Information processing program, information processing method, and information processing device

The information processing program in location information games addresses the lack of strategic value in expanding areas by advancing game progression through identification number assignment and reallocation, motivating players to acquire new adjacent areas and enhancing game immersion.

JP2025037756APending Publication Date: 2025-03-18KOEI TECMO GAMES CO LTD
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2023144882
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-06
Publication Date
2025-03-18

AI Technical Summary

Technical Problem

In location information games, players face a lack of strategic value in expanding areas, as the value of areas is determined by completed information within them, making it difficult to create motivation for acquiring new adjacent areas.

Method used

The information processing program advances game progression by assigning identification numbers to new areas, making game progression more advantageous when new areas are adjacent to previously acquired areas, and reallocating identification numbers based on specific criteria such as oldest allocation order or largest number of areas with the same ID.

Benefits of technology

This solution provides stimuli and motivation for players to acquire new areas adjacent to existing ones, enhancing game progression and immersion by creating strategic value in expanding territories.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025037756000001_ABST
    Figure 2025037756000001_ABST
Patent Text Reader

Abstract

To provide a program, method, and device that can provide a stimulus or motivation to encourage the acquisition of a new area adjacent to an already acquired area.SOLUTION: An information processing program causes a computer to execute processing that, in a position information game in which a player's position, identified from player's position information, moves in a virtual space including multiple areas, makes the game progress more advantageous when a new area newly acquired by the player among the multiple areas is adjacent to an acquired area acquired in the past, compared to when the new area is not adjacent to the acquired area.SELECTED DRAWING: Figure 5
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

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

[0002] Patent Document 1 proposes a method and system for a computer to progress a game based on user position information, and a program for causing a computer to execute the method. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2022-076018 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in such location-based games, when the game progresses by acquiring territory in virtual space, the value of the territory is determined by information that is complete within the territory, such as the type, size, or location of the territory, so it is not possible to create strategic value such as gradually expanding territory from one that has already been acquired.

[0005] Therefore, an object of the present disclosure is to provide a program, method, and device that can provide stimulation and motivation to encourage the acquisition of new areas adjacent to areas that have already been acquired. [Means for solving the problem]

[0006] An information processing program according to a first aspect causes a computer to execute processing in a position information game in which a player's position, identified from the player's position information, moves through a virtual space including a plurality of areas, such that when a new area newly acquired by the player among the plurality of areas is adjacent to an acquired area acquired in the past, the game progresses more advantageously than when the new area is not adjacent to the acquired area.

[0007] An information processing program according to a second aspect is an information processing program according to the first aspect, which causes the computer to execute processing that makes the game progress more advantageous when the new area is adjacent to a specific area that intermittently or continuously gives the game progress an advantage based on the player's operation or position information of the player, compared to a case in which the new area is not adjacent to the specific area.

[0008] An information processing program according to a third aspect is an information processing program according to the first or second aspect, and causes the computer to assign a new identification number to the new area if the area adjacent to the new area is not the acquired area, and to assign the identification number assigned to the acquired area to the new area if the area adjacent to the new area is the acquired area, and to execute processing to give an advantage to game progress based on the identification number.

[0009] An information processing program according to a fourth aspect is an information processing program according to the third aspect, which causes the computer to execute a process of assigning to the new area an identification number assigned to one acquired area among the multiple acquired areas that satisfies a predetermined criterion when areas adjacent to the new area include multiple acquired areas to which different identification numbers are assigned.

[0010] An information processing program according to a fifth aspect is an information processing program according to the fourth aspect, which causes the computer to execute a process of reallocating the identification number assigned to the one acquired area to another acquired area among the multiple acquired areas when the identification number assigned to the one acquired area is assigned to the new area.

[0011] An information processing program according to a sixth aspect is an information processing program according to the fourth or fifth aspect, wherein the predetermined criterion is that the assigned identification number is the identification number having the oldest allocation order, or that the number of areas to which the same identification number as the assigned identification number is assigned is the largest.

[0012] An information processing program according to a seventh aspect is an information processing program according to any one of the first to sixth aspects, wherein giving an advantage to the game progress includes granting a benefit that is advantageous to the game progress at the time the player acquires the new area, or increasing the reward that can be obtained in the new area.

[0013] An information processing method according to an eighth aspect is a computer-implemented process for a position-information game in which a player's position, identified from the player's position information, moves through a virtual space including a plurality of areas, in which, when a new area newly acquired by the player among the plurality of areas is adjacent to an acquired area acquired in the past, the computer executes a process that gives the player an advantage in game progress compared to a case in which the new area is not adjacent to the acquired area.

