Program, information processing method, and information processing system

A hierarchical object management system in games optimizes processing load by generating and controlling three types of objects based on distance from the player, enhancing realism and reducing computational strain.

JP2025011820AActive Publication Date: 2025-01-24CAPCOM CO LTD
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Patent Information

Application Number
JP2023114159
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-12
Publication Date
2025-01-24
Estimated Expiration
2043-07-12

AI Technical Summary

Technical Problem

Conventional methods for reducing game processing load by mapping multiple enemy textures to one plate polygon fail to provide a realistic and natural game experience.

Method used

Implementing a hierarchical object management system that generates and controls three types of game objects - first, second, and third objects - with varying functionalities and placement based on distance from the player character, using a server and terminal-side management to optimize processing.

Benefits of technology

This approach reduces processing load while providing a more natural and realistic game environment with efficient management of large numbers of enemy characters.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game system that is more natural and generates a sense of presence while reducing a processing load for a game.SOLUTION: First object generation means 64 generates a first object having a predetermined function in a game. Second object generation means 66 generates a second object that does not have a part of the function that the first object has. Third object generation means 68 generates a third object that does not have a part of the function that the first object and the second object have. Terminal side group management means 70 arranges the first object in an area where the distance from the player character of the game or a virtual camera of the game is the shortest, arranges the second object at a position farther than the first object, and arranges the third object at a position farther than the second object.SELECTED DRAWING: Figure 3
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Description

[Technical field]

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

[0002] In recent years, games have become known in which a player progresses through the game while defeating a large number of enemy characters. In such games, since a large number of enemy characters are displayed in one game image, the processing load of the game can easily become a problem. In this regard, for example, the technology described in Patent Document 1 discloses a method of reducing the processing load of the entire game by mapping a plurality of enemy textures onto one plate polygon (see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2022-188633 Summary of the Invention [Problem to be solved by the invention]

[0004] However, many of the conventional techniques, including the technique described in Patent Document 1 mentioned above, merely map multiple enemy textures onto a single plate polygon to give the appearance of many enemy characters, which is not sufficient to create realistic battles.

[0005] The present invention has been made in consideration of the above circumstances, and has an object to provide a game system that provides a more natural and realistic feel while reducing the processing load of the game.

[0006] In order to achieve the above object, a first aspect of the present invention is Computer, a first object generating means for generating a first object having a predetermined function in a game; a second object generating means for generating a second object not having some of the functions of the first object; a third object generating means for generating a third object that does not have some of the functions of the first object and the second object; an object management control means for managing or controlling the first object, the second object, and the third object in a virtual space of the game; It is a program that functions as a

[0007] Also, in a first aspect, the object management control means can manage or control the first object by placing the first object in an area closest to a player character of the game or a virtual camera of the game, placing the second object in a position farther than the first object, and placing the third object in a position farther than the second object.

[0008] Also, in the first aspect, the object management control means can place the third object in an area of ​​the virtual space of the game where movement of a player character of the game is prohibited.

[0009] In addition, in a first aspect, the object management control means can, when a distance between a player character of the game or a virtual camera of the game and an object changes, swap or rearrange the first object and the second object depending on the distance between the player character of the game or the virtual camera of the game and the object.

[0010] In addition, in a first aspect, the object management control means can, when a distance between a player character of the game or a virtual camera of the game and an object changes, swap or rearrange the second object and the third object depending on the distance between the player character of the game or the virtual camera of the game and the object.

[0011] In addition, in the first aspect, the second object generation means can generate the second object that does not have at least an autonomous object control function, an attack function, or a communication function among the functions of the first object.

[0012] Also, in the first aspect, the second object generating means can generate the second object having at least a function of being an attack target of a player character of the game.

[0013] In the first aspect, the third object generating means may not have at least a function of making each individual object a target for attack by a player character of the game.

