Program and system
Patent Information
- Application Number
- JP2023130930
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-10
- Publication Date
- 2025-02-21
- Estimated Expiration
- 2043-08-10
AI Technical Summary
【0007】 本発明によれば、アバターの視覚的な特徴を適切に更新可能なプログラムを得ることができる。
Smart Images

Figure 2025025802000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program and a system. [Background technology]
[0002] Conventionally, there has been known a technique for customizing the appearance of an avatar that acts as an avatar of a user in an online space (for example, a VR space, an online game) (for example, see Patent Document 1). By using such a technique, the avatar can be customized according to the user's preferences, thereby improving the motivation for activities in the online space. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2014-035550 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the technology of Patent Document 1, the appearance of the avatar does not change unless the user actively changes it, so there is a tendency for the appearance to change little over time, which results in a problem that activities in the online space become monotonous.
[0005] The present invention has been made in consideration of the above circumstances, and an object of the present invention is to provide a program capable of appropriately updating the visual characteristics of an avatar. [Means for solving the problem]
[0006] In order to solve the above problem, the program of the present invention causes a computer to function as: avatar generation means for generating avatar data in accordance with user operation; collection means for collecting performance data indicating the activity performance in online space of an avatar represented by the avatar data; and avatar update means for inputting the avatar data and the performance data into a pre-trained trained model, and updating at least the visual characteristics of the avatar in accordance with the activity performance. Effect of the Invention
[0007] According to the present invention, it is possible to obtain a program that can appropriately update the visual characteristics of an avatar. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram showing an overview of a system according to an embodiment of the present invention. [Diagram 2] This is a conceptual diagram of the AI learning process (A) and generation process (B). [Diagram 3] FIG. 1 is a diagram showing a neural network that realizes AI. [Figure 4] FIG. 2 is a hardware configuration diagram of a user terminal. [Diagram 5] FIG. 2 is a functional block diagram of a user terminal. [Figure 6] 13 is an example of an avatar generation screen. [Figure 7] 1A shows a permission data setting screen and FIG. 1B shows a prohibition data setting screen. [Figure 8] FIG. 2 is a diagram showing an example of a game screen (A) and an example of performance data (B). [Figure 9] FIG. 13 shows an example of summary data (A) and an example of updated avatar data (B). [Figure 10] 13A is a diagram showing another example of a game screen, and FIG. 13B is a diagram showing another example of performance data. [Figure 11] FIG. 13 is a diagram showing another example of summary data (A) and another example of updated avatar data (B). DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] The system 1 according to the embodiment will be described below with reference to the drawings. Note that the embodiment of the present invention described below is an example of how the present invention is embodied, and the scope of the present invention is not limited to the scope of the embodiment. Therefore, the present invention can be implemented by making various changes to the embodiment.
[0010] [System 1 Overview] FIG. 1 is a diagram showing an overview of a system 1 according to this embodiment. As shown in FIG. 1, the system 1 mainly includes a game server 10, an AI server 15, and a plurality of user terminals 20. Although three user terminals 20 are shown in FIG. 1, the number of user terminals 20 included in the system 1 is not limited to this. The game server 10, the AI server 15, and the user terminals 20 are connected to each other so as to be able to communicate with each other via a communication network 2. A specific example of the communication network 2 is not particularly limited, and may be, for example, the Internet, a mobile communication system (e.g., 4G, 5G, etc.), a wireless network such as Wi-Fi (registered trademark), or a combination of these.
[0011] As one example, the system 1 realizes a cooperative online game in which users (players) of multiple user terminals 20A, 20B, and 20C cooperate to play. As another example, the system 1 realizes a competitive online game in which users (players) of multiple user terminals 20A, 20B, and 20C compete against each other. As yet another example, the system 1 realizes a virtual space in which users of multiple user terminals 20A, 20B, and 20C communicate with each other via avatars. These systems 1 are already well known, so detailed explanations will be omitted.
[0012] [Game Server 10 Configuration] The game server 10 is realized by, for example, a general-purpose computer such as a workstation or a personal computer. As one example, the game server 10 providing an online game synchronizes game data of each of the multiple user terminals 20. As another example, the game server 10 providing a virtual space synchronizes virtual space data of each of the multiple user terminals 20. Hereinafter, the online game and virtual space in which multiple users can participate are collectively referred to as "online space." That is, the game server 10 provides the online space to multiple user terminals 20A, 20B, and 20C.