[0014] An information processing device according to a ninth aspect includes a processor, and in a position information game in which a player's position, determined from the player's position information, moves through a virtual space including a plurality of areas, when a new area newly acquired by the player among the plurality of areas is adjacent to an acquired area acquired in the past, the processor gives the player an advantage in game progress compared to a case in which the new area is not adjacent to the acquired area. Effect of the Invention

[0015] The information processing program, information processing method, and information processing device according to the present disclosure can provide a stimulus or motivation to encourage the acquisition of a new area adjacent to an area that has already been acquired. [Brief description of the drawings]

[0016] [Figure 1]1 is a diagram showing an example of a schematic configuration of a game system 10 according to the present embodiment. [Diagram 2] 1 is a diagram illustrating an example of a hardware configuration of an information processing device 100 according to an embodiment of the present invention. [Diagram 3] FIG. 2 is a diagram illustrating an example of a functional configuration of an information processing device 100 according to the present embodiment. [Figure 4] FIG. 2 is a diagram showing an example of a virtual space including a plurality of regions 60. [Diagram 5] FIG. 2 is a diagram showing an example of the flow of information processing executed by the information processing device 100 according to the present embodiment. [Figure 6] 13 is a diagram showing an example of a first acquisition status of an area 60. FIG. [Figure 7] 13 is a diagram showing an example of a second acquisition status of the area 60. FIG. [Figure 8] 13 is a diagram showing an example of a third acquisition status of area 60. FIG. [Figure 9] 13 is a diagram showing an example of a fourth acquisition status of area 60. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0017] Hereinafter, an example of an embodiment of the present disclosure will be described with reference to the drawings. In each drawing, the same or equivalent components and parts are given the same reference numerals. In addition, the dimensional ratios of the drawings are exaggerated for the convenience of explanation and may differ from the actual ratios.

[0018] FIG. 1 is a diagram showing an example of a schematic configuration of a game system 10 according to the present embodiment. Here, a game is a collection of activities and rules for playing or competing. A game is played, for example, by a player making full use of strategies and techniques to achieve a specific objective. A game is played to achieve various objectives, such as a competitive objective such as winning, a combat objective such as defeating an enemy, an educational objective such as learning, and a narrative objective such as completing the progression of a scenario. A game may be in a competitive format or a non-competitive format. The game system 10 includes a communication means 20, a server device 30, and an information processing device 100. This figure shows a case in which, in the game system 10, a player 40 plays a position information game in which a player position specified from position information of the player 40 moves in a virtual space using the information processing device 100. In such a position information game, when the player 40 who owns the information processing device 100 moves in a real space, the player position on a map in the virtual space also moves in accordance with the movement of the player 40.

[0019] The communication means 20 connects a plurality of computers so that they can communicate with each other. In this figure, the communication means 20 connects between the server device 30 and the information processing device 100. The communication means 20 may be the Internet, for example. However, the communication means 20 may be any means capable of connecting a plurality of computers so that they can communicate with each other, such as a LAN, a WAN, or an intranet.

[0020] The server device 30 executes information processing according to the operation of the player 40 or the position information of the player 40 by transmitting and receiving data to and from the information processing device 100, and provides the execution result to the information processing device 100. In more detail, the server device 30 may execute a process of downloading programs (applications) and the like to the information processing device 100, a login process for the player 40, a process of managing various databases, and the like.

[0021] The server device 30 may be realized by cloud computing, for example. Although the server device 30 is one device in the figure, the server device 30 may perform the above-mentioned processing in a distributed manner using a plurality of devices. Furthermore, the location information game is provided as a so-called online game in the figure, but the present invention is not limited to this. If the location information game can be played offline, the game system 10 may not include the server device 30. That is, in the present disclosure, the server device 30 is not a required component.

[0022] The information processing device 100 is a device for allowing the player 40 to play a position information game by using position information measured by the information processing device itself as position information of the player 40. In the present drawing, a case where the information processing device 100 is a smartphone is shown as an example. However, the information processing device 100 may be any device with which the player 40 can play a position information game, such as a mobile phone, a tablet terminal, a notebook computer, an all-in-one personal computer, a tablet personal computer, or a portable game machine.

[0023] 2 is a diagram showing an example of a hardware configuration of the information processing device 100 according to this embodiment. The information processing device 100 has a CPU (Central Processing Unit) 121, a ROM (Read Only Memory) 122, a RAM (Random Access Memory) 123, a storage 124, a communication interface 125, a user interface 126, and a positioning device 127. These components are connected to each other via a bus 129 so as to be able to communicate with each other.

[0024] The CPU 121 is a central processing unit that executes various programs and controls each component. The ROM 122 stores various programs and various data. The RAM 123 temporarily stores programs or data as a working area. The storage 124 is composed of an HDD (Hard Disk Drive) or SSD (Solid State Drive) and stores various programs including an operating system and various data.

[0025] In the information processing device 100 according to this embodiment, an information processing program is stored in the ROM 122 or the storage 124. The CPU 121 reads the information processing program from the ROM 122 or the storage 124, and executes it using the RAM 123 as a working area, thereby controlling each component and executing various arithmetic processing in accordance with the information processing program.

[0026] The communication interface 125 is an interface for the information processing device 100 to communicate with other devices. The user interface 126 is an input / output interface for the information processing device 100 to exchange information with a user. The user interface 126 may include a touch panel, a keyboard, a microphone, etc. as input devices, and may include a monitor, a speaker, etc. as output devices.

