Information processing system, information processing device, program, and information processing method
The information processing system addresses the limitation of existing game technologies by enabling parameter rise processing and automatic game element execution based on player input and trained models, thereby enhancing game interest and providing a more engaging experience.
Patent Information
- Application Number
- JP2024061641
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-09-19
- Filing Date
- 2024-04-05
- Publication Date
- 2025-04-01
- Estimated Expiration
- 2044-04-05
AI Technical Summary
Existing game technologies rely on real-world events, which may not reflect players' wishes, leading to a lack of interesting functions in games that involve character and item strengthening.
An information processing system that stores setting data containing parameter variation condition information, allowing for parameter rise processing in games by executing game elements based on player input, and utilizing a model generation process to train play history data and generate a trained model for automatic game element execution.
The system enhances game interest by allowing players to increase game medium parameters automatically based on trained models, selected game elements, and target information, providing a more engaging gaming experience.
Smart Images

Figure 2025044115000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an information processing system, an information processing device, a program, and an information processing method, and more particularly to an information processing system, an information processing device, a program, and an information processing method for executing information processing in a game. [Background technology]
[0002] 2. Description of the Related Art In games that can be executed on player terminals such as smartphones and game terminals, it is known that characters and items serving as game media that can be used in the game can be strengthened and developed based on arbitrary conditions.
[0003] Patent Document 1 discloses a technique for automatically developing a character based on information such as events in the real world and the player's actions (for example, the results of a sports game, shopping, traveling, etc.). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP2002-346216A Summary of the Invention [Problem to be solved by the invention]
[0005] The technology of Patent Document 1 depends on real-world events, so there is a possibility that the player's wishes may not be reflected. In games involving the development and strengthening of game content, there is a demand for games with more interesting functions.
[0006] The present invention has been made in consideration of the above circumstances, and has an objective of providing an information processing system, an information processing device, a program, and an information processing method that can increase the interest in games. [Means for solving the problem]
[0007] In order to achieve the above object, an information processing system according to the present invention comprises: setting data including parameter variation condition information relating to the amount of variation of a parameter when each game element is executed is stored in advance; 1. An information processing system for providing a game capable of executing a parameter increasing process for increasing a predetermined parameter of a predetermined game medium based on setting data by executing a game element based on input information of a player, A model generation process for generating a trained model by learning play history data related to the parameter increase process of a player; a goal information receiving process for receiving goal information relating to the parameters of the game medium from the player; an automatic play process for automatically executing a game element selected from a plurality of game elements based on the trained model in accordance with the goal information; Run The model generation process generates a trained model by associating and learning the state of the game medium after execution of a specified game element included in the play history data with game element execution information including information on the type and number of times the game element was executed until the game medium reached the state after execution.
[0008] In order to achieve the above object, an information processing device according to the present invention comprises: setting data including parameter variation condition information relating to the amount of variation of a parameter when each game element is executed is stored in advance; An information processing device that provides a game capable of executing a parameter increasing process that increases a predetermined parameter of a predetermined game medium based on setting data by executing a game element based on input information of a player, A model generation process for generating a trained model by learning play history data related to the parameter increase process of a player; a goal information receiving process for receiving goal information relating to the parameters of the game medium from the player; an automatic play process for automatically executing a game element selected from a plurality of game elements based on the trained model in accordance with the goal information; Run The model generation process generates a trained model by associating and learning the state of the game medium after execution of a specified game element included in the play history data with game element execution information including information on the type and number of times the game element was executed until the game medium reached the state after execution.
[0009] The program according to the present invention for achieving the above object is: setting data including parameter variation condition information relating to the amount of variation of a parameter when each game element is executed is stored in advance; An information processing device that provides a game capable of executing a parameter increasing process that increases a predetermined parameter of a predetermined game medium based on the setting data by executing a game element based on input information of a player, A model generation process for generating a trained model by learning play history data related to the parameter increase process of a player; a goal information receiving process for receiving goal information relating to the parameters of the game medium from the player; an automatic play process for automatically executing a game element selected from a plurality of game elements based on the trained model in accordance with the goal information; The model generation process generates a trained model by associating and learning the state of the game medium after execution of a specified game element included in the play history data with game element execution information including information on the type and number of times the game element was executed until the game medium reached the state after execution.