[0014] In addition, in the first aspect, the third object may at least have a function of being an attack target of a player character of the game as a unit of a plurality of objects.

[0015] In addition, in the first aspect, The program may be executed by an information processing system including a server managed by an administrator of the game and an information processing terminal used by a player of the game, The object management control means a first control means that functions in the server and executes an instruction to the information processing terminal regarding control of the first object, the second object, and the third object; A second control means that functions in the server or the information processing terminal and executes various processes based on instructions from the first control means; A third control means that functions in the information processing terminal and executes various processes based on instructions from the second control means; The device may include:

[0016] The second aspect of the present invention is 1. A computer-implemented information processing method, comprising: a first object generating step of generating a first object having a predetermined function in a game; a second object generating step of generating a second object not having some of the functions of the first object; a third object generating step of generating a third object that does not have some of the functions of the first object and the second object; an object management control step of managing or controlling the first object, the second object, and the third object in a virtual space of the game; The present invention relates to an information processing method.

[0017] The third aspect of the present invention is a first object generating means for generating a first object having a predetermined function in a game; a second object generating means for generating a second object not having some of the functions of the first object; a third object generating means for generating a third object that does not have some of the functions of the first object and the second object; an object management control means for managing or controlling the first object, the second object, and the third object in a virtual space of the game; The information processing system includes:

[0018] An information processing method and an information processing system according to one aspect of the present invention are also provided as an information processing method or an information processing system corresponding to a program according to one aspect of the present invention. Effect of the Invention

[0019] According to the present invention, it is possible to provide a game system that provides a more natural and realistic experience while reducing the processing load of the game. [Brief description of the drawings]

[0020] [Figure 1] 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram showing an example of a hardware configuration of a player terminal constituting an information processing system according to one embodiment of the present invention. [Diagram 3] FIG. 2 is a diagram showing an example of the functional configuration of a player terminal and a server constituting an information processing system according to one embodiment of the present invention. [Figure 4] FIG. 1 is an image diagram for explaining the concept of a flock in an information processing system according to an embodiment of the present invention. [Diagram 5] FIG. 11 is a diagram showing an example of the flow of various processes executed in relation to the generation of a group by a player terminal constituting an information processing system according to one embodiment of the present invention. [Figure 6] FIG. 1 is an image diagram for explaining management of a flock in an information processing system according to an embodiment of the present invention. [Figure 7] A diagram showing an example of the flow of various processes executed in relation to group management by player terminals and a server constituting an information processing system according to one embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0021] [Embodiment] First, before describing an embodiment of the present invention, a game (hereinafter referred to as "this game") to which an information processing system (hereinafter referred to as "this system") according to one embodiment of the present invention is applied will be described. This game is, for example, an action game that assumes competition or cooperation via a network. In this game, the player can freely control a character (hereinafter referred to as a "player character") displayed in a virtual space by various input operations. The player progresses through the game by clearing various events (such as defeating enemy characters) while utilizing in-game objects such as guns and explosives via the player character.

[0022] The configuration of this system will be described below with reference to Fig. 1. Fig. 1 is a diagram showing an example of the configuration of an information processing system according to one embodiment of the present invention.

[0023] As shown in Fig. 1, the system includes player terminals 1-1 to 1-n (n is any integer value) and a server 2. The player terminals 1-1 to 1-n and the server 2 are connected to each other via a predetermined network N such as the Internet. However, the network N is not an essential component, and for example, NFC (Near Field Communication), Bluetooth (registered trademark), LAN (Local Area Network), etc. may be used. In the following description, when there is no need to distinguish between the player terminals 1-1 to 1-n, they will be collectively referred to as the player terminal 1. In addition, hereinafter, when the term "image" is used simply, it is intended to include images of any format, such as "moving images" and "still images."

[0024] The player terminal 1 is composed of a general-purpose PC (Personal Computer), a game machine, etc., and is used by a player who plays the game. The player terminal 1 stores various programs related to the game, and executes the main processes for the player to play the game.