[0027] The positioning device 127 measures a position and outputs position information indicating the measured position. The positioning device 127 may be, for example, a Global Positioning System (GPS) module. However, the positioning device 127 may be any device capable of measuring a position, such as a Global Navigation Satellite System (GLONASS), a BeiDou Navigation System (BeiDou), a Galileo, or a Quasi-Zenith Satellite System (QZSS) module.

[0028] 3 is a diagram showing an example of the functional configuration of the information processing device 100 according to this embodiment. The information processing device 100 has a management unit 131, a determination unit 132, an allocation unit 133, and a game progression unit 134. These functional configurations are realized by the CPU 121 reading out an information processing program from the ROM 122 or storage 124, expanding it in the RAM 123, and executing it.

[0029] The management unit 131 manages the acquisition status of the area acquired by the player 40. This will be described in detail later.

[0030] The determination unit 132 determines, based on the acquisition status managed by the management unit 131, whether or not a new area newly acquired by the player 40 is adjacent to an acquired area previously acquired.

[0031] The allocation unit 133 allocates an identification number to the area acquired by the player 40 based on the result of the determination by the determination unit 132 .

[0032] The game progression unit 134 gives an advantage in the game progression based on the identification number assigned by the assignment unit 133.

[0033] 4 is a diagram showing an example of a virtual space including a plurality of regions 60. For ease of explanation, this diagram shows an example in which the plurality of regions 60 are divided into a grid pattern. However, the plurality of regions 60 may be divided into irregular patterns according to actual topography, administrative divisions, etc.

[0034] From this point on, each region 60 will be defined by columns A to F and rows 1 to 6. That is, the region 60 in the upper left of this figure is located in column A and row 1, and therefore will be defined as region 60_A1. Similarly, the region 60 in the lower right of this figure is located in column F and row 6, and therefore will be defined as region 60_F6. Furthermore, a region 60 that spans multiple columns and / or multiple rows will be defined by the earliest column and / or the earliest row. That is, the region that spans rows 5 and 6 of column E will be defined as region 60_E5. Similarly, the region that spans rows 2 and 3 of columns E and F will be defined as region 60_E2.

[0035] As shown in the figure, locations 70_A1, 70_F6, 70_E5, and 70_E2 are provided in the areas 60_A1, 60_F6, 60_E5, and 60_E2, respectively. Similarly, locations 70 are provided in each of the other areas 60.

[0036] In addition, a base 80 may be set up in some of the regions 60. In the case where the location information game is a game with a historical territorial dispute as a theme, the base 80 may be specified as a main castle or a secondary castle in the game. For example, the player 40 may specify that the main castle be built in the region 60_A6 corresponding to the position of the home as the first life base, and thus the first base 80_1 may be set up in the region 60_A. Similarly, for example, the player 40 may specify that the secondary castle be built in the region 60_D4 corresponding to the position of the company as the second life base, and thus the second base 80_2 may be set up in the region 60_D4.

[0037] In the above description, the main castle and the secondary castle are built in the area 60 corresponding to the location of the home and the company as an example, but the main castle and the secondary castle may be built in the area 60 corresponding to any location where the player 40 spends a lot of time in daily life, such as the parent's house, school, cram school, or favorite store. In the above description, the main castle and the secondary castle are built based on the operation of the player 40 as an example, but the main castle and the secondary castle may be built based on the position information of the player 40. For example, the main castle may be built in the area 60 corresponding to the location where the player 40 stayed the longest in a predetermined period. Similarly, the secondary castle may be built in the area 60 corresponding to the location where the player 40 stayed the second longest in a predetermined period. In addition, in this figure, the case where there are two bases 80, a first base 80_1 and a second base 80_2, is shown as an example, but the number of bases 80 may be one or more. As an example, when the game rank of the player 40 exceeds a predetermined threshold, a configurable home base 80 may be added.

[0038] In this embodiment, the target is information processing in a position information game in which, for example, in such a virtual space, a player 40 captures a base 70 to acquire a region 60 in which the base 70 is located. The information processing device 100 according to this embodiment makes it possible to provide a stimulus or motivation to encourage the player to newly acquire a region 60 adjacent to an already acquired region 60 in such a position information game. This will be described in detail using the flow in FIG. 5 and with appropriate reference to FIGS. 6 to 9.

[0039] 5 is a diagram showing an example of the flow of information processing executed by the information processing device 100 according to this embodiment. This flow is executed by the CPU 121 reading out an information processing program from the ROM 122 or the storage 124, expanding it in the RAM 123, and executing it.

[0040] Prior to the description of FIG. 5, reference will be made to FIG. 6. FIG. 6 is a diagram showing an example of a first acquisition status of the area 60. Referring to FIG. 6, areas 60_A5, 60_A6, 60_B3, 60_B5, 60_B6, 60_C5, 60_C6, and 60_D4 are filled with a pattern. This indicates that these areas 60 are acquired areas that the player 40 has acquired in the past.