[0010] In order to achieve the above object, an information processing method according to the present invention comprises the steps of: setting data including parameter variation condition information relating to the amount of variation of a parameter when each game element is executed is stored in advance; An information processing device that provides a game capable of executing a parameter increasing process that increases a predetermined parameter of a predetermined game medium based on the setting data by executing a game element based on input information of a player, A model generation process for generating a trained model by learning play history data related to the parameter increase process of a player; a goal information receiving process for receiving goal information relating to the parameters of the game medium from the player; an automatic play process for automatically executing a game element selected from a plurality of game elements based on the trained model in accordance with the goal information; The model generation process generates a trained model by associating and learning the state of the game medium after execution of a specified game element included in the play history data with game element execution information including information on the type and number of times the game element was executed until the game medium reached the state after execution. Effect of the Invention
[0011] According to this invention, the interest in the game is increased. [Brief description of the drawings]
[0012] [Figure 1] 1 is a block diagram illustrating an outline of a configuration of an information processing system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a block diagram illustrating an outline of the configuration of an information processing device in the information processing system according to the present embodiment. [Diagram 3] FIG. 2 is a block diagram for explaining an outline of the functions of an information processing device in the information processing system according to the present embodiment. [Figure 4] FIG. 10 is a block diagram illustrating an outline of the configuration of a game-related information storage unit of the information processing system according to the present embodiment. [Diagram 5] 10 is a flowchart for explaining an outline of information processing in the information processing system according to the present embodiment. [Figure 6]FIG. 1 is a block diagram illustrating an outline of the configuration of a player terminal of the information processing system according to the present embodiment. [Figure 7] 10 is a flowchart outlining the processing of the information processing system according to the present embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0013] Next, an information processing system according to an embodiment of the present invention will be described with reference to FIGS.
[0014] 1 is a block diagram illustrating an outline of the configuration of an information processing system according to an embodiment of the present invention. As shown in the figure, an information processing system 10 mainly comprises an information processing device 20 and a plurality of player terminals 30, which are connected to each other so as to be accessible via a network N such as the Internet.
[0015] In this embodiment, this information processing system 10 provides a game to a player terminal 30 held by a player 2 by having an information processing device 20 provided at an operator 1 execute information processing to generate objects that constitute a game and are made up of images, videos, sounds, etc., on the player terminal 30.
[0016] The games provided by operator 1 in information processing system 10 may be, for example, competitive games, puzzle games, action games, baseball games, soccer games, other sports games, quiz games, pinball games, card games, rhythm games, RPGs (role-playing games), location-based games, board games, adventure games, casino games, simulation games, strategy games, racing games, etc.
[0017] Next, a specific configuration of each unit of the information processing system 10 according to the present embodiment will be described.
[0018] In this embodiment, the information processing device 20 is implemented by a desktop or notebook computer.
[0019] 2 is a block diagram illustrating an outline of the configuration of the information processing device 20. As shown in the figure, the information processing device 20 includes a processor 21, a memory 22, a storage 23, a transmission / reception unit 24, and an input / output unit 25, which are electrically connected to each other via a bus 26.
[0020] The processor 21 is an arithmetic device that controls the operation of the information processing device 20, controls the transmission and reception of data between each element, and performs processes required for executing application programs.
[0021] In this embodiment, the processor 21 is, for example, a CPU (Central Processing Unit), and executes application programs stored in a storage 23 (to be described later) and deployed in a memory 22 to perform various processes.
[0022] In this embodiment, the memory 22 is implemented as a main storage device configured as a volatile storage device such as a DRAM (Dynamic Random Access Memory).
[0023] The memory 22 is used as a working area for the processor 21, and also stores a basic input / output system (BIOS) that is executed when the information processing device 20 is started up, various setting information, and the like.
[0024] The storage 23 stores programs, information used for various processes, and the like.
[0025] The transmission / reception unit 24 connects the information processing device 20 to the network N. The transmission / reception unit 24 may include a short-range communication interface such as Bluetooth (registered trademark) or BLE (Bluetooth Low Energy).
[0026] The input / output unit 25 is an interface to which input / output devices such as a keyboard, a mouse, or a display are connected.
[0027] The bus 26 transmits, for example, address signals, data signals, and various control signals between the processor 21, memory 22, storage 23, transmission / reception unit 24, and input / output unit 25 that are connected thereto.
[0028] 3 is a block diagram for explaining an outline of the functions of information processing device 20. As shown in the figure, in this embodiment, information processing device 20 includes a game processing unit 40, a game-related information storage unit 41, a parameter increasing unit 42, a learning unit 43, a learned model storage unit 44, a goal information receiving unit 45, a goal information storage unit 46, a behavior setting unit 47, and an appearance changing unit 48.
