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

The information processing program estimates the future position of the player's character based on its movement information and adjusts the enemy's behavior to ensure effective interactions, addressing the issue of actions falling outside the effective range in games.

JP2025043139APending Publication Date: 2025-03-28KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2023150476
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-15
Publication Date
2025-03-28

AI Technical Summary

Technical Problem

In games, when an enemy character selects an action against the player's character, the player's movement between the time of selection and the time of execution can result in the action being outside the effective range, increasing the likelihood that the enemy's action will not affect the player's character.

Method used

An information processing program that acquires movement information of the player's character, including its movement vector, to estimate its future position and adjust the enemy's behavior accordingly, ensuring that the enemy's actions remain effective.

Benefits of technology

This solution reduces the possibility that the enemy's behavior will not affect the player's character by considering the player's future position, thereby enhancing gameplay dynamics.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an information processing program for reducing the possibility of an action of a certain character not affecting another character compared with a case where a future position of the another character is not considered.SOLUTION: An information processing program causes a computer to execute processing for acquiring movement information on the movement of a first character including a movement vector of the first character in a virtual space of a game, estimating a future position of the first character using the present position of the first character and the movement information, and changing an action of a second character of the game on the basis of the estimated position.SELECTED DRAWING: Figure 2
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Games featuring enemy characters that move around performing various actions are known (see Patent Documents 1 and 2). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2011-59738 A [Patent Document 2] JP 2012-249799 A Summary of the Invention [Problem to be solved by the invention]

[0004] When an enemy character selects an action to be taken by the player's own character operated by the player, the player's own character moves from the time of selection to the time of execution of the selected action, thereby going out of the effective range of the action, thereby increasing the possibility that the enemy character's action will not affect the own character.

[0005] The present disclosure has been made in consideration of the above points, and provides an information processing program, an information processing device, and an information processing method that reduce the possibility that the actions of one character will not affect another character, compared to a case in which the future position of the other character is not taken into account. [Means for solving the problem]

[0006] An information processing program according to a first aspect of the present disclosure causes a computer to execute a process of acquiring movement information regarding the movement of a first character in a virtual space of a game, including a movement vector of the first character, predicting a future position of the first character using a current position of the first character and the movement information, and changing the behavior of a second character of the game based on the predicted position.

[0007] An information processing program according to a second aspect of the present disclosure is an information processing program according to the first aspect, which causes the computer to execute a process of listing actions to be performed on the first character from among actions possessed by the second character using the current position of the first character, the movement information, information on an offset time which is the time from selection to execution of an action possessed by each of the second characters, and information on the effective range of the action, and selecting one action from the listed actions as a process of changing the action of the second character.

[0008] An information processing program according to a third aspect of the present disclosure is an information processing program according to the second aspect, which causes the computer to execute a process of using the current position of the first character, the movement vector, and the offset time to predict where the first character will be after the offset time has elapsed, and listing the actions whose effective ranges are included in the predicted location of the first character.

[0009] An information processing program according to a fourth aspect of the present disclosure is an information processing program according to the third aspect, which causes the computer to execute a process of predicting a location where the first character will be present after the offset time has elapsed by providing a predetermined buffer to the direction or width of the movement vector.

[0010] An information processing program according to a fifth aspect of the present disclosure is the information processing program according to the third aspect, causing the computer to execute a process of obtaining the movement vector based on the immediately preceding movement information of the first character.

[0011] An information processing program according to a sixth aspect of the present disclosure is an information processing program according to the third aspect, which causes the computer to execute a process of listing the actions using the state of the first character at the estimated location of the first character.

[0012] An information processing program according to a seventh aspect of the present disclosure is an information processing program according to the third aspect, which causes the computer to execute a process of listing the actions of the first character using learning results of the actions of the first character based on operations by a player of the game.

[0013] An information processing program according to an eighth aspect of the present disclosure is an information processing program according to the second aspect, which causes the computer to execute a process of changing the effective range of the action of the second character in accordance with the movement vector as a process of changing the action of the second character.