[0041] Moreover, while the regions 60_A5, 60_A6, 60_B5, 60_B6, 60_C5, 60_C6, and 60_D4 are filled with a diagonal line pattern, the region 60_B3 is filled with a dot pattern. This indicates that the region 60 filled with a diagonal line pattern is a specific region, while the region 60 filled with a dot pattern is not a specific region.

[0042] Here, the specific area is an area 60 in which the game progress is intermittently or continuously advantageous based on the operation of the player 40 or the position information of the player 40. Here, the area 60_6A in which the first base 80_1 is located, the area 60_D4 in which the second base 80_2 is located, and the areas 60_A5, 60_B5, 60_B6, 60_C5, and 60_C6 which are continuous acquired areas connected to the area 60_6A are set as specific areas. In such specific areas, events which occur probabilistically in the non-specific area 60 occur periodically with certainty, effects of objects are changed, objects which do not appear in other areas 60 appear, and so on, and therefore the game progress is intermittently or continuously advantageous, and therefore the specific areas are treated as special areas among the acquired areas.

[0043] Further referring to FIG. 6, the acquired regions are numbered. This indicates an identification number assigned to the acquired region. The identification number may be a number, a symbol, or a combination of a number and a symbol, etc. Such identification numbers are assigned different numbers to acquired regions that are not adjacent to other acquired regions, while the same number is assigned to contiguous acquired regions that are adjacent to other acquired regions. For example, the region 60_B3 is assigned ID=1 as an identification number, and the region 60_D4 is assigned ID=3 as an identification number. Meanwhile, the regions 60_A5, 60_A6, 60_B5, 60_B6, 60_C5, and 60_C6 are assigned ID=2 as an identification number. This indicates that areas 60_B3 and 60_D4 are enclave acquired areas that are not adjacent to other acquired areas, whereas areas 60_A5, 60_A6, 60_B5, 60_B6, 60_C5, and 60_C6 are contiguous acquired areas that are adjacent to other acquired areas.

[0044] It should be noted that such identification numbers may enable the order of allocation to be recognized based on the numbers. As an example, the identification numbers may be assigned in ascending order so that the older the assignment order, the smaller the number. However, the identification numbers may be assigned in descending order so that the older the assignment order, the larger the number, or in any other rule that enables the order of allocation to be recognized based on the numbers. The CPU 121, as the management unit 131, is assumed to, for example, manage in advance the acquisition status of the territories acquired by the player 40 in this manner.

[0045] Returning to the flow of Fig. 5. In step S150, the CPU 121 determines whether or not the player 40 has acquired a new territory. At this time, the CPU 121 may determine whether or not the player 40 has acquired a new territory based on whether or not the player 40 has conquered a new base 70. If it is determined in step S150 that a new territory has been acquired, the CPU 121 advances the process to step S151.

[0046] In step S151, the CPU 121, as the determination unit 132, determines whether the new area is adjacent to an acquired area previously acquired. At this time, the CPU 121 may determine whether the area adjacent to the new area is an acquired area. As an example, in the first acquisition situation shown in FIG. 6, the player 40 newly acquires the area 60_D2. In this case, the CPU 121 may determine whether the areas 60_C2, 60_D1, 60_D3, and 60_E2 adjacent to the area 60_D2 are each an acquired area. Here, since the adjacent areas 60_C2, 60_D1, 60_D3, and 60_E2 are not acquired areas, the CPU 121 determines that the new area is not adjacent to an acquired area. In this way, the information processing device 100 does not determine the adjacency between all (here, eight) acquired regions and the new region, but only determines whether or not the four regions 60 adjacent to the new region are acquired regions, thereby reducing the calculation time and calculation load involved in the determination. When the CPU 121 determines that the new region is not adjacent to the acquired region (No), the process proceeds to step S152.

[0047] In step S152, CPU 121, as allocation unit 133, allocates a new identification number that has not been allocated to an acquired area to the new area. Here, since IDs 1, 2, and 3 are allocated to acquired areas in the first acquisition status shown in Fig. 6, CPU 121 allocates ID 4 as a new identification number to area 60_D2, which is a new area, in ascending order. CPU 121 may allocate a new identification number to the new area in this manner, for example, when area 60 adjacent to the new area is not an acquired area.

[0048] Then, the CPU 121 ends this flow. That is, when a new area newly acquired by the player 40 among the multiple areas 60 is not adjacent to an acquired area acquired in the past, the CPU 121 does not give the player 40 an advantage in game progress compared to when the new area is adjacent to an acquired area. In this case, as an example, the CPU 121 may grant a small benefit at the time when the player 40 acquires the area 60_D2. Here, granting a small benefit may include granting an item of low rarity to the player 40, or granting a small amount of an item. The CPU 121 may also slightly increase the reward that the player 40 obtains in the area 60_D2. Here, slightly increasing the reward may include slightly increasing the rarity or amount of an item that the player 40 obtains from the area 60_D2, slightly increasing a battle parameter when the player 40 battles in the area 60_D2, or slightly increasing a coefficient that is multiplied by the number of steps when the player 40 moves in the area 60_D2.