[0029] The game-related information memory unit 41, the learned model memory unit 44 and the goal information memory unit 46 are realized by partitioning the memory area of the storage 23, and the game processing unit 40, the parameter increase unit 42, the learning unit 43, the goal information receiving unit 45, the behavior setting unit 47 and the appearance change unit 48 are realized by executing programs stored in the memory 22 by the processor 21.
[0030] The game processing unit 40 executes basic game processing such as game progression and character control, and executes various types of processing such as game progression, game mode switching, etc.
[0031] In this embodiment, the game processing unit 40 executes any information processing related to the game as an event, and the events to be executed are assumed to be, for example, various events within the game (e.g., the birthday celebration of any character) in which game media such as items to be used within the game can be acquired.
[0032] 4 is a block diagram illustrating an outline of the configuration of the game-related information storage unit 41. As shown in the figure, the game-related information storage unit 41 stores game information D1, player information D2, game medium information D3, game element information D4, and operation information D5.
[0033] The game information D1 is various data that is appropriately configured according to the type of game, and in the case of a game including a quest game, for example, includes a stage name associated with a stage ID, enemy character data, data on consumed stamina, etc. Stamina is consumed when playing a game (for example, when starting to play a game element), and can be restored over time, by using a specific item, by paying a fee, etc.
[0034] In this embodiment, the player information D2 includes data such as the player name associated with the player ID, parameters associated with the player, such as level, types of game media such as characters and items owned, the level of each game media, parameters such as attack power, number, method of acquisition, time of acquisition, number of items consumed, amount of paid or free in-game currency owned, number of points owned, number of points acquired, amount charged, number of times lotteries have been held, total play time, play stages played, number of times enemies have been defeated, etc.
[0035] Furthermore, in this embodiment, the player information D2 includes play history data. This play history data includes information on the history of the player 2 developing (including strengthening, evolving, etc.) game media in a game, such as how much (the number of times each game element was executed, the execution time (including time), and execution frequency) of any game element described later was used, which parameter of which game medium was increased to what extent (increased numerical value, etc.), or whether the appearance of the game medium was changed (evolved). The play history data can store information on game elements executed to increase a predetermined parameter of a predetermined game medium, such as information on game elements such as quests actually executed by the player to increase the attack power of a predetermined character and information on items used. The play history data includes information associated with the execution of all game elements. For example, it includes the start time, end time, and time from start to end (time consumed) of the execution of each game element, items consumed by the execution of the game element, in-game currency, points, the state of the game medium before and after the execution of the game element (various parameters such as level), and change information on the game medium.
[0036] The data regarding owned items includes data regarding the possession status of one or more paid items and free items, and includes data such as the number of owned items associated with the IDs of the owned items.
[0037] The data on the played stage is data on the stages that the player 2 has played so far out of the multiple stages that have been set, and includes, for example, the number of times played, data on whether the stage has been cleared, and the like.
[0038] In this embodiment, the game medium information D3 includes data related to the game medium, such as a character owned by the player 2, a background image of the game, items, etc., or an in-game currency used in the game.
[0039] Data relating to game media such as owned characters includes various parameters such as the acquisition date and time associated with each character's ID, character name, level, rarity, HP (current value / maximum value), attributes, skills, attack power (current value / maximum value), defense power (current value / maximum value), frequency of use, etc.
[0040] The acquisition date and time is, for example, data regarding the date and time when the character was granted to the player 2 as a result of the progress of the game or the execution of a lottery, and the rarity is, for example, data regarding the probability of the character being won in the lottery.
[0041] For example, HP, attack power, and defense power include a "current value" that is the current value, and also a "maximum value" when the character is trained to the maximum level. The upper limit values of various parameters related to the player and game media may be increased or decreased depending on conditions such as the use or billing of a specific item, the player's level, the number of times the game has been played, the playing time, the number of times logins have been made, the login time, etc.
[0042] Attributes include, for example, classifications indicating the character's strengths, such as fire attributes, water attributes, or wind attributes in battle games, classifications indicating the team a character belongs to or their position in sports games, and other data related to the setting of character classifications.
[0043] The skill is data related to the special skills that the character can use, and the frequency of use is data related to the frequency with which the character has been selected or used in the past by the player 2. This frequency of use may be calculated over the entire period since the player 2 started the game, or may be calculated over any period such as the last few months.