[0014] An information processing device according to a ninth aspect of the present disclosure includes a processor, which acquires movement information regarding the movement of a first character in a virtual space of a game, including a movement vector of the first character, predicts a future position of the first character using a current position of the first character and the movement information, and executes a process of changing the behavior of a second character of the game based on the predicted position.

[0015] An information processing method according to a tenth aspect of the present disclosure includes having a processor acquire movement information regarding the movement of a first character in a virtual space of a game, including a movement vector of the first character, predicting a future position of the first character using a current position of the first character and the movement information, and changing the behavior of a second character of the game based on the predicted position. Effect of the Invention

[0016] According to the present disclosure, it is possible to provide an information processing program, an information processing device, and an information processing method that reduce the possibility that the actions of one character will not affect another character compared to a case in which the future position of the other character is not taken into account. [Brief description of the drawings]

[0017] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing device according to an embodiment of the disclosed technique. [Diagram 2] FIG. 2 is a block diagram showing a functional configuration of the information processing device. [Diagram 3] FIG. 13 is a diagram illustrating the control of an enemy character. [Figure 4] FIG. 13 is a diagram illustrating the control of an enemy character. [Diagram 5] FIG. 13 is a diagram illustrating the control of an enemy character. [Figure 6] FIG. 13 is a diagram illustrating the control of an enemy character. [Figure 7] FIG. 13 is a diagram illustrating the control of an enemy character. [Figure 8] 13 is a flowchart showing a flow of information processing. [Figure 9] FIG. 13 is a diagram illustrating the control of an enemy character. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0018] 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.

[0019] 1 is a block diagram showing a hardware configuration of an information processing device 10 according to an embodiment of the present disclosure. The information processing device 10 is, for example, a home game console, a portable game console, an arcade game console, a smartphone, a tablet terminal, a personal computer, or the like. In the present embodiment, as an example, the information processing device 10 is a "home game console." The information processing device 10 is an example of a "computer."

[0020] 1, the information processing device 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a storage 14, a display 15, a speaker 16, an external I / F (Interface) 17, a communication I / F 18, and an input I / F 19. Each component is connected to each other via a bus 20 so as to be able to communicate with each other.

[0021] The CPU 11 is a central processing unit that executes various programs and controls each section.

[0022] The ROM 12 stores various programs and various data. The RAM 13 serves as a working area for temporarily storing programs or data.

[0023] The storage 14 is configured with a storage device such as a hard disk drive (HDD), a solid state drive (SSD), or a flash memory, and stores various programs and various data.

[0024] The display 15 is, for example, a liquid crystal display, and displays various types of information. In this embodiment, the display 15 is integrated with the information processing device 10. However, this is not limited to this, and the display 15 may be separate from the information processing device 10. Also, in this embodiment, the display 15 does not have a touch panel. However, this is not limited to this, and the display 15 may have an integrated touch panel. The display 15 is an example of a "display unit."

[0025] The speaker 16 outputs various sounds.

[0026] The external I / F 17 is an interface for connecting an external device to the information processing device 10. The external device is, for example, a recording medium 30.

[0027] The recording medium 30 may be an optical disk such as a CD-ROM (Compact Disk Read Only Memory) or a DVD-ROM (Digital Versatile Disk Read Only Memory), a USB (Universal Serial Bus) memory, or an SD memory card. The recording medium 30 stores a game program 30A for executing a predetermined game on the information processing device 10. The CPU 11 reads the game program 30A from the recording medium 30 via the external I / F 17, and executes the game program 30A using the RAM 13 as a working area. Note that the game program 30A is not limited to being stored in the recording medium 30, and may be stored in advance in the storage 14 of the information processing device 10, or may be downloadable to the information processing device 10 via a network. The game program 30A is an example of an "information processing program." 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. Games are played to achieve a variety of objectives, for example, competitive objectives such as winning, combat objectives such as defeating an opponent, educational objectives such as learning, narrative objectives such as completing a scenario progression, etc. Games may be competitive or non-competitive.