[0025] The server 2 is composed of a general-purpose PC or the like, and is managed by an administrator of the system. The server 2 stores various programs related to the game, and executes some of the processes required for players to play the game. The server 2 also provides the player terminal 1 with various information related to the game (such as game update information and progress information of other players).

[0026] <Hardware configuration> FIG. 2 is a diagram showing an example of a hardware configuration of a player terminal constituting an information processing system according to one embodiment of the present invention.

[0027] As shown in FIG. 2, the player terminal 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20.

[0028] The control unit 11 is configured with a microcomputer including a CPU, a GPU, a semiconductor memory, etc. The control unit 11 executes various processes according to a program recorded in a ROM 12 or a program loaded from a storage unit 18 to a RAM 13. The RAM 13 also stores information necessary for the control unit 11 to execute various processes as appropriate.

[0029] The control unit 11, ROM 12, and RAM 13 are connected to one another via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a storage unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.

[0030] The output unit 16 outputs image information, audio information, etc. to a display, a speaker, etc. The image information and audio information output by the output unit 16 are output from the display, the speaker, etc. in a state that can be recognized by a person as an image or audio.

[0031] The input unit 17 is configured by, for example, a game controller. The input unit 17 inputs various information in response to input operations by the player.

[0032] The storage unit 18 is composed of a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various information. For example, the storage unit 18 stores various game programs, save data, account information, etc., that are necessary for the progress of the game.

[0033] The communication unit 19 controls communications between the device and other hardware devices via a network N including the Internet.

[0034] The drive 20 is provided as necessary. Removable media 31, which may be a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory, is appropriately attached to the drive 20. Various programs for executing a game, for example, are stored in the removable media 31. The programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as necessary. Further, the removable medium 31 can store various information stored in the storage unit 18 in the same manner as the storage unit 18 .

[0035] Here, the hardware configuration of the server 2 is not described because it can be basically the same as the hardware configuration of the player terminal 1. The cooperation of such various hardware and various software enables the player terminal 1 and the server 2 to execute various processes.

[0036] FIG. 3 is a diagram showing an example of the functional configuration of a player terminal and a server constituting an information processing system according to one embodiment of the present invention.

[0037] As shown in Figure 3, the control unit 11 of the player terminal 1 functions as a terminal-side game processing execution means 60, an input operation receiving means 62, a first object generation means 64, a second object generation means 66, a third object generation means 68, a terminal-side flock management means 70, and a damage information management means 72 by executing various programs, etc.

[0038] The terminal side game processing execution means 60 executes various processes required for the player to play the game. Specifically, the terminal-side game processing execution means 60 reads virtual game space objects and textures included in the game information from a storage unit (not shown) in accordance with various input operations by the player, etc., and generates two-dimensional or three-dimensional images and sounds related to the game while executing the game program. In other words, the terminal-side game processing execution means 60 controls the progress of the game by generating and managing the results of operational instructions by the player. In addition, the terminal-side game processing execution means 60 transmits to the server 2, as necessary and appropriate, information required for the progress of the game, such as input information by the player, time information when the input information was obtained, and information regarding the results of various game processes.

[0039] The input operation receiving means 62 receives input operations related to the game from the player. Note that the input operations received by the input operation receiving means 62 include, for example, information on the type of button or analog stick on which the input operation was performed, information on the number of times the button or analog stick was pressed, and the like.

[0040] The first object generating means 64 generates a first object having a predetermined function in the game. Here, the first object is, for example, one of the aspects of an enemy character that has all the functions of an enemy that is an attack target of the player character in this game. The first object can freely perform evasive actions, attack actions, etc. against attacks by the player character.