[0044] In this embodiment, the parameter-related data is provided with setting data as metadata, which specifies the conditions for increasing (or decreasing) the parameter (for example, the conditions as to how much a parameter of a given game content increases when a given game element is executed) and thresholds for changing the appearance of the game content, which will be described later. The setting data includes parameter change condition information regarding the amount of change in the parameter when each game element is executed.
[0045] In this embodiment, the conditions for parameter increase are stipulated in terms of the correlation between characters and game elements regarding parameter increase, such as how much the parameters will increase when a given character executes a given game element, which will be described later.
[0046] Data on items owned by player 2 included in game medium information D3 includes, for example, data such as the number of items owned by player 2 associated with the ID of the item. Items include recovery items used in the game, items that lower enemy abilities, weapons, armor, accessories, vehicles, and items that increase parameters worn by characters. Conditions for use, effects when used (including wearing), and the like are stored in association with each item.
[0047] In this embodiment, the game element information D4 is data related to events (game elements) executed in the game, such as quests, missions, exploration, battles, training, synthesis, stories, or lotteries. In this embodiment, by executing these game elements, a predetermined parameter of a predetermined game medium may be increased or the appearance may be changed. In addition, these game elements may include the use of items (parameter increase items) that increase parameters, such as so-called "training materials." The control unit increases the parameters associated with the items by a preset amount in response to the use of the items owned by the player. Each game element is associated with consumption element information that is consumed in the game as it is executed. The consumption elements may be, for example, time, stamina, items, in-game currency, in-game points, etc.
[0048] Quests are data relating to adventures (including multiple stages) involving battles etc. set in the game; missions are, for example, data relating to various challenges set in the game; exploration is, for example, data relating to exploring a specific area without battle and obtaining rewards over time; battles are data relating to battles against enemy characters that are either based on the instructions of other players or automatically controlled by the system; and development is data relating to directly developing a character (increasing parameters), for example by training the character.
[0049] Synthesis is data relating to combining multiple game media to create new game media, for example, combining any one character with any other character to create a new character, or combining any one item with any other item to create a new item.
[0050] Furthermore, the story is data related to reading the story, and the lottery is data related to the character used in the game by the player 2 drawing a lottery. Each of these game elements is associated with information related to parameter increase of the game medium, and when the player selects and executes each game element, the control unit (parameter increase unit) increases (or decreases) a predetermined parameter of the predetermined game medium.
[0051] The operation information D5 is operation information input from the player terminal 30, and includes input time information when the operation information was input to the player terminal 30. This operation information D5 includes, for example, operation information from a recording start time when recording starts upon the start of play on the player terminal 30 to a recording end time when recording ends upon the end of play, or operation information from a recording start time when a recording start instruction is input to the player terminal 30 to a recording end time when a recording end instruction is input.
[0052] 3 executes a process of increasing a predetermined parameter of a predetermined game medium based on setting data by executing a game element based on input information from a player (parameter increase process). In the present embodiment, a specific parameter of a specific game medium is increased by executing an arbitrary game element.
[0053] In this embodiment, the learning unit 43 executes a process of generating a trained model using a machine learning technique based on the play history data included in the player information D2 and the setting data included in the game medium information D3 (model generation process).
[0054] It should be noted that machine learning may be performed on the play history data of only one player 2, or on the play history data of a plurality of other players 2 as well.
[0055] 5 is a flowchart outlining the processing of the learning unit 43. As shown in the figure, in step S1, play history data and setting data are accumulated as learning data, and in step S2, machine learning is performed on the accumulated learning data to generate a learned model. The setting data is data that is set in advance by the service provider (system administrator) and stored in the storage unit, and the play history data is data related to the play history of each player who executed the game.