[0013] [AI Server 15 Configuration] The AI server 15 is realized by, for example, a general-purpose computer such as a workstation or a personal computer. The AI server 15 realizes an AI (Artificial Intelligence) 16 including a trained model 18. As an example, the AI server 15 may be equipped with a dedicated AI optimized for the online space provided by the game server 10. In this case, the game server 10 and the AI server 15 may be realized by a single piece of hardware. As another example, the AI server 15 may be equipped with a general-purpose AI that can be used for various purposes. The configuration of the AI 16 is already well known, so a detailed description will be omitted, but for example, it has the following configuration.
[0014] FIG. 2 is a conceptual diagram of the learning process (A) and the generation process (B) by the AI 16. FIG. 3 is a diagram showing a neural network 19 that realizes the AI 16. The AI 16 mounted on the AI server 15 is a so-called "generation AI" that processes input data and generates output data. The AI 16 executes the learning process shown in FIG. 2(A) and the generation process shown in FIG. 2(B). The AI 16 also generates output data from the input data using, for example, a neural network 19 shown in FIG. 3.
[0015] As shown in FIG. 2(A), the AI 16 includes a learning model 17. The learning model 17 refers to a neural network 19 before the learning process is performed. The learning model 17 becomes a trained model 18 by learning data including input data and correct answer data. The input data refers to data input to the AI 16. The correct answer data refers to data that should be output when the input data is input. By inputting a plurality of learning data to the learning model 17, the neural network 19 is optimized as described below, and becomes the trained model 18.
[0016] As shown in FIG. 2(B), the trained model 18 generates and outputs output data by inputting input data to the neural network 19. The input data and output data may be in any format, such as text, image, or audio. The input data and output data may also be in different formats. On the other hand, the format of the correct answer data is the same as the format of the output data.
[0017] 2(A) may be performed not only on the learning model 17 but also on the trained model 18. Also, the AI 16 does not need to learn using the input data and correct answer data actually used in the present invention, and may learn using general-purpose learning data. Furthermore, the learning process performed by the AI 16 is not limited to "supervised learning" in which input data and correct answer data are input, but may be "unsupervised learning" in which correct answer data is not input, or may execute reinforcement learning, transfer learning, or the like.
[0018] As shown in FIG. 3, the neural network 19 of the learning model 17 or the trained model 18 is composed of an input layer L1 composed of a plurality of nodes I1, I2, and I3, an intermediate layer L2 composed of a plurality of nodes H1, H2, H3, H4, and H5, and an output layer L3 composed of a plurality of nodes O1, O2, and O3. In the example of FIG. 3, the number of nodes in the input layer L1 and the output layer L3 is the same, but the number of nodes in the input layer L1 and the output layer L3 may be different. The neural network 19 may also have a plurality of intermediate layers L2. Furthermore, FIG. 3 shows a fully connected neural network 19 in which a plurality of nodes constituting each layer L1, L2, and L3 are connected to all nodes in the adjacent layer, but the structure of the neural network 19 is not limited to this.
[0019] The learning process is a process of adjusting the weighting coefficients and biases of each node so that correct data is output from the output layer L3 when input data is input to the input layer L1. The generation process is a process of generating output data by processing the input data input to the input layer L1 using weighting coefficients and biases previously adjusted for each node, and outputting the output data from the output layer L3.
[0020] However, the specific example of the processing by the AI 16 described above is merely an example, and the AI server 15 can employ various well-known methods. As another example, the AI 16 may have a network structure such as a Convolutional Neural Network (CNN). As yet another example, the network structure may have a configuration such as a Large Language Model (LLM), a Recurrent Neural Network (RNN), or a Long Short-Term Memory (LSTM). In other words, the AI 16 may have a network structure other than deep learning.
[0021] As shown in FIG. 5, the AI 16 according to this embodiment includes a first trained model 18a and a second trained model 18b. The input data of the first trained model 18a is, for example, performance data, which will be described later. The output data of the first trained model 18a is, for example, summary data, which will be described later. The input data of the second trained model 18b is, for example, summary data, avatar data, which will be described later, and permitted data or prohibited data, which will be described later. The output data of the second trained model 18a is, for example, avatar data. Details of each data will be described later with reference to FIG. 5 and subsequent figures.