[0041] A second object generating means 66 generates a second object that does not have some of the functions of the first object. Here, the second object is, for example, one of the aspects of an enemy character in which some of the functions of the first object (normal enemy character) in this game are restricted. The second object is a target of attack by the player character like the first object, but some of its functions, such as an autonomous object control function (so-called AI function in the game), an attack function (attack action against the player character), and a communication function, are restricted. The second object can perform actions that appear very similar to those of the first object. In other words, the second object is an object designed to seamlessly fill the boundary between the first object, which has normal functions, and the third object, which is designed to be extremely lightweight.

[0042] A third object generating means 68 generates a third object that does not have some of the functions of the first object and the second object. Here, the third object is, for example, one of the aspects of an enemy character in which some of the functions of the second object (enemy character with some functions limited) are further restricted in this game. The third object is restricted in basic actions as an enemy character, and is used to express the influence of the attacking action of the player character. Specifically, the third object is not the target of the attack of the player character as an individual object, but is the target of the attack of the player character as a group, and is affected by the attack of the player character as a group (for example, the whole group is damaged, a certain number of third objects are killed, etc.). In addition, when the third object is attacked by the player character, it becomes the target of a performance process for the attack (for example, a performance that makes it look like the third object is being attacked, etc.).

[0043] In this system, by managing a mixture of these various objects, the processing load of the game is reduced, while creating a game situation in which the player feels as if they are naturally battling a large number of enemy characters. Each of these various objects has a certain durability value (hereinafter referred to as "HP") in order to exist in the game, and if its HP falls below the certain value due to the effects of an attack action by the player character, etc., it is removed from the game.

[0044] A terminal side group management means 70 manages or controls the first object, the second object, and the third object in the virtual space of the game. Specifically, the terminal-side flock management means 70 places the first object in an area closest to the player character of the game or the virtual camera of the game, places the second object in a position farther than the first object, and places the third object in a position farther than the second object, and manages or controls them. In the following description, a group of enemy characters including a plurality of first objects, a plurality of second objects, and a plurality of third objects, which are managed or controlled as a whole by the terminal-side group management means 70 or the like, will be referred to as a "group." Furthermore, the terminal side group management means 70 acquires instruction information transmitted from the server via the communication unit 19. The terminal side group management means 70 generates or deletes the first object, the second object, and the third object based on the acquired instruction information, etc., and newly places each object.

[0045] The damage information management means 72 calculates the effect on the herd of the attacking action of the player. Specifically, the damage information management means 72 calculates the effect on the HP of each object and its survival status due to the attacking action of the player. In addition, the damage information management means 72 transmits information relating to the calculated effect on the HP of each object and its survival status (hereinafter referred to as "damage information") to the server 2.

[0046] As shown in FIG. 3, the control unit 100 of the server 2 executes various programs and the like to function as game information management means 120, server-side game processing execution means 122, and server-side group management means .

[0047] The game information management means 120 manages various information required for the progress of the game by the player terminal 1 and executes various processes. Specifically, for example, the game information management means 120 executes authentication of account information transmitted from the player terminal 1, delivery of game information in response to a download request of various game information from the player terminal 1, and the like.

[0048] The server-side game process execution means 122 executes a part of the processes required for the player to play the game. Specifically, for example, when an attack action is performed by the player character or a player character operated by another player (hereinafter referred to as "other player character"), the server-side game processing execution means 122 acquires damage information transmitted from each player terminal 1 via the communication unit 110. In addition, the server-side game processing execution means 122 verifies the contents of the acquired damage information and determines whether or not the attack action performed by the player terminal 1 was fraudulent. Note that by having the server-side game process execution means 122 take charge of such a part of the process, even if an illegal act (a so-called cheating act) is performed on a player terminal 1, the effect on the entire game can be reduced.

[0049] The server-side flock management means 124 executes various processes on the server side relating to flock management. Specifically, when the server-side game processing execution means 122 determines that the executed attack action is not fraudulent, the server-side group management means 124 determines the effect that the attack action will have on the composition and content of the group, for example, by excluding four second objects and ten third objects from the game. Then, the server-side group management means 124 transmits information relating to the effect (hereinafter, referred to as “instruction information”) to the player terminal 1.