[0028] The communication I / F 18 is an interface for connecting the information processing device 10 to a network. For example, the communication I / F 18 uses a wired communication standard such as Ethernet (registered trademark) or FDDI, or a wireless communication standard such as 4G, 5G, or Wi-Fi (registered trademark).

[0029] The input I / F 19 is an interface for connecting to the input device 40. The input device 40 is a controller having operation buttons and directional keys, a mouse, a keyboard, etc., and is used for various inputs. A user operates the game using the input device 40. Operation information indicating the contents of the input operation performed by the user using the input device 40 is stored in the RAM 13. In this embodiment, the input device 40 is separate from the information processing device 10. However, this is not limited to this, and the input device 40 may be integrated with the information processing device 10. In addition, the input device 40 may be detachable from the information processing device 10. In addition, the number of input devices 40 may be one or more.

[0030] When executing the above game program, the information processing device 10 realizes various functions using the above hardware resources. The functional configuration realized by the information processing device 10 will be described. FIG. 2 is a block diagram showing an example of the functional configuration of the information processing device 10.

[0031] 2, the CPU 11 of the information processing device 10 has, as its functional components, a reception unit 11A and a control unit 11B. Each functional component is realized by the CPU 11 reading and executing a game program 30A stored in the recording medium 30.

[0032] The reception unit 11A receives an input operation performed by the user using the input device 40.

[0033] The control unit 11B controls the progress of the game and the display mode of the game space based on the user's input operation received by the reception unit 11A and information defined in the game program 30A. Hereinafter, among the game spaces displayed on the display 15 of the information processing device 10, a space in which actions corresponding to each of a plurality of game objects can be executed is referred to as an "action space." The action space is an example of a "virtual space" in which actions corresponding to each of a plurality of game objects can be executed.

[0034] Game objects are objects that appear in a game, such as characters, tools, gimmicks, etc. Characters are humans, animals, robots, machines, imaginary creatures, etc. that appear in a game, and the type of character is not particularly limited.

[0035] For example, characters as game objects can execute actions defined for each character, such as walking, running, and fighting, in the action space, while gimmicks as game objects can execute actions defined for each gimmick, such as opening, closing, and shooting, in the action space.

[0036] In this embodiment, the control unit 11B acquires movement information regarding the movement of the player's character, including the player's character's movement vector, in the virtual space of the game provided by the game program 30A. The player's character is an example of a first character in the present disclosure. The control unit 11B then estimates the player's character's future position using the player's character's current position and the movement information, and changes the behavior of an enemy character of the game based on the estimated player's character's position. The enemy character is an example of a second character in the present disclosure.

[0037] Specifically, in this embodiment, the control unit 11B acquires movement information regarding the movement of the player's character, including a movement vector of the player's character operated by the player, in the virtual space of the game provided by the game program 30A. The control unit 11B uses the acquired movement information, information on offset times, which are the time from selection to execution of attack actions possessed by each enemy character in the game, and information on the effective range of the attack actions, to list attack actions to be executed against the player's character from among the attack actions possessed by the enemy characters. The attack action is an example of an action of the present disclosure. Then, the control unit 11B changes the action of the enemy character by selecting one attack action from the listed attack actions. In this way, the control unit 11B reduces the possibility that the enemy character's attack action does not affect the player's character by taking the offset time into consideration.

[0038] Specifically, the control unit 11B uses the movement vector of the player's character and information on the offset time of each attacking action to estimate the location where the player's character is likely to be located after the offset time has elapsed. Here, it is assumed that the player's character moves in a straight line during the offset time. The offset time information is recorded in the game program 30A. For example, if the offset time is 5 seconds, the control unit 11B estimates the location of the player's character 5 seconds later.

[0039] Then, the control unit 11B lists attack actions whose effective range includes the estimated location of the player's character. Note that the effective range of an attack action takes into account the orientation of the enemy character.