[0049] Next, assume that the player 40 newly acquires the area 60_C3. In this case, in step S151, the CPU 121 may determine whether or not the areas 60_B3, 60_C2, 60_C4, and 60_D3 adjacent to the area 60_C3 are each acquired areas. Here, since the area 60_B3 is an acquired area, the CPU 121 determines that the new area is adjacent to the acquired area. When the CPU 121 determines that the new area is adjacent to the acquired area (Yes), it advances the process to step S153.

[0050] In step S153, the CPU 121, as the determination unit 132, determines whether the new region is adjacent to the specific region. At this time, the CPU 121 may determine whether the acquired region adjacent to the new region is a specific region. That is, the CPU 121 may determine whether the region 60_B3 is a specific region. Here, since the region 60_B3 is not a specific region, the CPU 121 determines that the new region is not adjacent to the specific region. In this way, the information processing device 100 does not determine the adjacency between all (seven in this case) specific regions and the new region, but only determines whether the acquired region (one in this case) adjacent to the new region is a specific region, so that the calculation time and calculation load related to the determination can be reduced. When the CPU 121 determines that the new region is not adjacent to the specific region (No), the process proceeds to step S154.

[0051] In step S154, the CPU 121, as the allocation unit 133, allocates the identification number allocated to the acquired area to the new area. Here, since the only acquired area adjacent to the new area is the area 60_B3, the CPU 121 allocates ID=1, which is the identification number allocated to the area 60_B3, to the area 60_C3, which is the new area. For example, in this manner, the CPU 121 may allocate the identification number allocated to the acquired area to the new area when the area 60 adjacent to the new area is an acquired area. In this manner, the information processing device 100 allocates the same identification number to a series of acquired areas, so that the connection of the acquired areas can be easily managed only by the identification number. Then, the CPU 121 updates the managed acquisition status from FIG. 6 to FIG. 7. FIG. 7 is a diagram showing an example of the second acquisition status of the area 60.

[0052] In step S155, the CPU 121, as the game progression unit 134, gives an advantage to the game progression based on the identification number assigned in step S154. Here, since the identification number assigned to the acquired area was assigned in step S154, the CPU 121 gives an advantage to the game progression. In this case, as an example, the CPU 121 may grant a medium benefit that is advantageous to the game progression at the time when the player 40 acquires the area 60_C3. Here, granting the medium benefit may include granting an item of medium rarity to the player 40, or granting a medium amount of items. In addition, the CPU 121 may medium-increase the reward that the player 40 obtains in the area 60_C3. Here, medium-increasing the reward may include medium-increasing the rarity or amount of the item that the player 40 obtains from the area 60_C3, medium-increasing a battle parameter when the player 40 battles in the area 60_C3, or medium-increasing a coefficient that is multiplied by the number of steps when the player 40 moves in the area 60_C3. In this way, for example, when a new area newly acquired by the player 40 among the multiple areas 60 is adjacent to an acquired area previously acquired, the CPU 121 may make the game progress more advantageous than when the new area is not adjacent to the acquired area. In this case, making the game progress advantageous may include providing a benefit advantageous for the game progress at the time when the player 40 acquires the new area, or increasing the reward obtained in the new area. In this way, the information processing device 100 can provide an incentive or motivation to encourage the player 40 to acquire a new area 60 adjacent to the acquired area 60. Then, the CPU 121 proceeds to the process at step S156, but since there is no target area 60 here, the CPU 121 omits the process of step S156.

[0053] Next, in the second acquisition status shown in FIG. 7, assume that player 40 newly acquires area 60_C2. In this case, in step S151, CPU 121 may determine whether areas 60_B2, 60_C1, 60_C3, and 60_D2 adjacent to area 60_C2 are each an acquired area. Here, since areas 60_C3 and 60_D2 are acquired areas, CPU 121 determines that the new area is adjacent to the acquired area and advances the process to step S153.

[0054] In step S153, CPU 121 determines whether areas 60_C3 and 60_D2 are each a specific area. Here, since neither area 60_C3 nor 60_D2 is a specific area, CPU 121 determines that the new area is not adjacent to the specific area and advances the process to step S154.

[0055] In step S154, CPU 121 assigns the identification number assigned to the acquired area to the new area. Here, since there are two acquired areas, area 60_C3 and 60_D2, adjacent to the new area, CPU 121 compares ID = 1, which is the identification number assigned to area 60_C3, with ID = 4, which is the identification number assigned to area 60_D2. Here, since ID = 1 <ID = 4, CPU 121 determines that according to the rule that the identification numbers are assigned in ascending order, the assignment order of ID = 1 is older than that of ID = 4. Then, CPU 121 assigns ID = 1, which is the identification number assigned to area 60_C3, to area 60_C2, which is the new area. For example, in this way, when area 60 adjacent to the new area includes a plurality of acquired areas to which different identification numbers are assigned, CPU 121 may assign the identification number assigned to one acquired area that satisfies a predetermined criterion among the plurality of acquired areas to the new area. At this time, the predetermined criterion may be the criterion that the assigned identification number is the identification number with the oldest assignment order. Thereby, even when there are a plurality of candidate identification numbers assignable to the new area, information processing apparatus 100 can automatically select one identification number and assign it to the new area.