[0050] Next, the concept of a flock of this game will be described with reference to Fig. 4. Fig. 4 is an image diagram for explaining the concept of a flock in an information processing system according to one embodiment of the present invention.

[0051] FIG. 4 displays player character PC, enemy characters A-1 to Am (m is any integer value), enemy characters B-1 to Bp (p is any integer value), and enemy characters C-1 to Cq (q is any integer value). In the example of Fig. 4, the enemy characters A-1 to Am are the first objects, the enemy characters B-1 to Bp are the second objects, and the enemy characters C-1 to Cq are the third objects. That is, in the example of Fig. 4, group A consisting of the first objects, group B consisting of the second objects, and group C consisting of the third objects are arranged and managed as a unified group. The present system uses the concept of a flock to manage enemy characters, making it possible to efficiently manage a large number of enemy characters. This allows the present system to provide the player with a realistic combat environment while reducing the processing load, compared to when simply handling and processing a large number of enemy characters.

[0052] FIG. 5 is a diagram showing an example of the flow of various processes executed in relation to the generation of a group by a player terminal constituting an information processing system according to one embodiment of the present invention.

[0053] In step S1, the input operation receiving means 62 receives an input operation related to the game from a player.

[0054] In step S2, the terminal side group management means 70 determines the number of first objects, second objects, and third objects to be generated.

[0055] In step S3, the first object generating means 64 generates a first object having a predetermined function in the game.

[0056] In step S4, the second object generating means 66 generates a second object that does not have some of the functions of the first object.

[0057] In step S5, the third object generating means 68 generates a third object that does not have some of the functions of the first object and the second object.

[0058] In step S6, the terminal side group management means 70 places the first object in an area closest to the player character of the game or the virtual camera of the game, places the second object in a position farther than the first object, and places the third object in a position farther than the second object. This ends the group generation process.

[0059] Next, the division of processes between the player terminal 1 and the server 2 and the overall flow of processes will be described with reference to FIGS. 6 is an image diagram for explaining the management of a group in an information processing system according to one embodiment of the present invention. Specifically, in this system, the group is managed in three hierarchical levels: "manager", "parent (player terminal side, server side)", and "child (object body)". Here, the administrator has a role of managing or controlling the configuration of the entire group, for example, determining the number of each object to be generated or deleted, generating an object that serves as a synchronization standard within the group, etc. Also, as shown in Fig. 6, in this system, the administrator exists only on server 2. The parent has independent thinking and creates and deletes each object. The parent also synchronizes the coordinates and parameters of each object in the virtual space. The parent also issues abstract commands such as movement and attack to the children under its control. As shown in FIG. 6, the parent exists both on each player terminal 1 and on the server 2. A child (object body) basically executes actions such as movement and attacking according to instructions from a parent. Note that, as shown in FIG. By having such a hierarchical structure, the present system can manage objects more efficiently and reduce the processing load.

[0060] FIG. 7 is a diagram showing an example of the flow of various processes executed in relation to group management by the player terminals and the server constituting the information processing system according to one embodiment of the present invention.

[0061] In step S21, the input operation receiving means 62 of the player terminal 1 receives an input operation related to an attack action from the player.

[0062] In step S22, the damage information management means 72 of the player terminal 1 calculates the effect on the herd of the attack action performed by the player. Specifically, the damage information management means 72 calculates the effect on the HP of each object and its survival status due to the attack action of the player.

[0063] In step S23, the damage information management means 72 of the player terminal 1 transmits to the server 2 the calculated damage information relating to the effect on the HP of each object and the survival status of each object.

[0064] In step S41, the server-side game processing execution means 122 of the server 2 acquires, via the communication unit 110, damage information transmitted from each player terminal 1.

