot be accepted, and the next event does not occur. The state in which the sleep information of the next day cannot be accepted specifically includes, for example, an input indicating that the user has gone to bed cannot be made (the sleep start button cannot be pressed), sleep detection does not start, sleep information is not received by the server 20, and the like. In this way, the sleep information stored in the item "sleep information" can store the sleep information for the next day when the event is confirmed by the user. The item "sleep information" is a parameter that does not accept updates unless the event is confirmed by the user.

[0100] Furthermore, for example, past sleep information may be stored in the item "sleep information." The past sleep information stored in the user information table 2021 may be older than the past sleep information stored in the user information 181. In other words, the user information 181 may store a portion of the past sleep information stored in the user information table 2021.

[0101] Fig. 8 is a diagram showing an example of the data structure of the setting table 2022. The setting table 2022 shown in Fig. 8 is a table having columns such as a setting ID, a basic lottery parameter, a field 1, a field 2, and a field 3. The setting table 2022 may have columns from field 4 onwards.

[0102] The setting ID is an item that stores an identifier for uniquely identifying a setting. The lottery basic parameter is an item that stores the lower limit value of the lottery basic parameter for matching with the corresponding column. Field 1 is an item that stores the number of draws in the first field as the setting when the lottery is conducted. Field 2 is an item that stores the number of draws in the second field as the setting when the lottery is conducted. Field 3 is an item that stores the number of draws in the third field as the setting when the lottery is conducted.

[0103] FIG. 9 is a diagram showing an example of the data structure of the master table 2023. The master table 2023 shown in FIG. 9 is a table having columns such as management ID, name, object ID, mode, attribute, frequency, unlock, and required parameters. The master table 2023 may have a column for storing a sleep type that specifies the type of sleep of an object. When the sleep type of a user is determined, an object corresponding to the sleep type of the user may be made more likely to win. In addition, the master table 2023 may have a column for storing a field associated with an object. When a predetermined field is set, an object associated with the field may be made more likely to win.

[0104] The management ID is an item that stores an identifier for uniquely identifying an object to be selected. Even if the object is the same, it will be treated as an individual object depending on the mode. The mode is an item that stores the display mode of the object. The frequency is an item that stores a parameter related to the probability that the object will be selected. The unlock is an item that stores a parameter related to whether the object will be selected. The item "unlock" stores a parameter for an object related to a column to be selected as a lottery object, that is, a parameter for being unlocked. The parameter stored in the item "unlock" is, for example, a rank determined based on the accumulated value of the lottery basic parameters. When the rank stored in the item "unlock" is reached, the object related to the corresponding column will be selected as a lottery object. As the number of days in a predetermined period passes, the accumulated value increases as the lottery basic parameters calculated each day are accumulated. As the accumulated value increases, the number of objects unlocked increases, and a lottery is held from various objects and display modes of the objects.

[0105] <3 operations> The operations of the terminal device 10 and the server 20 when the user wakes up will be described.

[0106] (Action when waking up) 10 is a flowchart showing an example of the operation of the terminal device 10 when the user wakes up. The user basically sleeps every day. Therefore, the terminal device 10 and the server 20 repeatedly perform the operation based on the sleep information every time the user sleeps. Note that the operation by the terminal device 10 and the server 20 based on the sleep information may be performed multiple times a day, for example. For example, the terminal device 10 and the server 20 may also perform the operation for sleep such as a second nap or a nap.

[0107] In step S11, the terminal device 10 detects that the user has woken up. Specifically, for example, the control unit 190 accepts an operation input from the user to the terminal device 10 through the operation acceptance unit 191. For example, the operation input is an operation to confirm the sleep information. The operation to confirm the sleep information includes, for example, an operation to declare that the user has woken up, such as pressing a button indicating that the user has woken up. In addition, the operation to confirm the sleep information includes, for example, an operation to stop an alarm that is issued at the scheduled wake-up time.

[0108] In step S12, the terminal device 10 acquires sleep information. Specifically, for example, when the control unit 190 detects that the user has woken up by the game processing unit 195, the control unit 190 ends the measurement of the user's sleep information. The management unit 193 collects the sleep information. The management unit 193 stores the collected sleep information in the user information 181.

[0109] In step S13, the terminal device 10 receives an instruction from the user to confirm the contents of the event. Whether or not to confirm the contents of the event may be set in advance. The game processing unit 195 determines whether or not to confirm the contents of the event according to the set contents.