[0022] [Configuration of user terminal 20] The user terminal 20 is realized, for example, as an HMD set, a tablet terminal, a smartphone, a feature phone, a laptop computer, a desktop computer, etc. In this embodiment, an example of the user terminal 20 as a tablet terminal will be described as shown in FIG.
[0023] Fig. 4 is a hardware configuration diagram of the user terminal 20. As shown in Fig. 4, the user terminal 20 mainly includes a processor 21, a memory 22, a storage 23, a communication interface 25, a monitor 31, cameras 33 and 34, a microphone 35, a speaker 36, a motion sensor 41, and an operation device 42. Each component of the user terminal 20 is connected to a communication bus 29.
[0024] The processor 21 realizes the processes described below by executing a series of instructions included in a terminal program 23P stored in the memory 22 or the storage 23. The processor 21 is realized as, for example, a central processing unit (CPU), a graphics processing unit (GPU), a micro processing unit (MPU), a field-programmable gate array (FPGA), or other devices.
[0025] The memory 22 temporarily holds the terminal program 23P and data. The terminal program 23P is loaded, for example, from the storage 23. The data includes data input to the user terminal 20 and data generated by the processor 21. For example, the memory 22 is realized as a RAM (Random Access Memory) or other volatile memory.
[0026] The storage 23 permanently holds the terminal program 23P and data. The storage 23 is realized, for example, as a ROM (Read-Only Memory), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 23 may also be realized as a removable storage device such as a memory card. As yet another example, the storage 23 may be connected to the user terminal 20 as an external storage device instead of being built into the user terminal 20. With this configuration, for example, in a scene where a plurality of user terminals 20 are used, such as an amusement facility, it becomes possible to collectively update the terminal program 23P and data.
[0027] The communication interface 25 communicates with other devices (e.g., the game server 10, the AI server 15) connected to the communication network 2. The communication interface 25 is realized as, for example, a wired communication interface such as a Local Area Network (LAN), or a wireless communication interface such as Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), or NFC (Near Field Communication).
[0028] The monitor 31 is provided on the surface of a flat housing, as shown in Fig. 1 for example. The monitor 31 is a display device (display unit) that displays images or videos. The camera 33 is a so-called in-camera that is attached to the surface of the flat housing and captures an image of the face of a user viewing the monitor 31. The camera 34 is a so-called out-camera that is attached to the back surface of the flat housing (the surface opposite to the monitor 31) and captures an image of the surroundings.
[0029] The microphone 35 converts the user's speech into an audio signal (electrical signal) and outputs it to the computer 26. The speaker 36 converts the audio signal output from the computer 26 into voice and outputs it to the user. Note that the user terminal 20 may include an earphone instead of the speaker 36.
[0030] The motion sensor 41 detects the motion of the housing (for example, rotation around three mutually orthogonal axes). The motion sensor 41 may be realized by, for example, an angular velocity sensor, a geomagnetic sensor, or an acceleration sensor.
[0031] The operation device 42 accepts input (operation) of commands by the user to the user terminal 20. The operation device 42 is, for example, a touch panel that is superimposed on the monitor 31 and accepts various touch operations by the user. That is, the monitor 31 according to this embodiment is a touch panel type display unit. However, the specific hardware configuration of the user terminal 20 is not limited to the above example. As another example, the user terminal 20 may include a controller equipped with buttons, an operation stick, etc. as the operation device 42.
[0032] [Functional block diagram of user terminal 20] Fig. 5 is a functional block diagram of user terminal 20. As shown in Fig. 5, terminal program 23P loaded into memory 22 causes user terminal 20 (computer) to function as avatar generating means 210, avatar control means 220, collection means 230, and avatar updating means 240. Note that Fig. 5 mainly illustrates the functional blocks of user terminal 20A, but user terminals 20B and 20C also have similar functional blocks.