[0040] The control unit 11B may obtain the movement vector of the player's character based on the immediately preceding action of the player's character. For example, if the player's character is moving due to the player's operation, the control unit 11B may obtain the movement vector of the player's character based on the movement. For example, if the player's character is blown away by an attack from an enemy character, the control unit 11B may obtain the movement vector of the player's character based on the movement caused by the attack from the enemy character. For example, if the player's character is performing an action that prevents the player from moving from the spot for a while, such as an attack action with a large motion, the control unit 11B may obtain the movement vector of the player's character based on the action of the player's character.

[0041] When the control unit 11B lists the attack actions whose effective range is included in the estimated location of the player's character, the control unit 11B selects one of the listed attack actions. Here, in this embodiment, when selecting the listed attack action, the control unit 11B dynamically generates the probability that each attack action will be selected. For example, the control unit 11B multiplies one of the listed attack actions by a coefficient according to the area of ​​the effective range of each attack action, dynamically generating the probability that each attack action will be selected, and then selects the attack action. For example, suppose that the enemy character has attack actions A, B, C, D, and E, and the attack actions listed by the control unit 11B are three, attack actions A, B, and C. If the size of the effective range is larger in the order of A, B, and C, the control unit 11B may select the attack action after setting the probability so that the probability of selecting the attack actions C, B, and A increases in the order.

[0042] 3 and 4 are diagrams for explaining the control of enemy characters by the control unit 11B. Both of FIG. 3 and FIG. 4 show plan views of the virtual space of the game. When selecting an attack action by an enemy character in the location 101, the control unit 11B considers whether the effective range of the attack action of each enemy character includes not the current location 111A of the player's character but the location 111B after the offset time of the player's character has elapsed. FIG. 3 shows the effective range 102A of the attack action A by the enemy character in the location 101, and FIG. 4 shows the effective range 102B of the attack action B by the enemy character in the location 101. For convenience of explanation, it is assumed that the offset times of the attack actions A and B are the same.

[0043] In the example of FIG. 3, location 111B where the player's character is predicted to be after the offset time of attack action A has elapsed is outside of effective range 102A of attack action A. Also, in the example of FIG. 4, location 111B where the player's character is predicted to be after the offset time of attack action B has elapsed is included in effective range 102B of attack action B. Therefore, control unit 11B does not list attack action A, but does list attack action B. In this way, control unit 11B predicts the location where the player's character is likely to be after the offset time has elapsed for all attack actions possessed by the enemy character, and determines whether the predicted location of the player's character is included in the effective range.

[0044] Although Fig. 3 and Fig. 4 show examples in which the player's character moves away from the enemy character, there are also cases in which the player's character approaches the enemy character. Fig. 5 is a diagram for explaining the control of the enemy character by the control unit 11B. Fig. 5 shows a plan view of the virtual space of the game. In the example of Fig. 5, the location 111A where the player's character is currently located is not included in the effective range 102C of the attacking action C, but the location 111B where the player's character is estimated to be located after the offset time of the attacking action C has elapsed is included in the effective range 102C of the attacking action C. Therefore, the control unit 11B lists the attacking action C.

[0045] When predicting the future position of the player's character, the control unit 11B may provide a predetermined buffer for the direction or magnitude of the player's character's movement vector. In the virtual space of the game, there may be an obstacle such as a building or a rock between the player's character and an enemy character, and the player's character may not be able to move in a straight line to the enemy character. By providing a predetermined buffer for the direction or magnitude of the player's character's movement vector when predicting the future position of the player's character, the control unit 11B can predict the future position of the player's character without knowing the location of the obstacle.

[0046] Fig. 6 is a diagram for explaining the control of enemy characters by the control unit 11B. Fig. 6 shows a plan view of the virtual space of the game. In the example of Fig. 6, a location 111A where the player's character is currently located is not included in the effective range 102C of the attacking action C, but a location 111B where the player's character is estimated to be located after the offset time of the attacking action C has elapsed is included in the effective range 102C of the attacking action C by adding a width to the movement vector of the player's character.