[0110] In step S14, the terminal device 10 accesses the server 20. Specifically, for example, when an instruction to confirm the contents of the event is received, the control unit 190 transmits the sleep information stored in the user information 181 to the server 20 via the transmission / reception unit 192. In addition, the transmission / reception unit 192 transmits a request to confirm the contents of the event to the server 20.

[0111] (Action when event occurs) FIG. 11 is a diagram for explaining an example of the operations of the terminal device 10 and the server 20 when an event occurs.

[0112] First, the server 20 receives the sleep information and a request to confirm the details of the event from the terminal device 10.

[0113] In step S21, the server 20 generates an event. The server 20 also evaluates the user's sleep as one aspect of the event. Specifically, for example, the control unit 203 calculates a basic lottery parameter based on the user's sleep information and information on the development item acquired from the daytime game elements by the game progress module 2034. The presentation module 2035 presents, for example, the evaluation result of the user's sleep to the user. The transmission control module 2032 transmits, for example, information for displaying the evaluation result of the user's sleep to the terminal device 10.

[0114] In step S22, the terminal device 10 displays the sleep evaluation result.

[0115] In step S23, the server 20 draws an object based on the sleep information as one aspect of the event. The presentation module 2035, for example, presents the result of the drawing to the user. The transmission control module 2032, for example, transmits information for displaying the result of the drawing to the terminal device 10.

[0116] In step S24, the terminal device 10 displays the lottery result.

[0117] In step S25, the server 20 provides the user with an opportunity to interfere with any of the objects determined by lottery as one aspect of the event. Specifically, for example, the game progress module 2034 provides an opportunity to improve the first relationship by granting a grant item to any of the objects determined by lottery. The presentation module 2035, for example, presents the opportunity to interfere with the object to the user. The transmission control module 2032, for example, transmits information for displaying the opportunity to interfere with the object to the terminal device 10.

[0118] In step S26, the terminal device 10 displays the chance of interference with the object.

[0119] The user selects a desired object from a plurality of objects determined by lottery, for example. The presentation control unit 194 causes the display 141 to display a screen for granting an granted item to the selected object. The user grants a plurality of granted items to the selected object. The transmission / reception unit 192 transmits the result of the interference with the object to the server 20.

[0120] In step S27, the server 20 updates the user information table 2021. Specifically, the control unit 203 updates the item “associated object” of the user information table 2021 by the management module 2033 based on the result of interference received from the terminal device 10.

[0121] (Lottery based on sleep information) 12 is a flowchart showing an example of the operation of the server 20 when a lottery is held based on sleep information. For ease of understanding, this description will also be given of a case where the lottery object is an object. In other words, a case where the display mode of an object is not included in the lottery objects will be described.

[0122] In step S31, the server 20 determines the number of lottery draws. Specifically, for example, the control unit 203 of the server 20 causes the game progress module 2034 to compare the calculated lottery basic parameters and the currently set field with the setting table 2022. The game progress module 2034 sets the number of lottery draws to a number determined from the calculated lottery basic parameters and the currently set field. More specifically, for example, when the lottery basic parameters are "2000" and the set field is "field 1", the game progress module 2034 refers to the setting table 2022 and determines the number of lottery draws to be "3".

[0123] In step S32, the server 20 determines a group of objects to be selected. Specifically, for example, the game progress module 2034 adds the newly calculated basic lottery parameters to the accumulated values ​​calculated at the previous wake-up, and calculates the accumulated values ​​of the basic lottery parameters. The game progress module 2034 determines the rank of the accumulated values ​​based on the accumulated values. For example, the game progress module 2034 has a plurality of thresholds set in advance, and determines the rank by comparing the accumulated values ​​with the thresholds.

[0124] The game progress module 2034 extracts objects that are unlocked at the determined rank or lower from the master table 2023, and sets them as a group of objects to be selected by lottery. In other words, when the rank is 2, an object with "1" stored in the item "unlock" and an object with "2" stored in the item are set as a group of objects to be selected by lottery.

[0125] In step S33, the server 20 determines whether the drawing is the last drawing. If it is not the last drawing (No in step S33), the game progress module 2034 shifts the process to step S34. If it is the last drawing (Yes in step S33), the game progress module 2034 shifts the process to step S35.