[0033] First, an example of a process for generating an avatar in user terminal 20A will be described with reference to Fig. 6. Fig. 6 is an example of an avatar generation screen. Avatar generation means 210 displays the avatar generation screen shown in Fig. 6 on monitor 31. The avatar generation screen is a screen for generating an avatar (character). The avatar generation screen is also a screen for allowing the user of user terminal 20A to select multiple setting values in order to set the visual (appearance) or auditory (tone of voice) characteristics of the avatar. Below, the process for generating an avatar will be described with a focus on visual characteristics.
[0034] An avatar is an example of an object that represents a user and acts in an online space. The avatar may be in a 3D format, which is a shape drawn three-dimensionally, or in a 2D format, which is a shape drawn two-dimensionally. The avatar is specified by data representing visual characteristics (e.g., image data, 3D model data), data representing auditory characteristics (e.g., audio data), or a combination of these.
[0035] As shown in FIG. 6, the avatar creation screen includes an avatar display area A1, a gender selection area A2, an age selection area A3, a setting parameter selection area A4, a candidate icon selection area A5, and a "OK" icon.
[0036] Avatar display area A1 is an area for displaying an image of an avatar (hereinafter, referred to as an "avatar image") generated according to setting values selected by the user through selection areas A2 to A5. That is, the appearance of the avatar image displayed in avatar display area A1 changes as the setting values are changed through selection areas A2 to A5. Furthermore, the displayed avatar image may change (for example, rotate, shrink, enlarge) by a touch operation on avatar display area A1 (for example, a swipe operation, a pinch-in operation, a pinch-out operation).
[0037] The gender selection area A2 is an area for selecting the gender of the avatar. The gender selection area A2 includes a "Male" icon and a "Female" icon as candidates for the setting value of the gender parameter. The age selection area A3 is an area for selecting the age of the avatar. The age selection area A3 includes a "Child" icon and an "Adult" icon as candidates for the setting value of the age parameter. However, the age selection area A3 may also include a text box or pull-down menu for inputting the date of birth.
[0038] The setting parameter selection area A4 is an area for selecting setting parameters (contour, hairstyle, skin colour, clothes, colour). The setting parameter selection area A4 includes an [Contour] tab, an [Hairstyle] tab, a [Skin Colour] tab, a [Clothes] tab, and a [Color] tab. The contour indicates the contour of the avatar's face. The hairstyle indicates the avatar's hairstyle. The skin colour indicates the avatar's skin colour. The clothes indicate the clothes worn by the avatar. The colour indicates the base colour of the avatar (e.g. the colour of the hair, clothes, accessories). However, specific examples of the setting parameters are not limited to the above examples, and may be the eyes, nose, mouth, body type, owned items, voice, etc.
[0039] The candidate icon selection area A5 is an area for selecting a setting value corresponding to the selection parameter selected in the setting parameter selection area A4. As an example, when the [Hairstyle] tab is selected in the setting parameter selection area A4, a plurality of candidate icons showing candidates for selectable hairstyle setting values (e.g., short, long, 7:3, mohawk) are displayed in the setting parameter selection area A4. As another example, when the [Clothes] tab is selected in the setting parameter selection area A4, a plurality of candidate icons showing candidates for selectable clothing setting values (e.g., suit, jacket, denim, special attack suit) are displayed in the setting parameter selection area A4.
[0040] In the example of Fig. 6, gender, age, contour, hairstyle, skin color, clothes, and color are examples of setting parameters. Also, candidate icons (e.g., [Male] icon, [Female] icon) that can be selected in association with a setting parameter (e.g., gender) are candidates for setting values that represent the visual characteristics of the avatar. In other words, a setting parameter represents a group (type) of setting values of the same type.
[0041] However, specific examples of the setting parameters are not limited to the above examples. Moreover, for the above setting parameters, the selectable setting value candidates are not limited to the above examples. Furthermore, the setting parameters are not limited to those that set the auditory characteristics of the avatar. For example, a voice tone parameter is an example of a setting parameter that sets the auditory characteristics of the avatar. Examples of the setting values of the voice tone parameter include soprano, mezzo-soprano, and alto.
[0042] Then, the avatar generation means 210 generates avatar data (image data, 3D model data) representing an avatar according to a plurality of setting values (e.g., gender=male, age=adult, face shape=round face, hairstyle=mohawk, skin color=fair, clothing=special attack suit, color=white) selected by the user through selection areas A2 to A5, and displays an avatar image represented by the generated avatar data in avatar display area A1. Furthermore, the avatar generation means 210 finalizes the generated avatar data in response to the selection of the [OK] icon, and uploads the finalized avatar data to the game server 10 through communication IF 25.