[0047] In the example of Fig. 6, the movement vector of the player character is given a range from the current position of the player character, but the present disclosure is not limited to such an example. Fig. 7 is a diagram for explaining the control of the enemy character by the control unit 11B. Fig. 7 shows a plan view of the virtual space of the game. In the example of Fig. 7, the player character moves in a straight line for a predetermined period (for example, one second) from the current position, and thereafter the movement vector of the player character may be given a range.

[0048] Of course, control unit 11B may use the location of an obstacle placed in the virtual space of the game to estimate the future position of the player's character after the offset time has elapsed. If there is an obstacle between the player's character and an enemy character, control unit 11B may estimate the future position of the player's character after the offset time has elapsed on the premise that the player's character will move to avoid the obstacle.

[0049] In the examples of Figs. 3 to 7, plan views of the virtual space of the game are shown, but it goes without saying that the effective range of an attack action and the movement of the player's character may be three-dimensional, including in the vertical direction.

[0050] In addition, the control unit 11B may use the state of the player's character at the estimated future location of the player's character when listing the attack actions. For example, the control unit 11B may use information on the direction of the player's character as the state of the player's character. If the direction of the player's character at the future location of the player's character faces the direction of the enemy character, the control unit 11B may relatively reduce the probability that an attack with a large motion is selected and relatively increase the probability that an attack with a small motion is selected, even if the attack is included in the attack range. Also, for example, if the direction of the player's character at the future location of the player's character does not face the direction of the enemy character, the control unit 11B may not perform the process of relatively reducing the probability that an attack with a large motion is selected as described above. In addition, for example, if the state of the player's character at the future location of the player's character is in a state in which movement is restricted, such as a paralyzed state or a petrified state, the control unit 11B may relatively increase the probability that an attack with a large motion is selected.

[0051] When setting the probability for each attacking action, the control unit 11B may set a different probability for each enemy character based on the characteristics set for the enemy character, even if the same attacking action is listed. The characteristics set for the enemy character may be, for example, preferring attacking actions with large motions but long effective ranges, preferring attacking actions with small motions but short effective ranges, etc. Even if the same attacking action is listed, by setting a different probability for each enemy character, the control unit 11B can give each enemy character a personality that suits them.

[0052] The control unit 11B estimates the future position of the player's character when listing the attacking actions, but may list the attacking actions of the enemy character using the learning results of the player's character's actions operated by the player. For example, if it is known from the learning results that the player has a tendency to move the player's character behind the enemy character, the control unit 11B may list the attacking actions of the enemy character, assuming that the player's character's future position is likely to be behind the enemy character, not in front of the enemy character. The learning results of the player's character's actions may be stored in the storage 14, for example.

[0053] Note that, even for the same attack action, the offset time may be changed depending on the enemy character.Furthermore, the coefficient may be changed depending on the enemy character so that a specific attack action is selected more frequently.

[0054] By having such a configuration, the information processing device 10 executing the game program 30A lists as selection targets only those attack actions that are determined to be within the effective range of the predicted future position of the player's character, thereby reducing the possibility that the enemy character's attack action will not hit the player's character, i.e., that the enemy character's attack action will not affect the player's character.

[0055] Next, the operation of the information processing device 10 will be described.

[0056] Fig. 8 is a flowchart showing the flow of information processing by the information processing device 10. The CPU 11 reads out the game program 30A from the ROM 12 or the storage 14, expands it in the RAM 13, and executes it, thereby performing information processing. The flowchart shown in Fig. 8 shows the flow when the CPU 11 lists up the attack actions of enemy characters. The information processing shown in Fig. 8 is executed whenever an enemy character confronts the player's character.

[0057] In step S101, the CPU 11 acquires the position of the player's character. The CPU 11 acquires the position of the player's character as, for example, two-dimensional coordinates or three-dimensional coordinates in the virtual space of the game.