[0126] In step S34, the server 20 conducts a normal lottery (first lottery). Specifically, for example, the game progress module 2034 conducts a lottery for an object from among the determined object group, from among the objects whose required parameters do not exceed the remaining values ​​of the lottery basic parameters. The winning probability of each object to be lottery-selected is calculated, for example, by using the sum of the values ​​of the item "frequency" of the objects included in the object group as the denominator and the value of the item "frequency" of each object as the numerator.

[0127] The game progress module 2034 may weight a parameter related to the probability of selecting a specific object when a specific requirement is met, such as during a specific period of time during which an event is being held. For example, the game progress module 2034 weights the value of the item "frequency" of the corresponding object so as to increase the probability of the object being selected.

[0128] If there is no object whose required parameters fall within the remaining value of the lottery basic parameters, the game progress module 2034 performs lottery for an object starting from the object whose required parameters are the smallest.

[0129] The game progress module 2034 subtracts the required parameters of the object selected by lottery from the remaining value of the lottery basic parameters.

[0130] In step S35, the server 20 conducts a special drawing (second drawing) with a higher expected value than the normal drawing. Specifically, for example, the game progress module 2034 draws an object from among the determined object group, from among the objects whose required parameters do not exceed the remaining value of the lottery basic parameters and whose required parameters exceed a preset lower limit. In other words, for example, the game progress module 2034 draws an object from among the determined object group, from among the objects whose required parameters are the maximum with respect to the remaining value of the lottery basic parameters.

[0131] The game progress module 2034 may weight a parameter related to the probability of selecting a specific object when a specific requirement is met, such as during a specific period of time during which an event is being held. For example, the game progress module 2034 weights the value of the item "frequency" of the corresponding object so as to increase the probability of the object being selected.

[0132] If there is no object whose required parameters fall within the remaining value of the lottery basic parameters, the game progress module 2034 performs lottery for an object starting from the object whose required parameters are the smallest.

[0133] The game progress module 2034 subtracts the required parameters of the object selected by lottery from the remaining value of the lottery basic parameters.

[0134] In step S36, the server 20 judges whether or not the lotteries have been held the determined number of times. Specifically, for example, when the number of lotteries is determined to be three, the game progress module 2034 judges whether or not three lotteries have been held. When the lotteries have been held the determined number of times, the game progress module 2034 shifts the process to step S37. When the lotteries have not yet been held the determined number of times, the game progress module 2034 shifts the process to step S33, and repeats the processes of steps S33 to S35.

[0135] In step S37, the server 20 judges whether the lottery result satisfies a predetermined requirement. Specifically, for example, the game progress module 2034 judges whether the number of times the same object is selected satisfies a predetermined requirement. For example, the game progress module 2034 judges whether the four objects are the same (the object IDs are the same) when the number of lotteries is four. Also, for example, the game progress module 2034 judges whether the four objects are the same when the number of lotteries is six. Also, for example, the game progress module 2034 judges whether the four objects are the same when the number of lotteries is eight.

[0136] If the lottery result satisfies the predetermined requirement (Yes in step S37), the game progress module 2034 shifts the process to step S38. If the lottery result does not satisfy the predetermined requirement (No in step S37), the game progress module 2034 shifts the process to step S39.

[0137] In step S38, the server 20 discards the lottery results. Specifically, for example, the game progress module 2034 discards all objects selected in the lottery for the number of lotteries, and shifts the process to step S33.

[0138] In step S39, the server 20 determines whether there is an additional drawing. Specifically, for example, the game progress module 2034 determines whether a predetermined requirement for an additional drawing is met. If it is met, the game progress module 2034 shifts the process to step S310. If it is not met, the game progress module 2034 ends the process.

[0139] In step S310, the server 20 performs an additional lottery. Specifically, for example, the game progress module 2034 selects a preset object. The game progress module 2034 may select an object from the determined object group, or may select an object from a group other than the determined object group. If the display mode of an object is included in the lottery targets, the game progress module 2034 may perform a lottery for the display mode of the object, or may select a preset display mode. The preset display mode is, for example, a display mode with the lowest required parameters. The game progress module 2034 does not subtract the required parameters of the selected object and the display mode of the object from the lottery basic parameters.

[0140] The lottery process by the server 20 is not limited to the steps described in Fig. 12. For example, in the example shown in Fig. 12, a special lottery is performed in the final lottery, but the special lottery may be performed in any lottery.