[0043] That is, the avatar data is data that indicates an avatar. More specifically, the avatar data is data that indicates the visual or auditory characteristics of the avatar. The avatar data is composed of image data, 3D data, audio data, or a combination of these. However, the data format of the avatar data is not limited to the above-mentioned examples. Note that the avatar itself as a visual characteristic, items worn by the avatar as a visual characteristic (e.g., costumes, accessories, etc.), and data on the voice of the avatar as an auditory characteristic may be acquired through a charge or gacha. For example, it may be possible to acquire an avatar that looks different from the default avatar, items worn by characters appearing in manga or anime, data on the voice of a real voice actor, etc.
[0044] The avatar control means 220 controls the movement of the avatar represented by the avatar data in accordance with the user's operation on the operation device 42 in the online space provided by the game server 10. More specifically, the user of the user terminal 20A instructs the avatar's movement in the online space, such as moving the avatar, searching for an item, using an item, and attacking an enemy character, through the operation device 42. Then, the avatar control means 220 uploads the movement data representing the avatar's movement to the game server 10 through the communication IF 25 in accordance with the instruction received through the operation device 42.
[0045] The game server 10 transmits the avatar data received from the user terminal 20A to the other user terminals 20B and 20C that share the online space. As a result, the avatar of the user terminal 20A is perceived by the users of the user terminals 20B and 20C. In addition, the game server 10 transmits the motion data received from the user terminal 20A to the other user terminals 20B and 20C. As a result, the motion of the avatar of the user terminal 20A is reflected in the user terminals 20B and 20C. Furthermore, the game server 10 progresses the game based on the avatar data and motion data received from each of the user terminals 20A, 20B, and 20C, and transmits game data indicating the state of the game that has progressed to the user terminals 20A, 20B, and 20C. As a result, the game progresses synchronously in each of the user terminals 20A, 20B, and 20C.
[0046] The collecting means 230 collects achievement data indicating the activity achievements in the online space of the avatar represented by the avatar data, and stores the collected achievement data in the memory 22. The collecting means 230 may collect the achievement data, for example, when a mission is completed, when the game is saved, or in real time. Furthermore, the collecting means 230 may periodically download a play log from the game server 10, or may generate the achievement data by itself by analyzing the action data and the game data.
[0047] The activity record of the avatar refers to the avatar's actions mentioned above, as well as all matters resulting from the avatar's actions (for example, acquisition of items and experience points, winning or losing a battle or game, whether or not a mission was accomplished). The achievement data is a so-called "play log" that includes, for example, the play date and time, mission name, field, party members, completion time, items acquired, number of monsters defeated, and experience points acquired, as shown in Figs. 8(B) and 10(B). The achievement data is data in text or binary format.
[0048] The avatar update means 240 inputs the avatar data and the performance data into the trained model 18 to update the visual or auditory features of the avatar (at least the visual features of the avatar) according to the activity performance of the avatar. The avatar update means 240 may further input permission data or prohibition data into the trained model 18. As shown in FIG. 5, the avatar update means 240 includes a summary generation means 250 and an update means 260.
[0049] FIG. 7 shows an allowed data setting screen (A) and a prohibited data setting screen (B). The allowed data setting screen is a screen for allowing the user to select setting parameters for which updates are permitted. The prohibited data setting screen is a screen for allowing the user to select setting parameters for which updates are prohibited. It is sufficient that only one of the allowed data setting screen and the prohibited data setting screen is implemented in the terminal program 23P. It is assumed that the selection of setting parameters for which updates are permitted or prohibited is performed prior to updating the avatar data, which will be described later.
[0050] As an example, the avatar update means 240 displays the permission data setting screen shown in Fig. 7(A) on the monitor 31. The permission data setting screen includes radio buttons corresponding to a plurality of setting parameters (e.g., eyes, nose, ..., voice) and an [OK] button. However, the display contents of the permission data setting screen are not limited to the example of Fig. 7(A). Then, the avatar update means 240 accepts the user's operation of checking or unchecking the radio button and pressing the [OK] button via the operation device 42.