[0056] In step S155, the CPU 121, as described above, gives an advantage in the game progress based on the identification number assigned in step S154. Then, the CPU 121 advances the process to step S156. However, since the target area 60 exists here, the CPU 121 executes the process of step S156.

[0057] In step S156, CPU 121 reallocates the identification number of the acquired area as allocation unit 133. That is, CPU 121 reallocates a different identification number to the acquired area to which an identification number has already been assigned. Here, when ID=1, which is the identification number assigned to area 60_C3 in step S154, is assigned to area 60_C2, CPU 121 reallocates ID=1 to area 60_D2. When CPU 121 assigns the identification number assigned to one acquired area to a new area in this manner, for example, CPU 121 may reallocate the identification number assigned to one acquired area to another acquired area among the multiple acquired areas. Then, CPU 121 updates the acquisition status managed from FIG. 7 to FIG. 8. FIG. 8 is a diagram showing an example of a third acquisition status of area 60.

[0058] As a result, the same identification number, ID=1, is assigned to the areas 60_B3, 60_C2, 60_C3, and 60_D2, which are a series of acquired areas. If ID=4 is assigned to the area 60_C2, the CPU 121 must reallocate ID=4 to the areas 60_B3 and 60_C3 in order to make the identification numbers of the areas 60_B3, 60_C2, 60_C3, and 60_D2 the same. That is, the number of areas 60 that need to be reallocated is two. On the other hand, if ID=1 is assigned to the area 60_C2, the CPU 121 must reallocate ID=1 only to the area 60_D2 in order to make the identification numbers of the areas 60_B3, 60_C2, 60_C3, and 60_D2 the same. That is, the number of areas 60 that need to be reallocated is one. In this way, the information processing device 100 considers that an older assignment order of an identification number means that there are a large number of areas 60 to which the same identification number is assigned, and by assigning the identification number with the oldest assignment order to a new area, it is possible to reduce the number of areas 60 that need to be reallocated.

[0059] Next, in the third acquisition situation shown in Fig. 8, it is assumed that the player 40 newly acquires the area 60_C4. In this case, in step S151, the CPU 121 may determine whether the areas 60_B4, 60_C3, 60_C5, and 60_D4 adjacent to the area 60_C4 are each acquired areas. Here, since the areas 60_C3, 60_C5, and 60_D4 are acquired areas, the CPU 121 determines that the new area is adjacent to the acquired areas and proceeds to the process of step S153.

[0060] In step S153, the CPU 121 may determine whether the regions 60_C3, 60_C5, and 60_D4 are specific regions. Here, since the regions 60_C5 and 60_D4 are specific regions, the CPU 121 determines that the new region is adjacent to the specific region. If the CPU 121 determines that the new region is adjacent to the specific region (Yes), the CPU 121 advances the process to step S157.

[0061] In step S157, the CPU 121 assigns the identification number assigned to the specific area to the new area. Here, since there are two specific areas, area 60_C5 and 60_D4, adjacent to the new area, the CPU 121 compares the identification number ID = 2 assigned to area 60_C5 with the identification number ID = 3 assigned to area 60_D4. Here, since ID = 2 < ID = 3, the CPU 121 assigns the identification number ID = 2, which is the identification number assigned to area 60_C5, to area 60_C4, which is the new area. For example, in this way, when area 60 adjacent to the new area includes a plurality of specific areas to which different identification numbers are assigned, the CPU 121 may assign the identification number assigned to one specific area that meets a predetermined criterion among the plurality of specific areas to the new area. At this time, the predetermined criterion may be the criterion that the assigned identification number is the identification number with the oldest assignment order.

[0062] In step S158, the CPU 121, as the game progression unit 134, further favors the game progression based on the identification number assigned in step S157. Here, since the identification number assigned to the specific area was assigned in step S157, the CPU 121 further favors the game progression. In this case, as an example, the CPU 121 may grant a large bonus that is further favorable for the game progression at the time when the player 40 acquires the area 60_C4. Here, granting the large bonus may include granting the player 40 an item of high rarity or granting a large amount of items. Furthermore, the CPU 121 may greatly increase the reward that the player 40 can obtain in the area 60_C4. Here, greatly increasing the reward may include greatly increasing the rarity or amount of an item that the player 40 can obtain from the area 60_C4, greatly increasing a battle parameter when the player 40 battles in the area 60_C4, or greatly increasing a coefficient by which the number of steps is multiplied when the player 40 moves in the area 60_C4. For example, in this manner, when a new area newly acquired by the player 40 among the multiple areas 60 is adjacent to a specific area in which the game progress is intermittently or continuously advantageous based on the player's operation or the player's position information, the CPU 121 may make the game progress more advantageous than when the new area is not adjacent to the specific area. In this case, making the game progress even more advantageous may include giving a privilege that is even more advantageous for the game progress at the time when the player 40 acquires the new area, or further increasing the reward obtained in the new area. In this way, the information processing device 100 can provide an incentive or motivation to encourage the player 40 to newly acquire the area 60 adjacent to the specific area. Then, CPU 121 advances the process to step S156. However, since target area 60 exists here, CPU 121 executes the process of step S156.