[0056] The learning unit 43 performs a model generation process for learning a model using learning data that is a set of predetermined goal information (input data) and information on game elements corresponding to the goal information (output data). The model generation process generates a learned model by associating, as known learning data, parameter information of the game medium after execution of a predetermined game element in the play history data as input data, and game element execution information including at least any one of information on the type of game element executed and the number of times it is executed as output data. In addition to the learning data as described above, basic information on the game, such as game specifications and rules within the game, may be learned by the model. The learning unit 43 can extract information corresponding to the input data and output data from the play history data. For example, the learning unit 43 extracts information (goal information) of a state in which character A (game medium information) has reached level 100 by executing game elements from the play history data. Further, the learning unit 43 extracts, for example, game elements (such as "use character A to perform quest A five times," "use character A to perform quest B two times and quest C four times") executed to reach level 100 from a predetermined state (such as a state of level 1 or a state of level 10) of character A, as information on game elements corresponding to the goal information. There may be a plurality of pieces of information on game elements corresponding to one piece of goal information. The learning unit 43 can extract the execution history of game elements (how many times which game element was executed using which game medium) and the execution result information (how much which parameter of which game medium changed and what value the parameter became as a result) from the play history data, and store them in association with each other. The learning unit 43 can extract such execution result information as goal information, and extract information on game elements corresponding thereto (execution history information on game elements), and learn them as a set. At that time, information such as the amount of stamina, number of items, and value of in-game currency consumed by executing each game element, the time taken to execute each game element (time spent), the total number of times each game element is executed and the execution time required for the game medium to reach a specified post-development state (level, attack power, defense power, etc.) may also be associated with and extracted, stored, or used to generate a learning model.In this way, the model is trained so that, in response to input of goal information on the goal parameters of one or more game media such as characters, an output of the type of game element to be executed to reach the goal information and the number of times of execution is obtained. In addition, when there are multiple patterns of the type of game element to be executed to reach the goal information and the number of times of execution, for example, the priority order may be determined based on the consumption element information. For example, when the consumption time is the highest priority, the type of game element and the number of times of execution are selected so that the consumption time is the smallest. The order of the consumption elements may be set in advance on the system side, or may be selected based on input information from the user. In other words, for example, when receiving the goal information, the user may be able to select the priority of the consumption elements. In addition, even if the game media is something other than a character, it can be trained in the same way. For example, the items include equipment such as weapons and armor, and items (recovery items, strengthening items, vehicles, etc.) whose parameters (item levels, etc.) change depending on the execution of the game elements.
[0057] The method of machine learning is not particularly limited as long as the learning data and the learning algorithm are appropriately selected and executed. The trained model is obtained by training a neural network using known learning data and optimizing the parameters of the neural network so that desired output data is output when certain input data is input. In this example, the trained model is used to input unknown input data (target information) to the trained model to obtain predetermined output data (information on game elements to be executed). The machine learning may be unsupervised learning, supervised learning, reinforcement learning, deep learning, neural network, random forest, SVM (Support Vector Machine), etc., or a combination of these machine learning methods.
[0058] Next, in step S3, the generated trained model is stored in the trained model storage unit 44 shown in FIG.
[0059] 3 executes a process of receiving goal information related to a goal for increasing a parameter of the game medium (goal information receiving process). The received various input information including the goal information is stored in the storage unit.
[0060] In this embodiment, the goal information received in this goal information reception process includes at least one of the following: information regarding one or more game media selected by player 2, information regarding one or more parameters selected by player 2, and information regarding the numerical values of the parameters selected by player 2, or a combination of two or more of them.
[0061] The information regarding the game media may or may not include information regarding one or more specific game media selected by player 2. Furthermore, the information regarding the game media may or may not include information regarding the player's selection of a game medium that the player owns or does not own. The information regarding the game media may or may not include information regarding the attributes of the game media. The information regarding the game media may or may not include information regarding the rarity of the game media.
[0062] The information about the parameters may include information about the type of parameter selected by player 2 (eg, level, attack power, defense power, etc.), or may include other information.
[0063] The information regarding the parameter values may include the numerical range of variation of the parameter selected by Player 2 (eg, to increase attack power by 10) and the target numerical value (eg, to increase defense power to 30).
[0064] Next, in step S4, target information is accepted from the player.
[0065] In this embodiment, the target information storage unit 46 stores the target information received from the player 2.
[0066] Next, in step S5, an automatic training process (automatic play process) is executed, and game elements selected by machine learning according to the goal information are executed to increase parameters of the game media. For example, after the goal information is accepted, input information instructing the start of automatic training may be accepted from the player, or automatic training may be started on the condition that the goal information is accepted.
[0067] In this embodiment, the behavior setting unit 47 uses machine learning based on the trained model to select one or more arbitrary game elements from among a plurality of game elements, and executes the selected game elements once or multiple times. When the behavior setting unit 47 receives the goal information D6 from the player 2, it selects an arbitrary game element and the number of times to execute it based on the trained model, and executes the selected game element the selected number of times.