[0051] For example, when the radio buttons corresponding to the setting parameters "clothes" and "possessed items" are checked and the [OK] button is pressed, the avatar update means 240 generates permission data including the setting parameters "clothes" and "possessed items" and stores the generated permission data in the memory 22. This permission data indicates that updating of the setting values of the setting parameters "clothes" and "possessed items" is permitted, but updating of the setting values of the other setting parameters is prohibited. The permission data is, for example, text data or binary data.
[0052] As another example, the avatar updating means 240 displays a prohibited data setting screen shown in Fig. 7(B) on the monitor 31. The prohibited data setting screen includes radio buttons corresponding to a plurality of setting parameters (e.g., eyes, nose, ..., voice) and an [OK] button. However, the display contents of the prohibited data setting screen are not limited to the example of Fig. 7(B). Then, the avatar updating means 240 accepts a user's operation of checking or unchecking a radio button and pressing the [OK] button via the operating device 42.
[0053] For example, when the radio buttons corresponding to the setting parameters "eyes", "nose", "mouth", and "face contour" are checked and the [OK] button is pressed, the avatar update means 240 generates prohibited data including the setting parameters "eyes", "nose", "mouth", and "face contour", and stores the generated prohibited data in the memory 22. This prohibited data indicates that updating of the setting values of the setting parameters "eyes", "nose", "mouth", and "face contour" is prohibited, and updating of the setting values of the other setting parameters is permitted. The prohibited data is, for example, text data or binary data.
[0054] The summary generating means 250 inputs the performance data to the first trained model 18a to generate summary data summarizing the activity performance. More specifically, the summary generating means 250 transmits the performance data to the first trained model 18a through the communication IF 25, and receives the summary data from the first trained model 18a through the communication IF 25. The AI server 15 inputs the performance data acquired from the user terminal 20A to the input layer L1, processes it in the intermediate layer L2, and outputs the summary data from the output layer L3. The AI server 15 also transmits the generated summary data to the user terminal 20A.
[0055] The summary data may be, for example, a play diary that describes the avatar's activities in the online space, or a title that indicates the degree of accomplishment of a mission assigned in the online space. The summary data is in text format. A play diary refers to a description of the avatar's activities shown in the achievement data as sentences in a natural language. A title refers to a concise expression of the avatar's activities shown in the achievement data in a combination of about one to three words. Furthermore, a mission assigned in the online space refers to a mini-game with specified conditions for accomplishment (for example, searching for gems or destroying monsters), and may also be called a "quest" or "task."
[0056] The update means 260 inputs the summary data, the avatar data, and the permission data or the prohibition data to the second trained model 18b to update the visual or auditory features of the avatar according to the activity record. More specifically, the update means 260 transmits the summary data, the avatar data, and the permission data or the prohibition data to the second trained model 18b through the communication IF 25, and receives the updated avatar data from the second trained model 18b through the communication IF 25. The AI server 15 inputs the summary data, the avatar data, and the permission data or the prohibition data acquired from the user terminal 20A to the input layer L1, processes them in the intermediate layer L2, and outputs the updated avatar data from the output layer L3. The AI server 15 also transmits the updated avatar data to the user terminal 20A.
[0057] [Example of avatar data update] An example of a process for updating avatar data showing an avatar displayed in avatar display area A1 in Fig. 6 will be described with reference to Fig. 7(A), Fig. 8, and Fig. 9. Fig. 8 shows an example of a game screen (A) and an example of achievement data (B). Fig. 9 shows an example of summary data (A) and an example of updated avatar data (B).
[0058] As an example, suppose that a mission is given to explore a cave and find gems in a cooperative online game. In this mission, the type of gem (e.g., diamond, ruby, sapphire) and the size of the gem (e.g., 1 carat to 10 carats) to be found are determined by lottery (probability) for each user (party).
[0059] Then, when the mission is accomplished as shown in Fig. 8(A), the collection means 230 collects the achievement data shown in Fig. 8(B). Next, the summary generation means 250 inputs the achievement data shown in Fig. 8(B) into the first trained model 18a to generate the summary data shown in Fig. 9(A). Note that the summary data shown in Fig. 9(A) includes both the title and the play diary, but may include only one of them.