[0063] In step S156, CPU 121 reallocates the identification number of the acquired area as allocation unit 133. Here, when ID=2, which is the identification number assigned to area 60_C5 in step S157, is assigned to area 60_C4, CPU 121 reallocates ID=2 to area 60_D4. When CPU 121 assigns the identification number assigned to one specific area to a new area in this manner, for example, CPU 121 may reallocate the identification number assigned to one acquired area to another specific area among the multiple specific areas.

[0064] In addition, CPU 121 reallocates ID=2 to area 60_C3, which is an acquired area adjacent to area 60_C4, areas 60_B3 and 60_C2, which are acquired areas adjacent to area 60_C3, and area 60_D2, which is an acquired area adjacent to area 60_C2. CPU 121 then updates the acquisition status managed by it from FIG. 8 to FIG. 9. FIG. 9 is a diagram showing an example of the fourth acquisition status of area 60. As a result, the same identification number, ID=2, is assigned to areas 60_A5, 60_A6, 60_B3, 60_B5, 60_B6, 60_C2 to 60_C6, 60_D2, and 60_D4, which are a series of specific areas.

[0065] Conventionally, the value of the area 60 was determined by information that was complete within the area, such as the type, size, or location of the area 60. That is, for example, the area 60_E2 and the area 60_E5 were larger than the area 60_C4, and therefore had a higher value in game progress. In such a case, for example, even if the player 40 had previously acquired the area 60_C5, the player 40 tended to preferentially acquire the area 60_E2 or the area 60_E5 over the area 60_C4 adjacent to the area 60_C5. Similarly, even if the player 40 had set up the second base 80_2 in the area 60_D4, the player 40 tended to preferentially acquire the area 60_E2 or the area 60_E5 over the area 60_C4 adjacent to the area 60_D4.

[0066] This means that there is little value in the strategy of gradually expanding one's territory 60 from previously acquired territories 60 or special territories 60 where one's base is established, making the game incompatible with games themed around historical territorial disputes, etc., and making it difficult to achieve a sense of immersion.

[0067] Therefore, in a position information game in which the player position specified from the position information of the player 40 moves in a virtual space including a plurality of regions 60, when a new region newly acquired by the player 40 among the plurality of regions 60 is adjacent to an acquired region previously acquired, the information processing device 100 according to the present embodiment makes the game progress more advantageous than when the new region is not adjacent to the acquired region. As a result, the information processing device 100 according to the present embodiment can provide an incentive or motivation to newly acquire a region 60 adjacent to an acquired region 60.

[0068] The above-described embodiment can be modified in various ways or applied to various uses. For example, in the above description, the predetermined criterion is that the assigned identification number is the identification number with the oldest assignment order. However, the predetermined criterion may be that the number of areas to which the same identification number as the assigned identification number is assigned is the largest.

[0069] That is, in the above description, in the second acquisition situation shown in Fig. 7, when the player 40 newly acquires the area 60_C2, the CPU 121 determines in step S154 that the ID=1 assigned to the area 60_C3 is a smaller number than the ID=4 assigned to the area 60_D2 and is older in the order of assignment, and assigns the ID=1 to the area 60_C2. However, the CPU 121 may compare the number of areas 60 to which the ID=1 is assigned with the number of areas to which the ID=4 is assigned. Then, if the number of areas 60 to which the ID=1 is assigned (=2)>the number of areas to which the ID=4 is assigned (=1), the CPU 121 may assign the ID=1 to the area 60_C2.

[0070] Similarly, in the above description, when the player 40 newly acquires the area 60_C4 in the third acquisition situation shown in Fig. 8, the CPU 121 determines in step S157 that the ID=2 assigned to the area 60_C5 is a smaller number than the ID=3 assigned to the area 60_D4 and is older in the order of assignment, and assigns the ID=2 to the area 60_C4. However, the CPU 121 may compare the number of areas 60 to which the ID=2 is assigned with the number of areas to which the ID=3 is assigned. Then, if the number of areas to which the ID=2 is assigned (=6)>the number of areas to which the ID=3 is assigned (=1), the CPU 121 may assign the ID2 to the area 60_C4.

[0071] In the above explanation, an older order in which identification numbers are assigned is considered to mean that there are a large number of areas 60 to which the same identification number is assigned. However, by modifying it in this way, the information processing device 100 determines the identification number to be assigned to a new area based on the number of areas 60 to which the same identification number is actually assigned, so that the number of areas 60 that need to be reallocated can be reliably reduced.