[0068] The behavior setting unit 47 may execute an automatic play process that automatically executes the game element selected based on the learned model, based on consumption element information consumed in the game with the execution of each game element. That is, the behavior setting unit 47 can select one or more game elements and the number of times of execution that are most efficient in achieving the goal information. Efficient may mean the shortest time, or the least stamina, items, in-game currency, etc. consumed. More specifically, all, any one or any combination of the type and number of game elements that consume the least time, the type and number of game elements that consume the least stamina, the type and number of game elements that consume the least number of items, and the type and number of game elements that consume the least number of in-game currency may be output in achieving the goal information. When multiple patterns are output, the multiple patterns may be presented to the user, and then a selection input may be accepted to select one of the patterns. The behavior setting unit 47 may select a pattern in which one of the consumption elements (time, stamina, items, in-game currency, in-game points, etc.) is the least, or the total number of a predetermined number of consumption elements is the least, in achieving the goal information. The type of consumption element used to determine such a game element may be selected by the player as the goal information, or may be determined and stored in advance.
[0069] The action setting unit 47 may be configured to select a game element to be executed and the number of times each game element is executed based on game situations such as the current player's level, parameters such as experience points, parameters such as the level and attack power of each game medium such as each character, and currently held in-game events (time-limited lottery events, quests, stories, etc.). That is, the action setting unit 47 can compare the current game situation (for example, character A's level is 1) with the target information (character A's level is 6), and select a game element to be executed and the number of times each game element is executed based on the difference (raise character A's level by 5). Specifically, the action setting unit 47 sets actions in the game such as "use character A to perform quest A five times", "use character A to perform a limited quest once", "advance story A until character A reaches level 100 and evolve character A", or "combine character A and character B to create character C", and selects one or more game elements from among multiple game elements, the number of times each game element is executed, and a target state (up to level 100, etc.) as necessary.
[0070] In this embodiment, the appearance modification unit 48 shown in Figure 3 executes a process to change the appearance of the game medium (appearance modification process) when a parameter satisfies a pre-set specified condition through a parameter increase process (for example, when a parameter reaches or exceeds a particular threshold value).
[0071] This appearance change process may be, for example, a change in the shape, size, color, etc. of the game medium, a change in the weapon equipped or clothing worn by the character that is the game medium, or various other changes. Furthermore, an increase in parameters is not limited to a change in appearance, and may involve the addition of abilities or functions such as the acquisition or learning of a new technique, the addition of an additional item or weapon that can be used, the lifting of restrictions, changes such as an increase or decrease in the upper and lower limits set for various parameters, or a combination of these.
[0072] In this embodiment, a game is executed on the player terminal 30 based on processing in the game processing unit 40, game-related information storage unit 41, parameter increase unit 42, learning unit 43, learned model storage unit 44, goal information receiving unit 45, goal information storage unit 46, behavior setting unit 47 and appearance change unit 48.
[0073] In this embodiment, the player terminal 30 shown in FIG. 1 is implemented by a smartphone, which is a portable information terminal, but may also be implemented by, for example, a terminal dedicated to games, a tablet computer, or a desktop or notebook computer.
[0074] 6 is a block diagram illustrating an outline of the configuration of the player terminal 30. As shown in the figure, the player terminal 30 mainly comprises a control unit 31 and a display 32, and may also comprise other components.
[0075] In this embodiment, the control unit 31 controls each part of the player terminal 30, such as the display 32 and a camera (not shown), and is composed of, for example, a processor, a memory, a storage, a transmission / reception unit, and the like.
[0076] In this embodiment, the control unit 31 stores a game application or a browser capable of browsing a website, and a game is executed on the player terminal 30 via the game application or the browser based on the processing of a program in the information processing device 20.
[0077] In this embodiment, the display 32 displays the screen interface of the game executed on the player terminal 30 and the like.
[0078] The display 32 is a so-called touch panel that accepts information input by touching the display surface, and is implemented using various technologies such as a resistive film type or a capacitive type.
[0079] In this embodiment, operation information D5 is input via this display 32. This operation information D5 is information input regarding the operation and movement of the character used by the player 2 in the game.
[0080] The operation information D5 is input based on any action of the player 2 on the display 32 (for example, an action of tapping or swiping the screen, or an action of dragging and dropping an icon or the like displayed on the screen).
[0081] Next, an overview of the processing of the information processing system 10 according to the present embodiment will be described.