[0141] Furthermore, the processing of steps S39 and S310 is not limited to be performed after step S37. The game progress module 2034 may perform these processes at any timing shown in FIG.

[0142] As described above, in the above embodiment, the reception control module 2031 acquires the sleep information of the user. The game progress module 2034 determines the basic lottery parameters and the number of lotteries based on the sleep information. The game progress module 2034 performs lotteries the number of lotteries based on the basic lottery parameters. The lottery performed by the game progress module 2034 includes a first lottery in which a winning object is determined from objects whose set necessary parameters are within the remaining value of the basic lottery parameters, and the remaining value is updated based on the necessary parameters set for the winning object, and a second lottery in which a winning object is determined from objects whose set necessary parameters are within the remaining value of the basic lottery parameters and whose set necessary parameters exceed a predetermined lower limit, and the remaining value is updated based on the necessary parameters set for the winning object. As a result, an object with a high necessary parameter, that is, an object with a high rarity, is won in at least one lottery among multiple lotteries given at one lottery opportunity. In addition, since the subsequent lottery is performed with reference to the previous lottery result, it is possible to avoid consecutive wins of objects with low rarity.

[0143] In games using sleep information, events occur based on the amount of sleep taken. Therefore, events occur in the cycle of life, not in response to the user's request. Since the lottery is held within a limited number of occurrences, if the rare object is not won as a result of the lottery, the user is very disappointed. According to the above embodiment, a rare object is won in at least one of the multiple lotteries given at one lottery opportunity, so the user is unlikely to be disappointed with the lottery result. On the other hand, by holding a lottery using basic lottery parameters based on sleep information, the result is commensurate with the result of sleep, so that the effect of random allocation by the lottery can be enjoyed, which provides motivation to try to sleep better in order to increase the possibility of winning a better object.

[0144] Therefore, according to the system etc. of this embodiment, it is possible to encourage the user to improve their sleep conditions through the lottery while increasing their level of satisfaction with the lottery results.

[0145] In the above embodiment, the game progress module 2034 selects an object with the maximum required parameter set among objects whose required parameters are within the remaining value of the selected basic parameter in the second lottery. This allows the game progress module 2034 to select an object with high rarity without fail.

[0146] In the above embodiment, when the last drawing is the second drawing, the game progress module 2034 determines an object with the maximum required parameters for the remaining value of the basic drawing parameters. This enables the game progress module 2034 to select an object with high rarity at least in the last drawing.

[0147] In the above embodiment, if there is no object whose required parameters fall within the remaining value of the lottery basic parameters, the game progress module 2034 determines the object whose required parameters are the smallest. This ensures that the determined number of lotteries will be held. In addition, since there is no need to consider the remaining value of the lottery basic parameters in subsequent lotteries in the middle of a lottery, it is possible to expect the winning of a rare object.

[0148] In the above embodiment, the game progress module 2034 determines the object group to be selected based on the accumulated value of the basic selection parameters accumulated over a predetermined period. Specifically, as the accumulated value increases, the number of objects included in the object group increases. As a result, the number of objects that can be selected increases as the accumulated value increases, which motivates the player to get a good night's sleep.

[0149] In the above embodiment, the game progress module 2034 executes a lottery regardless of the number of lotteries when a predetermined requirement is met. This makes it possible to realize a lottery as a reward for achieving the predetermined requirement.

[0150] In the above embodiment, the game progress module 2034 does not update the remaining value in a lottery that is not related to the number of lotteries. As a result, even if there is an additional lottery, the rarity of the object to be won is not affected.

[0151] In the above embodiment, the game progress module 2034 varies the probability of winning a predetermined object when a predetermined requirement is satisfied. This allows the game progress module 2034 to operate an object that is more likely to win.

[0152] In the above embodiment, the game progress module 2034 redoes the drawing for the number of times when the winning of the same object satisfies the preset requirement as a result of drawing the number of times. This makes it possible to redo the drawing when the same object is won more than expected, thereby making it possible to avoid the accumulation of dissatisfaction among users.

[0153] In the above embodiment, the game progress module 2034 redoes the drawing of the number of drawing times when the number of winnings of the same object relative to the number of drawing times meets a preset requirement. This makes it possible to review unlucky drawing results in consideration of the number of drawing times.

[0154] <4 Variation> In the above embodiment, the game progress module 2034 performs a lottery for the object and the display mode of the object, but the lottery may be performed for only one of the objects, and the other may be determined incidentally. That is, the game progress module 2034 performs a lottery for the object, and the display mode is determined in ascending order of rarity. The game progress module 2034 performs a lottery for the display mode of the object, and the object is determined according to a predetermined rule.