[0058] Following step S101, the CPU 11 acquires the movement vector of the player's character in step S102. By acquiring the movement vector of the player's character, the CPU 11 can grasp the movement direction and movement speed of the player's character.

[0059] Following step S102, the CPU 11 starts to determine the first attack action of the enemy character in step S103. For example, if the attack actions of the enemy characters are assigned IDs in order starting from A, the CPU 11 determines the attack actions in alphabetical order.

[0060] Following step S103, in step S104, the CPU 11 acquires information on the offset time of the offensive action to be judged from the game program 30A, and estimates the future position of the player's character based on the acquired offset time. The CPU 11 estimates the future position of the player's character as, for example, two-dimensional coordinates or three-dimensional coordinates in the virtual space of the game.

[0061] Following step S104, in step S105, the CPU 11 determines whether or not the predicted future position of the player's character is within the effective range of the attacking action to be determined.

[0062] In step S105, if it is determined that the estimated future position of the player's character is within the effective range of the attacking action to be determined (step S105; Yes), the CPU 11 lists the attacking action as a selection target in step S106. On the other hand, if it is determined in step S105 that the estimated future position of the player's character is not within the effective range of the attacking action to be determined (step S105; No), the CPU 11 skips the processing of step S106. In other words, if it is determined in step S105 that the estimated future position of the player's character is not within the effective range of the attacking action to be determined, the CPU 11 does not list the attacking action as a selection target.

[0063] Next, in step S107, the CPU 11 determines whether or not the determination has been completed for all offensive actions.

[0064] If it is determined in step S107 that the judgments have not been completed for all offensive actions (step S107; No), the CPU 11 changes the judgment target to the next offensive action in step S108 and returns to the process of step S104. On the other hand, if it is determined in step S107 that the judgments have been completed for all offensive actions (step S107; Yes), the CPU 11 selects one offensive action from the listed offensive actions in step S109.

[0065] By executing a series of processes, the CPU 11 lists as selection targets only those attack actions that are determined to be within the effective range of the predicted future position of the player's character, thereby reducing the possibility that the enemy character's attack action will not hit the player's character, i.e., that the enemy character's attack action will not affect the player's character.

[0066] The game program 30A may change the effective range of the enemy character's attack action based on the movement information of the player's character. By changing the effective range of the enemy character's attack action based on the movement information of the player's character, the game program 30A can reduce the possibility that the enemy character's attack action will not hit the player's character, i.e., that the enemy character's attack action will not affect the player's character.

[0067] Fig. 9 is a diagram for explaining the control of an enemy character by the control unit 11B. Fig. 9 shows a plan view of the virtual space of the game. In the example of Fig. 8, the effective range of the attack action of the enemy character in the location 101 is changed from the range indicated by the reference symbol 102A to the range indicated by the reference symbol 102B based on the movement information of the player's character in the location 111A where the player's character is currently located. In other words, the control unit 11B extends the effective range of the attack action of the enemy character according to the movement information of the player's character.

[0068] The information processing device 10 executing the game program 30A extends the effective range of the enemy character's attack action in accordance with the movement information of the player's character and selects the attack action, thereby reducing the possibility that the enemy character's attack action will not hit the player's character, i.e., that the enemy character's attack action will not affect the player's character.

[0069] In the above embodiment, a case where there is one enemy character is shown, but the present disclosure is not limited to such an example, and it goes without saying that even when there are multiple enemy characters, attack actions may be selected in the same manner for each enemy character.

[0070] In the above embodiment, the first character of the present disclosure is a player's own character operated by the player, and the second character is an enemy character not operated by the player, but the present disclosure is not limited to such an example. Both the first character and the second character may be so-called non-player characters (NPCs) that are not operated by the player.

[0071] In the above embodiment, an attack action is exemplified as an example of an action of the present disclosure, but the present disclosure is not limited to such an example, and an example of an action of the present disclosure may be a recovery action, a movement action, or a defense action by an ally character of the player character. Also, an example of an action of the present disclosure may be a preparatory action by a character. A preparatory action by a character is a preliminary action before moving on to the next action, for example, an action by an enemy character, etc., that serves as a sign that allows the player to predict the next action.