[0065] In step S42, the server-side game processing executing means 122 of the server 2 verifies the content of the acquired damage information, and determines whether or not the attack action executed by the player terminal 1 was illegal.

[0066] In step S43, if the server-side game processing execution means 122 determines that the executed attack action is not fraudulent, the server-side group management means 124 of the server 2 determines the effect that the attack action will have on the composition and contents of the group. If the server-side game processing execution means 122 determines that the executed attack action is fraudulent, the server-side group management means 124 determines that the executed attack action will not affect the composition or content of the group.

[0067] In step S44, the server-side flock management means 124 of the server 2 transmits to the player terminal 1 instruction information relating to the effect.

[0068] In step S24, the terminal side group management means 70 of the player terminal 1 acquires the instruction information transmitted from the server 2 via the communication unit 19.

[0069] In step S25, the terminal side group management means 70 generates or deletes the first object, the second object, and the third object based on the acquired instruction information, etc., and places each object anew. This ends the various processes executed by the player terminal 1 and the server 2.

[0070] Although one embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and modifications, improvements, etc. that can achieve the object of the present invention are included in the present invention.

[0071] <Other embodiments> In the above embodiment, the second object is described as being limited only in the autonomous object control function, attack function, and communication function among the functions of the enemy character, but this is not limited. These functions are merely examples, and within the scope of the concept of the present invention, the functions limited by the second object may be arbitrarily determined by the administrator of the system, etc.

[0072] In the above embodiment, the system has been described as arranging the first object in an area closest to the player character or the virtual camera of the game, arranging the second object in a position farther than the first object, and arranging the third object in a position farther than the second object, but such an arrangement method is merely an example. The system may use any criteria for arranging the first object, the second object, and the third object.

[0073] In the above embodiment (particularly the embodiment in FIG. 6), the method of managing the flock by the present system is illustrated, but it is merely an example and is not limited thereto. The present system may manage the flock according to a hierarchical structure based on any standard, or may manage the flock without a hierarchical structure.

[0074] Although not described in the above embodiment, in this system, the player terminal 1 may adjust the number of each object by an arbitrary method by each player terminal 1 based on the instruction information. That is, the instruction information in this system may include, for example, only the number of each object after an attacking action, and each player terminal 1 may delete each object by independently selecting a method that does not make the player of the game feel uncomfortable. This allows the player to continue playing the game without feeling uncomfortable while further reducing the processing load.

[0075] Also, although not explained in the above embodiment, the second object or the third object may have functions or capabilities that the first object does not have, as long as the processing load is lower than that of the first object.

[0076] Although not described in the above embodiment, the second object of the present system may have a relatively high degree of freedom in handling since it has a certain degree of functionality, although it has limited functionality compared to the first object. For example, the present system may place the second object in an area relatively close to the player character, or in an area that may be the target of the player character's movement or attack action. Furthermore, the present system may utilize second objects to enhance the effects of a large number of objects during the time it takes for the object to reach the player, such as falling from a high place, bursting into flames, or running over a building.

[0077] Although not described in the above embodiment, the third object in the present system is very limited in the actions it can perform in order to reduce its weight. Therefore, in the present system, for example, it is considered that the third object is placed in an area in the virtual space where the movement of the player character is prohibited.

[0078] Although not described in the above embodiment, the player terminal 1 may or may not transmit information regarding the coordinates and positions of various objects to the server 2. If the server 2 cannot acquire information regarding the coordinates and positions of various objects, the server 2 may have a function of acquiring only information regarding the space ID of the virtual space, the number of various objects, and the movement direction and orientation, and predicting the coordinates and position of each object.

[0079] Although not described in the above embodiment, the present system may have a function of, for example, exchanging the first object with the second object, or exchanging or rearranging the second object with the third object, depending on the changed distance between the player character or the virtual camera and each object when the distance between the player character or the virtual camera and each object changes (for example, when the player character moves, etc.). Note that when exchanging or rearranging each object, it is desirable to do so when each object is outside the imaging range of the virtual camera in the game.