[0155] In the above embodiment, the server 20 provides a game using sleep information and executes a lottery for the game. However, the game provided by the server 20 is not limited to the game using sleep information. The game provided by the server 20 may be, for example, a game using user activity information. The game progress module 2034 calculates a parameter for evaluating the user's activity based on the user's activity information, for example. The game progress module 2034 may execute the lottery shown in this embodiment based on the parameter.

[0156] In addition, the game progress module 2034 may execute the lottery shown in this embodiment in any lottery that executes multiple lotteries. For example, in a case where multiple lottery opportunities are obtained by using a predetermined element, the lottery shown in this embodiment may be executed.

[0157] In the above embodiment, the terminal device 10 is described as a terminal realized by a smartphone or the like, but is not limited to this example. The terminal device 10 may be realized by installing software on a home PC or the like, and may receive operations from a mouse or the like.

[0158] In addition, sharing of specific information via communication lines is mainly performed via a WAN such as the Internet, but between information processing devices, communication may also be performed only via short-range wireless communication such as Bluetooth (registered trademark) and infrared communication without using a WAN.

[0159] In addition, in the above embodiment, an example of a form in which each function is provided by the terminal device 10 or the server 20 is described, but this is not limited to this form, and some or all of the functions may be provided by the terminal device 10, the server 20, or both the terminal device 10 and the server 20 in a form different from the above embodiment.

[0160] Furthermore, the present invention may be realized as a program that causes an information processing device to execute the functions of the above-mentioned terminal device 10 or server 20, or as a computer-readable non-transitory recording medium that stores the program.

[0161] <5 Basic hardware configuration of computer> 13 is a block diagram showing the basic hardware configuration of a computer 90. The computer 90 includes at least a processor 94, a main storage device 95, an auxiliary storage device 96, and a communication IF (interface) 99. These are electrically connected to each other by a bus.

[0162] The processor 94 is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, a register, a peripheral circuit, and the like.

[0163] The main storage device 95 is for temporarily storing programs, data to be processed by the programs, etc. For example, it is a volatile memory such as a DRAM (Dynamic Random Access Memory).

[0164] The auxiliary storage device 96 is a storage device for saving data and programs, such as a flash memory, a hard disk drive (HDD), a magneto-optical disk, a CD-ROM, a DVD-ROM, or a semiconductor memory.

[0165] The communication IF 99 is an interface for inputting and outputting signals for communicating with other computers via a network using a wired or wireless communication standard.

[0166] The network is composed of the Internet, a LAN, various mobile communication systems constructed by wireless base stations, etc. For example, the network includes 3G, 4G, 5G mobile communication systems, LTE (Long Term Evolution), wireless networks that can connect to the Internet via a specified access point (e.g., Wi-Fi (registered trademark)), etc. In the case of wireless connection, communication protocols include, for example, Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), etc. In the case of wired connection, the network also includes a network that is directly connected by a USB (Universal Serial Bus) cable or the like.

[0167] It should be noted that the computer 90 can be virtually realized by distributing all or part of each hardware configuration among multiple computers 90 and connecting them together via a network. In this way, the computer 90 is a concept that includes not only a computer 90 housed in a single housing or case, but also a virtualized computer system.

[0168] <Basic functional configuration of computer 90> A description will now be given of the functional configuration of a computer realized by the basic hardware configuration of a computer 90 shown in Fig. 13. The computer includes at least the functional units of a control unit, a storage unit, and a communication unit.

[0169] The functional units of the computer 90 can also be realized by distributing all or part of the functional units among multiple computers 90 connected to each other via a network. The computer 90 is a concept that includes not only a single computer 90 but also a virtualized computer system.

[0170] The control unit is realized by the processor 94 reading out various programs stored in the auxiliary storage device 96, expanding the programs in the main storage device 95, and executing processes according to the programs. The control unit can realize functional units that perform various information processing depending on the type of program. In this way, the computer is realized as an information processing device that performs information processing.

[0171] The storage unit is realized by a main storage device 95 and an auxiliary storage device 96. The storage unit stores data, various programs, and various databases. Furthermore, the processor 94 can secure a storage area corresponding to the storage unit in the main storage device 95 or the auxiliary storage device 96 in accordance with a program. Furthermore, the control unit can cause the processor 94 to execute processes of adding, updating, and deleting data stored in the storage unit in accordance with the various programs.