[0082] 7 is a flowchart outlining the processing of the information processing system 10 according to this embodiment. As shown in the figure, first, in step S10, target information is received from the player 2 via the player terminal 30 (target information receiving processing).
[0083] When the goal information is accepted, in the next step S11, state information of the game that Player 2 has been playing is acquired (current game information is acquired, including the game progress, the type of owned character, the current parameter values, etc.). In organizing the game state, for example, based on the accepted goal information and the organized game state, the difference between the current game state and the goal set in the goal information is calculated. Specifically, the difference (+5) between the parameter included in the goal information (character A's goal level is 10) and the current value of the character (character A's current level is 5) is calculated.
[0084] In step S12, an action in the game is set based on the arrangement of the game state, one or more game elements are selected from the plurality of game elements, and the selected game element is executed.
[0085] When the selected game element is executed, in step S13, a parameter corresponding to the target information is increased (parameter increase process). Basically, the parameter execution process is executed until the target information is reached, but the process may be terminated before the target information is reached. For example, the process may be stopped when a predetermined stop condition such as a lack of stamina or a lack of items is satisfied. Note that, if the parameter exceeds a preset threshold value in the parameter increase process, the appearance of the game media is changed in step S14 (appearance change process).
[0086] In this manner, a game element is selected according to the goal information received from the player 2, and the parameter increases by executing the selected game element. In addition, the appearance of the game media may be changed when the parameter exceeds an arbitrary threshold value.
[0087] Therefore, since actions aimed solely at increasing parameters are not repeated, the interest in the game is increased.
[0088] The present invention is not limited to the above-described embodiment, and various modifications are possible without departing from the spirit of the invention.
[0089] In the above embodiment, it is assumed that a single trained model is generated, but for example, it may be configured so that a trained model is generated for each of multiple players 2.
[0090] In the above embodiment, a case has been described in which a program stored in the information processing device 20 executes information processing related to the game, but the program may also be stored in the player terminal 30 and configured to execute information processing related to the game on the player terminal 30.
[0091] The present invention has the following configuration. (Item 1) setting data including parameter variation condition information relating to the amount of variation of a parameter when each game element is executed is stored in advance; 1. An information processing system for providing a game capable of executing a parameter increasing process for increasing a predetermined parameter of a predetermined game medium based on setting data by executing a game element based on input information of a player, A model generation process for generating a trained model by learning play history data related to the parameter increase process of a player; a goal information receiving process for receiving goal information relating to the parameters of the game medium from the player; an automatic play process for automatically executing a game element selected from a plurality of game elements based on the trained model in accordance with the goal information; Run the model generation process generates a trained model by associating and learning a state of the game medium after execution of a predetermined game element included in the play history data with game element execution information including information on the type and number of times the game element was executed until the game medium reached the state after the execution; Information processing system. (Item 2) The information processing system described in Item 1, wherein the trained model is a trained model that, by inputting the goal information, outputs information on the type of game element and the number of times it is executed to reach a state of the game medium corresponding to the goal information. (Item 3) The trained model is The information processing system according to item 1 or 2, which is generated for each of the players. (Item 4) The target information is 3. An information processing system according to item 1 or 2, comprising information regarding one or more of the game media selected by the player. (Item 5) The target information is 3. The information processing system according to item 1 or 2, further comprising information regarding the type of one or more of the parameters selected by the player. (Item 6) The target information is 3. The information processing system according to item 1 or 2, further comprising information regarding the numerical value of the parameter selected by the player. (Item 7) The execution of the game element includes: 3. The information processing system according to item 1 or 2, which includes at least one of quests, battles, training, synthesis, story or lottery execution, or the use of parameter-increasing items. (Item 8) 3. The information processing system according to item 1 or 2, wherein the game medium is a character. (Item 9) The model generation process includes: 3. The information processing system according to claim 1, further comprising: a learning unit configured to learn the play history data of a plurality of players to generate the learned model. (Item 10) 3. The information processing system according to item 1 or 2, further comprising: an appearance change process that changes the appearance of the game medium when the parameter increases and the parameter satisfies a predetermined condition. (Item 11) The information processing system according to item 1 or 2, wherein the automatic play processing automatically executes the game element selected based on the trained model in accordance with the difference between the goal information and the current game situation information. (Item 12) The information processing system of item 1 or 2, wherein the automatic play processing further automatically executes the game element selected based on the learned model based on consumption element information consumed in the game in conjunction with the execution of each game element. (Item 13) setting data including parameter variation condition information relating to the amount of variation of a parameter when each game element is executed is stored in advance; An information processing device that provides a game capable of executing a parameter increasing process that increases a predetermined parameter of a predetermined game medium based on