[0080] Although not described in the above embodiment, when a large number of objects exist as in the above embodiment, it is expected that a large processing load will be imposed on the reproduction of the corresponding audio information. Therefore, the present system may have a function of generating audio information for a group of objects in a predetermined unit (for example, a unit of a group in FIG. 4 or a unit of a predetermined number of objects) and reproducing the information according to the game situation. This allows the audio information of a large number of objects to be reproduced without any awkwardness.

[0081] Although not described in the above embodiment, the present system may, for example, set a predetermined limit on the area in which each object is placed. The present system may, for example, place a wall that the player character cannot pass through in the boundary area between the first object and the second object, or the boundary area between the second object and the third object. This can prevent, for example, the behavior of the second object or the third object from being perceived as unnatural when the player character approaches the second object or the third object.

[0082] In the above embodiment, the first object, the second object, and the third object are described as having the same shape, but this is not limited thereto. For example, the system may make the shape of the second object and the third object different from the shape of the first object. For example, the system may make the shape of the second object and the third object similar to the shape of the first object, but lighter in image quality and details. This allows the system to further reduce the processing load.

[0083] Also, although not described in the above embodiment, the present system may arrange only some of the objects, rather than arranging all of the first object, second object, and third object, depending on the number of flocks, etc. For example, the present system may arrange only the first object and the second object, or only the first object and the third object, depending on the number of flocks, etc.

[0084] Also, although not described in the above embodiment, the game may be executed by any hardware, such as a home gaming console such as a PlayStation (registered trademark), a portable gaming console such as a Nintendo Switch (registered trademark), various gaming consoles designed for commercial use, or electronic devices such as a personal computer, a smartphone, or a tablet.

[0085] Although the description has been omitted in the above embodiment, the content of the game related to this system is not limited. This system may be applied to any game, such as FPS (First Person Shooter), TPS (Third Person Shooter), RPG (Role Playing Game), action games not using a network, simulation games, sports games, card games, battle royale (symmetrical, asymmetrical), MOBA (Multiplayer online battle arena), music games, fighting games, and quiz games.

[0086] Furthermore, the above-described series of processes can be executed by hardware or software. In other words, the functional configurations in FIG. 3 and the like are merely examples and are not particularly limited. That is, it is sufficient that the information processing system is provided with a function capable of executing the above-mentioned series of processes as a whole, and the type of functional block used to realize this function is not limited to the example in Fig. 3, etc. Furthermore, the location of the functional block is not limited to the example in Fig. 3, etc., and may be arbitrary. Furthermore, one functional block may be configured as a single piece of hardware, may be configured as a single piece of software, or may be configured as a combination of both.

[0087] Furthermore, the number of different hardware components constituting this system and the number of users are optional, and the system may also include other hardware components.

[0088] Furthermore, when the series of processes is executed by software, the programs constituting the software are installed into a computer or the like from a network or a recording medium.

[0089] The computer may be a computer that is built into dedicated hardware, or a computer that is capable of executing various functions by installing various programs. That is, for example, the various hardware in the above-described embodiment may be freely adopted as any computer, any mobile terminal such as a smartphone, any game machine, etc. Furthermore, any combination of types and contents of various input units and various output units may be adopted.

[0090] Furthermore, the recording medium containing such a program may not only be constituted by a removable medium (not shown) provided separately from the device main body in order to provide the program to a player, etc., but may also be constituted by a recording medium provided to the player in a state in which it is pre-installed in the device main body.

[0091] In addition, in this specification, the term "system" refers to an overall device that is composed of a plurality of devices or a plurality of means.

[0092] Even when these other embodiments are adopted, the effects of the present embodiment are exhibited. In addition, the present embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other.