[0172] A database refers to a relational database, which is used to manage data sets called tables, which are structured according to rows and columns, by relating them to each other. In a database, a table is called a table, a column in a table is called a column, and a row in a table is called a record. In a relational database, it is possible to set relationships between tables and associate them.

[0173] Usually, a column is set in each table as a key for uniquely identifying a record, but setting a key in the column is not essential. The control unit can cause the processor 94 to add, delete, or update records in a specific table stored in the storage unit according to various programs.

[0174] The communication unit is realized by the communication IF 99. The communication unit realizes a function of communicating with other computers 90 via a network. The communication unit can receive information transmitted from other computers 90 and input the information to the control unit. The control unit can cause the processor 94 to execute information processing on the received information in accordance with various programs. In addition, the communication unit can transmit information output from the control unit to other computers 90.

[0175] Although several embodiments of the present disclosure have been described above, these embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. These embodiments and modifications are within the scope of the invention and its equivalents as described in the claims, as well as the scope and spirit of the invention.

[0176] <Additional Notes> The matters described in the above embodiments will be supplemented below. (Appendix 1) A program to be executed by a computer having a processor and a memory, which manages the progress of a game using sleep information, the program causing the processor to execute the steps of acquiring a user's sleep information, determining basic lottery parameters and the number of draws based on the sleep information, and conducting a lottery the number of draws based on the basic lottery parameters, the step of conducting a lottery including a first lottery in which a winning object is determined from objects whose set required parameters are within the remaining values ​​of the basic lottery parameters and the remaining values ​​are updated based on the required parameters set in the winning object, and a second lottery in which a winning object is determined from objects whose set required parameters are within the remaining values ​​of the basic lottery parameters and whose set required parameters exceed a predetermined lower limit, and the remaining value is updated based on the required parameters set in the winning object. (Appendix 2) In the second lottery, an object having the maximum required parameter set is selected from among objects whose required parameters are within the remaining values ​​of the lottery basic parameters (Appendix 1). (Appendix 3) A program described in (Appendix 1) or (Appendix 2), in which if the final lottery draw in the determined number of lottery draws is the second lottery draw, an object with the maximum required parameter relative to the remaining value of the lottery basic parameter is selected. (Appendix 4) A program described in any one of (Appendix 1) to (Appendix 3), wherein in the step of conducting a lottery, if there is no object whose required parameters fall within the remaining values ​​of the lottery basic parameters, an object whose required parameters are the smallest is selected. (Appendix 5) The program according to any one of (Appendix 1) to (Appendix 4), which causes a processor to execute a step of determining a group of objects to be selected by lottery, based on a cumulative value of basic lottery parameters accumulated over a predetermined period of time. (Appendix 6) A program described in any one of (Appendix 1) to (Appendix 5), in which, in the step of conducting a lottery, if certain requirements are met, a lottery is conducted regardless of the number of times the lottery is to be held. (Appendix 7) A program described in Appendix 6, in which, in the step of conducting a lottery, the remaining value is not updated in a lottery that is not related to the number of lotteries. (Appendix 8) A program described in any one of (Appendix 1) to (Appendix 7), which changes the probability of winning a specified object when specified requirements are met in the step of conducting a lottery. (Appendix 9) A program described in any one of (Appendix 1) to (Appendix 8), in which, in the step of conducting a lottery, if the result of drawing the lottery the specified number of times satisfies the winning of the same object meets the preset requirements, the lottery is re-drawn the specified number of times. (Appendix 10) If the number of winnings of the same object for the number of draws satisfies a preset requirement, the program described in (Appendix 9) redoes the draw for the number of draws. (Appendix 11) A program to be executed by a computer having a processor and a memory, the program causing the processor to execute the steps of acquiring activity information of a user, determining basic lottery parameters and the number of draws based on the activity information, and conducting a lottery the number of draws based on the basic lottery parameters, the step of conducting a lottery including a first lottery in which a winning object is determined from objects whose set required parameters are within the remaining values ​​of the basic lottery parameters and the remaining values ​​are updated based on the required parameters set in the winning object, and a second lottery in which a winning object is determined from objects whose set required parameters are within the remaining values ​​of the basic lottery parameters and whose set required parameters exceed a predetermined lower limit, and the remaining value is updated based on the required parameters set in the winning object. (Appendix 12) A method implemented by a computer having a processor and a memory, wherein the processor executes all of the steps performed in any of the inventions according to (Appendix 1) to (Appendix 11). (Appendix 13) An information processing device comprising a control unit and a memory unit, wherein the control unit executes all of the steps executed in the invention according to any one of (Appendix 1) to (Appendix 11). (Appendix 14) A system comprising means for executing all the steps performed in any of the inventions according to (Appendix 1) to (Appendix 11). [Explanation of symbols]