[0060] Next, the update means 260 inputs the avatar data showing the avatar displayed in the avatar display area A1 in Fig. 6, the permission data shown in Fig. 7(A), and the summary data shown in Fig. 9(A) into the second trained model 18b to generate avatar data showing the avatar shown in Fig. 9(B). The avatar shown in Fig. 9(B) is carrying a pickaxe (updating the setting parameter "possessed items") and its clothes are covered in mud (updating the setting parameter "clothes"), in accordance with the accomplishment of the mission of mining gems in the cave.
[0061] That is, the second trained model 18b updates the avatar data so that the visual characteristics (i.e., appearance) of the avatar change according to the activity record of the avatar. Also, the second trained model 18b updates only the setting values of the setting parameters “clothes” and “possessed items” indicated by the permission data among multiple setting parameters that specify the characteristics of the avatar according to the activity record.
[0062] [Other examples of avatar data updates] Another example of the process of updating avatar data showing the avatars displayed in avatar display area A1 in Fig. 6 will be described with reference to Fig. 7(A), Fig. 10, and Fig. 11. Fig. 10 shows another example of a game screen (A) and another example of achievement data (B). Fig. 11 shows another example of summary data (A) and another example of updated avatar data (B).
[0063] As another example, in a cooperative online game, a mission is given to defeat as many monsters in a field as possible within a certain time period. In this mission, the experience points gained vary depending on the type and number of monsters defeated.
[0064] Then, when the mission is accomplished as shown in Fig. 10(A), the collection means 230 collects the achievement data shown in Fig. 10(B). Next, the summary generation means 250 inputs the achievement data shown in Fig. 10(B) into the first trained model 18a to generate the summary data shown in Fig. 11(A). Note that the summary data shown in Fig. 11(A) includes both the title and the play diary, but may include only one of them.
[0065] Next, the update means 260 inputs the avatar data showing the avatar displayed in the avatar display area A1 in Fig. 6, the prohibited data shown in Fig. 7(B), and the summary data shown in Fig. 11(A) into the second trained model 18b to generate avatar data showing the avatar shown in Fig. 11(B). The avatar shown in Fig. 11(B) has torn clothes (updated the setting parameter "clothing") and has more muscle mass (updated the setting parameter "body type") in accordance with the defeat of many monsters.
[0066] That is, the second trained model 18b updates the avatar data so that the visual characteristics (i.e., appearance) of the avatar change according to the activity record of the avatar. Also, the second trained model 18b updates only the setting values of the setting parameters that are different from the setting parameters "eyes", "nose", "mouth", and "face outline" indicated by the prohibited data, among the multiple setting parameters that specify the characteristics of the avatar, according to the activity record.
[0067] [Effects of the embodiment] According to the above embodiment, the visual or auditory characteristics of the avatar are updated according to the activity record of the avatar in the online space. This allows the characteristics of the avatar to change over time, preventing the activities in the online space from becoming monotonous. In addition, since the avatar data is updated according to the activity record of the avatar itself, it is possible to prevent multiple avatars active in the online space from being updated in a uniform manner. Furthermore, by updating the avatar data using AI16, it is expected that the variation of updates will be more diverse than updating the avatar data based on a rule base.
[0068] Furthermore, according to the above embodiment, summary data is generated from the performance data, and the avatar data is updated based on the summary data. In this way, by having the generation AI process in two stages, the variation of updates becomes even more diverse. Furthermore, the summary data is not limited to being used only for updating the avatar data, but may be stored as a play diary and displayed at the user's request.
[0069] Furthermore, according to the above embodiment, the permission data or prohibition data is used to specify setting parameters that permit or prohibit updates, thereby preventing updates against the user's will. As a result, the avatar can be updated while respecting the user's originality. However, the permission data and prohibition data can be omitted.
[0070] [Other variations] In the above embodiment, an example in which the visual characteristics of the avatar are updated has been described, but the auditory characteristics of the avatar may also be updated. For example, a karaoke mission may be attempted, and an effect may be added to the voice in accordance with the karaoke score.
[0071] Furthermore, the present invention is not limited to generating summary data from performance data and updating avatar data based on the summary data, and the avatar data may be updated directly based on performance data. That is, the avatar update means 240 may input performance data and avatar data to the trained model 18 and update the visual or auditory features of the avatar in accordance with the activity performance. In this case, the summary generation means 250 may be omitted.