[0072] In the above description, the CPU 121 executes the process of step S156 after the processes of step S155 and step S158 as an example, but the CPU 121 may execute the process of step S156 before the processes of step S155 and step S158. In this case, the CPU 121 may further favorably advance the game in step S155 based on the identification number reassigned in step S156. That is, when the CPU 121 reassigns the ID=1 to the area 60_D2 in response to the assignment of the ID=1 to the area 60_C2, the area 60_D2 changes from an acquired area of ​​an isolated area to a continuous acquired area. In such a case, the CPU 121 may grant a medium privilege favorable to the game advancement, or may moderately increase the reward that the player 40 can obtain in the area 60_D2.

[0073] Similarly, the CPU 121 may further favorably advance the game in step S158 based on the identification number reassigned in step S156. That is, when the ID2 is reassigned to the areas 60_B3, 60_C2, 60_C3, 60_D2, and 60_D4 in response to the assignment of ID=2 to the area 60_C4, the areas 60_B3, 60_C2, 60_C3, and 60_D2 change from a continuous acquired area to a continuous specific area from the home base 80. In such a case, the CPU 121 may grant a large bonus that is further favorable for the game advancement, or may greatly increase the reward that the player 40 can obtain in the areas 60_B3, 60_C2, 60_C3, and 60_D2.

[0074] In addition, in the above embodiments, the term "processor" refers to a processor in a broad sense, and includes general-purpose processors (e.g., CPUs, etc.) and dedicated processors (e.g., GPU: Graphics Processing Unit, ASIC: Application Specific Integrated Circuit, FPGA: Field Programmable Gate Array, programmable logic device, etc.).

[0075] In addition, the operations of the processor in the above embodiments may be performed not only by one processor, but also by multiple processors located at physically separate locations working together. The order of the operations of the processor is not limited to the order described in the above embodiments, and may be changed as appropriate.

[0076] Furthermore, the information processing device 100 in the present embodiment has been described as being configured from a single device as an example, but may be configured from a plurality of devices.

[0077] The processes performed by the information processing device 100 according to the above embodiment may be processes performed by software, may be processes performed by hardware, or may be processes that combine both. The processes performed by each unit of the information processing device 100 may be stored as a program in a storage medium and distributed.

[0078] Furthermore, the present disclosure is not limited to the above, and it goes without saying that various modifications can be made without departing from the spirit and scope of the present disclosure. [Explanation of symbols]

[0079] 10. Game System 20 Means of communication 30 Server device 40 Players 60 areas 70 locations 80 Base 100 Information processing device 121 CPU

Claims

1. On the computer, In a location-based game in which a player's position, which is determined from the player's position information, moves in a virtual space including a plurality of regions, When a new area newly acquired by the player among the plurality of areas is adjacent to an acquired area acquired in the past, the player is given an advantage in game progress compared to when the new area is not adjacent to the acquired area. An information processing program that executes processing.

2. The computer includes: When the new area is adjacent to a specific area where the game progress is advantageous intermittently or continuously based on the operation of the player or the position information of the player, the game progress is advantageous compared to when the new area is not adjacent to the specific area. The information processing program according to claim 1 , which causes a process to be executed.

3. The computer includes: assigning a new identification number to the new region if the region adjacent to the new region is not the acquired region; If an area adjacent to the new area is the acquired area, assigning an identification number assigned to the acquired area to the new area; Advantages in game progress based on said identification number The information processing program according to claim 1 , which causes a process to be executed.

4. The computer includes: When an area adjacent to the new area includes a plurality of acquired areas to which different identification numbers are assigned, the identification number assigned to one acquired area that satisfies a predetermined criterion among the plurality of acquired areas is assigned to the new area. The information processing program according to claim 3 , which causes a process to be executed.

5. The computer includes: When the identification number assigned to the one acquired area is assigned to the new area, the identification number assigned to the one acquired area is reallocated to another acquired area among the plurality of acquired areas. The information processing program according to claim 4 , which causes a process to be executed.

6. 6. The information processing program according to claim 4, wherein the predetermined criterion is that the assigned identification number is the oldest assigned identification number, or that the number of areas to which the same identification number as the assigned identification number is assigned is the largest.

7. 6. The information processing program according to claim 1, wherein giving the player an advantage in the game progress includes granting a benefit that is advantageous in the game progress at the time the player acquires the new area, or increasing the reward that can be obtained in the new area.

8. The computer In a location-based game in which a player's position, which is determined from the player's position information, moves in a virtual space including a plurality of regions, When a new area newly acquired by the player among the plurality of areas is adjacent to an acquired area acquired in the past, the player is given an advantage in game progress compared to when the new area is not adjacent to the acquired area. A method for processing information.

9. a processor, the processor comprising: In a location-based game in which a player's position, which is determined from the player's position information, moves in a virtual space including a plurality of regions, When a new area newly acquired by the player among the plurality of areas is adjacent to an acquired area acquired in the past, the player is given an advantage in game progress compared to a case in which the new area is not adjacent to the acquired area. Information processing device.

Citation Information

Patent Citations

  • Method and system for computer to progress a game based on user's location information, and program for causing a computer to execute said method

    JP2022076018A