[0177] 1. System 10...Terminal device 12…Communication Interface 120…Communications Department 13...Input device 131...Touch-sensitive devices 14...Output device 141…Display 15…Memory 150...Location information sensor 16…Storage 160…Camera 17...Audio processing unit 171…Mike 172…Speaker 180...Storage section 19…Processor 190...Control unit 20…Server

Claims

1. A program for managing the progress of a game using sleep information, the program being executed by a computer having a processor and a memory, the program including: acquiring sleep information of a user; determining a basic lottery parameter and a number of lottery draws based on the sleep information; A step of conducting a lottery the number of times based on the lottery basic parameters; Run the command, The step of conducting the lottery includes: a first lottery for determining a winning object from among objects whose set necessary parameters are within the remaining value of the lottery basic parameters, and updating the remaining value based on the necessary parameters set for the winning object; a second lottery for determining a winning object from among objects whose set necessary parameters are within the remaining values ​​of the lottery basic parameters and whose set necessary parameters exceed a predetermined lower limit, and updating the remaining values ​​based on the necessary parameters set for the winning object; Programs including.

2. 2. The program according to claim 1, wherein in the second lottery, an object having a maximum required parameter set is selected from among objects whose required parameters are within the remaining values ​​of the lottery basic parameters.

3. 3. The program according to claim 2, wherein when the final lottery draw in the determined number of lottery draws is the second lottery draw, an object having a maximum required parameter with respect to a remaining value of the lottery basic parameter is selected.

4. 2. The program according to claim 1, wherein, in the step of conducting the lottery, if there is no object whose required parameter falls within the remaining value of the lottery basic parameter, an object whose required parameter is minimum is selected.

5. 2. The program according to claim 1, which causes the processor to execute a step of determining a group of objects to be selected based on an accumulated value of the basic selection parameter accumulated over a predetermined period of time.

6. 2. The program according to claim 1, wherein in the step of conducting the lottery, if a predetermined requirement is satisfied, a lottery is conducted regardless of the number of times the lottery is to be held.

7. 7. The program according to claim 6, wherein in the step of conducting the lottery, the remaining value is not updated in a lottery that is not related to the number of lotteries.

8. 2. The program according to claim 1, wherein in the step of conducting the lottery, a probability of winning a predetermined object is changed when a predetermined requirement is satisfied.

9. 2. The program according to claim 1, wherein in the step of conducting the lottery, if the winning of the same object satisfies a preset requirement as a result of the lottery having been conducted the number of times, the lottery is conducted again the number of times.

10. 10. The program according to claim 9, wherein when the number of winnings of the same object for the number of times of drawing meets a preset requirement, the drawing for the number of times of drawing is redone.

11. A program for causing a computer having a processor and a memory to execute the program, the program causing the processor to: acquiring user activity information; determining a basic lottery parameter and a number of lottery draws based on the activity information; A step of conducting a lottery the number of times based on the lottery basic parameters; Run the command, The step of conducting the lottery includes: a first lottery for determining a winning object from among objects whose set necessary parameters are within the remaining value of the lottery basic parameters, and updating the remaining value based on the necessary parameters set for the winning object; a second lottery for determining a winning object from among objects whose set necessary parameters are within the remaining values ​​of the lottery basic parameters and whose set necessary parameters exceed a predetermined lower limit, and updating the remaining values ​​based on the necessary parameters set for the winning object; Programs including.

12. A method implemented on a computer having a processor and a memory, the processor performing all of the steps performed in any of the inventions according to claims 1 to 11.

13. 12. An information processing apparatus comprising a control unit and a storage unit, the control unit executing all steps executed in the invention according to any one of claims 1 to 11.

14. A system comprising means for performing all the steps performed in any one of claims 1 to 11.

Citation Information

Patent Citations

  • Server device, control method thereof, and program

    JP2014239707A