[0072] In addition, when updating weapons and armor equipped by an avatar, it is desirable to change only the appearance (appearance) and not change the functions (attack power, defense power, attributes, special effects, etc.). Similarly, the second trained model 18b may select an item that best matches the activity record from among the items (weapons and armor) already acquired by the avatar and newly equip the avatar with the item. This makes it possible to update the avatar according to the activity record without impairing the gameplay.
[0073] Furthermore, if multiple candidates that can be the setting value are prepared in advance, the second trained model 18b may select a candidate that best matches the activity record from the multiple candidates prepared in advance and set it as a new setting value. This makes it possible to prevent unusual changes that may damage the game's appeal.
[0074] The program according to the present invention is not limited to a single program, but may be a collection of multiple programs. The program according to the present invention is not limited to being executed by a single device, but may be executed by multiple devices in a shared manner. Furthermore, the division of roles among the game server 10, the AI server 15, and the user terminal 20 is not limited to the above example. That is, part of the processing of the game server 10 may be executed by the AI server 15 or the user terminal 20, part of the processing of the AI server 15 may be executed by the game server 10 or the user terminal 20, or part of the processing of the user terminal 20 may be executed by the game server 10 or the AI server 15.
[0075] Furthermore, a part or all of the means realized by the program can be realized by hardware such as an integrated circuit. Furthermore, the program may be provided by being recorded on a non-transitory recording medium that can be read by a computer. Examples of the recording medium include a hard disk, an SD card, a DVD, and a server on the Internet. [Explanation of symbols]
[0076] 1...system, 2...communication network, 10...game server, 15...AI server, 17...learning model, 18...trained model, 18a...first trained model, 18b...second trained model, 19...neural network, 20...user terminal, 21...processor, 22...memory, 23...storage, 23P...terminal program, 25...communication interface, 26...computer, 29...communication bus, 31...monitor, 33...camera, 34...camera, 35...microphone, 36...speaker, 41...motion sensor, 42...operation device, 210...avatar generation means, 220...avatar control means, 230...collection means, 240...avatar update means, 250...summary generation means, 260...update means
Claims
1. Computer, an avatar generating means for generating avatar data in accordance with a user's operation; A collection means for collecting performance data indicating the activity performance of the avatar represented by the avatar data in an online space; The program functions as an avatar update means for inputting the avatar data and the achievement data into a trained model that has been trained in advance, and updating at least the visual characteristics of the avatar in accordance with the activity achievements.
2. The program according to claim 1, The avatar update means includes: A summary generating means for inputting the achievement data into a first trained model that has been trained in advance, and generating summary data in a text format that summarizes the activity achievement; and an update means for inputting the avatar data and the summary data into a second trained model that has been trained in advance, thereby updating visual features of the avatar.
3. The program according to claim 2, The program, wherein the summary data indicates a play diary describing the avatar's activities in the online space, or a title indicating the degree of completion of a mission assigned in the online space.
4. The program according to claim 1, the characteristics of the avatar are specified by respective setting values of a plurality of setting parameters; The avatar update means is a program that further inputs permission data indicating the setting parameters that are permitted to be updated into the trained model, and updates the setting values of the setting parameters indicated by the permission data, among the multiple setting parameters, to match the activity history.
5. The program according to claim 1, the characteristics of the avatar are specified by respective setting values of a plurality of setting parameters; The avatar update means is a program that further inputs prohibited data indicating the setting parameters that are prohibited from being updated into the learned model, and updates the setting values of the setting parameters, among the multiple setting parameters, that are different from the setting parameters indicated by the prohibited data to match the activity history.
6. In a system including a user terminal having an operation device and an AI server having a trained model that has been trained in advance, The user terminal, an avatar generating means for generating avatar data in accordance with a user's operation via the operation device; A collection means for collecting performance data indicating the activity performance of the avatar represented by the avatar data in an online space; an avatar update means for transmitting the avatar data and the achievement data to the AI server and receiving the updated avatar data from the AI server; The AI server includes: The avatar data and the achievement data received from the user terminal are input into the trained model to update at least the visual characteristics of the avatar according to the activity achievement; The system transmits the avatar data indicative of the avatar with updated visual characteristics to the user terminal.
Citation Information
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