[0072] Although the embodiments of the present disclosure have been described in detail above with reference to the accompanying drawings, the technical scope of the present disclosure is not limited to such examples. It is clear that a person having ordinary knowledge in the technical field of the present disclosure can conceive of various modified examples or examples of modifications within the scope of the technical ideas described in the claims, and it is understood that these modified examples or examples of modifications also belong to the technical scope of the present disclosure.

[0073] In addition, the effects described in the above embodiments are explanatory or exemplary, and are not limited to those described in the above embodiments. In other words, the technology according to the present disclosure may achieve other effects that are obvious to a person having ordinary skill in the technical field of the present disclosure from the description in the above embodiments, in addition to or in place of the effects described in the above embodiments.

[0074] In addition, the information processing executed by the CPU by reading the software (program) in each of the above embodiments may be executed by various processors other than the CPU. In this case, examples of the processor include a PLD (Programmable Logic Device) such as an FPGA (Field-Programmable Gate Array) whose circuit configuration can be changed after manufacture, and a dedicated electric circuit such as an ASIC (Application Specific Integrated Circuit) which is a processor having a circuit configuration designed exclusively for executing a specific process. In addition, the information processing may be executed by one of these various processors, or may be executed by a combination of two or more processors of the same or different types (for example, a plurality of FPGAs, a combination of a CPU and an FPGA, etc.). In addition, the hardware structure of these various processors is, more specifically, an electric circuit that combines circuit elements such as semiconductor elements. [Explanation of symbols]

[0075] 10. Information processing device 15 Display 30A Game Program

Claims

1. acquiring movement information regarding a movement of the first character in a virtual space of the game, the movement information including a movement vector of the first character; A future position of the first character is predicted using the current position of the first character and the movement information, and an action of a second character of the game is changed based on the predicted position. An information processing program that causes a computer to execute processing.

2. using a current position of the first character, the movement information, information on an offset time that is a time from selection to execution of an action possessed by each of the second characters, and information on an effective range of the action, to list the actions to be executed against the first character from among the actions possessed by the second character; As a process for changing the action of the second character, one action is selected from the listed actions. The information processing program according to claim 1 , which causes the computer to execute a process.

3. using the current position of the first character, the movement vector, and the offset time to infer where the first character will be after the offset time has elapsed; Listing the actions whose effective range is included in the inferred location of the first character; The information processing program according to claim 2 , which causes the computer to execute a process.

4. A predetermined buffer is provided for the direction or width of the movement vector, and a location where the first character will be present after the offset time has elapsed is estimated. The information processing program according to claim 3 , which causes the computer to execute a process.

5. The information processing program according to claim 3 , further comprising: causing the computer to execute a process of obtaining the movement vector based on the immediately preceding movement information of the first character.

6. The information processing program according to claim 3 , further comprising: causing the computer to execute a process of listing the actions using a state of the first character at an estimated location of the first character.

7. The information processing program according to claim 3 , further comprising: making the computer execute a process of listing the actions of the first character using a learning result of the actions of the first character in response to an operation by a player of the game.

8. The process of changing the action of the second character includes changing the effective range of the action in accordance with the movement vector. The information processing program according to claim 2 , which causes the computer to execute a process.

9. A processor is provided. The processor, acquiring movement information regarding a movement of the first character in a virtual space of the game, the movement information including a movement vector of the first character; A future position of the first character is predicted using the current position of the first character and the movement information, and an action of a second character of the game is changed based on the predicted position. An information processing device that executes processing.

10. The processor: acquiring movement information regarding a movement of the first character in a virtual space of the game, the movement information including a movement vector of the first character; A future position of the first character is predicted using the current position of the first character and the movement information, and an action of a second character of the game is changed based on the predicted position. An information processing method for executing a process.

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