[0093] In summary, the information processing system to which the present invention is applied can take various forms having the following configurations. Computer, A first object generating means (e.g., a first object generating means 64) for generating a first object having a predetermined function in a game; A second object generating means (e.g., a second object generating means 66) for generating a second object that does not have some of the functions of the first object; a third object generating means (e.g., a third object generating means 68) for generating a third object that does not have some of the functions of the first object and the second object; an object management control means (e.g., a terminal side group management means 70) for managing or controlling the first object, the second object, and the third object in a virtual space of the game; Any program that functions as such will suffice.

[0094] That is, the first object generating means 64 functions as a first object generating means. The second object generating means 66 functions as a second object generating means. The third object generating means 68 functions as a third object generating means. The terminal side group management means 70 functions as an object management control means.

[0095] <Effects> This allows the player to enjoy a more natural and realistic game without feeling stressed by the processing load of the game. [Explanation of symbols]

[0096] 1, 1-1 to 1-n player terminals 11 Control section 60 Terminal side game processing execution means 62 Input operation acceptance means 64 First object generating means 66 Second object generating means 68 Third object generating means 70 Terminal side group management means 72 Damage Information Management Method 2 Server 100 Control section 120 Game information management means 122 Server-side game processing execution means 124 Server-side flock management method

Claims

1. Computer, a first object generating means for generating a first object having a predetermined function in a game; a second object generating means for generating a second object not having some of the functions of the first object; a third object generating means for generating a third object that does not have some of the functions of the first object and the second object; an object management control means for managing or controlling the first object, the second object, and the third object in a virtual space of the game; A program that functions as a

2. the object management control means arranges the first object in an area closest to a player character of the game or a virtual camera of the game, arranges the second object in a position farther than the first object, and arranges the third object in a position farther than the second object, and manages or controls the first object. The program according to claim 1.

3. the object management control means places the third object in an area in a virtual space of the game where movement of a player character of the game is prohibited; The program according to claim 1.

4. the object management control means, when a distance between the player character of the game or the virtual camera of the game and the object changes, replaces or rearranges the first object and the second object in accordance with the distance between the player character of the game or the virtual camera of the game and the object; The program according to claim 2.

5. the object management control means, when a distance between the player character of the game or the virtual camera of the game and the object changes, replaces or rearranges the second object and the third object in accordance with the distance between the player character of the game or the virtual camera of the game and the object. The program according to claim 2.

6. the second object generating means generates the second object that does not have at least an autonomous object control function, an attack function, and a communication function among the functions of the first object. The program according to claim 1.

7. the second object generating means generates the second object having at least a function of being an attack target of a player character of the game. The program according to claim 1 or 6.

8. the third object generating means does not at least have a function of making an object an attack target of a player character of the game as an individual object unit; The program according to claim 1.

9. the third object has at least a function of being an attack target of a player character of the game as a unit of a plurality of objects; The program according to claim 1 or 8.

10. a program executed by an information processing system including a server managed by an administrator of the game and an information processing terminal used by a player of the game, The object management control means a first control means that functions in the server and executes an instruction to the information processing terminal regarding control of the first object, the second object, and the third object; A second control means that functions in the server or the information processing terminal and executes various processes based on instructions from the first control means; a third control means that functions in the information processing terminal and executes various processes based on instructions from the second control means; Equipped with The program according to claim 1.

11. 1. A computer-implemented information processing method, comprising: a first object generating step of generating a first object having a predetermined function in a game; a second object generating step of generating a second object not having some of the functions of the first object; a third object generating step of generating a third object not including some of the functions of the first object and the second object; an object management control step of managing or controlling the first object, the second object, and the third object in a virtual space of the game; An information processing method comprising:

12. a first object generating means for generating a first object having a predetermined function in a game; a second object generating means for generating a second object not having some of the functions of the first object; a third object generating means for generating a third object that does not have some of the functions of the first object and the second object; an object management control means for managing or controlling the first object, the second object, and the third object in a virtual space of the game; An information processing system comprising:

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