setting data by executing a game element based on input information of a player, A model generation process for generating a trained model by learning play history data related to the parameter increase process of a player; a goal information receiving process for receiving goal information relating to the parameters of the game medium from the player; an automatic play process for automatically executing a game element selected from a plurality of game elements based on the trained model in accordance with the goal information; Run the model generation process generates a trained model by associating and learning a state of the game medium after execution of a predetermined game element included in the play history data with game element execution information including information on the type and number of times the game element was executed until the game medium reached the state after the execution; Information processing device. (Item 14) setting data including parameter variation condition information relating to the amount of variation of a parameter when each game element is executed is stored in advance; An information processing device that provides a game capable of executing a parameter increasing process that increases a predetermined parameter of a predetermined game medium based on the setting data by executing a game element based on input information of a player, A model generation process for generating a trained model by learning play history data related to the parameter increase process of a player; a goal information receiving process for receiving goal information relating to the parameters of the game medium from the player; an automatic play process for automatically executing a game element selected from a plurality of game elements based on the trained model in accordance with the goal information; the model generation process generates a trained model by associating and learning a state of the game medium after execution of a predetermined game element included in the play history data with game element execution information including information on the type and number of times the game element was executed until the game medium reached the state after the execution; program. (Item 15) setting data including parameter variation condition information relating to the amount of variation of a parameter when each game element is executed is stored in advance; An information processing device that provides a game capable of executing a parameter increasing process that increases a predetermined parameter of a predetermined game medium based on the setting data by executing a game element based on input information of a player, A model generation process for generating a trained model by learning play history data related to the parameter increase process of a player; a goal information receiving process for receiving goal information relating to the parameters of the game medium from the player; an automatic play process for automatically executing a game element selected from a plurality of game elements based on the trained model in accordance with the goal information; the model generation process generates a trained model by associating and learning a state of the game medium after execution of a predetermined game element included in the play history data with game element execution information including information on the type and number of times the game element was executed until the game medium reached the state after the execution; Information processing methods. [Explanation of symbols]
[0092] 1 Operator 2 Players 10. Information Processing Systems 20 Information processing device 30 Player terminal
Claims
1. setting data including parameter variation condition information relating to the amount of variation of a parameter when each game element is executed is stored in advance; 1. An information processing system for providing a game capable of executing a parameter increasing process for increasing a predetermined parameter of a predetermined game medium based on setting data by executing a game element based on input information of a player, A model generation process for generating a trained model by learning play history data related to the parameter increase process of a player; a goal information receiving process for receiving goal information relating to the parameters of the game medium from the player; an automatic play process for automatically executing a game element selected from a plurality of game elements based on the trained model in accordance with the goal information; Run the model generation process generates a trained model by associating and learning a state of the game medium after execution of a predetermined game element included in the play history data with game element execution information including information on the type and number of times the game element was executed until the game medium reached the state after the execution; Information processing system.
2. The information processing system of claim 1, wherein the trained model is a trained model that, by inputting the goal information, outputs information on the type of game element and the number of executions required to reach a state of the game medium corresponding to the goal information.
3. The trained model is The information processing system according to claim 1 , wherein the information is generated for each of the players.
4. The target information is The information processing system according to claim 1 or 2, further comprising information regarding one or more of the game media selected by the player.
5. The target information is The information processing system according to claim 1 or 2, further comprising information regarding the type of one or more of the parameters selected by the player.
6. The target information is 3. The information processing system according to claim 1, further comprising information regarding the numerical value of the parameter selected by the player.
7. The execution of the game element includes:
3. The information processing system according to claim 1, further comprising at least one of the following: executing a quest, a battle, training, synthesis, a story or a lottery, or using a parameter increasing item.
8. The information processing system according to claim 1 or 2, wherein the game medium is a character.
9. The model generation process includes: The information processing system according to claim 1 or 2, further comprising: a learning unit configured to learn the play history data of a plurality of the players to generate the learned model.
10. The information processing system according to claim 1 or 2, further comprising: an appearance change process for changing an appearance of the game medium when the parameter increases and the parameter satisfies a predetermined condition.
11. The information processing system according to claim 1 or 2, wherein the automatic play process automatically executes the game element selected based on the trained model in accordance with a difference between the goal information and current game situation information.
12. The information processing system according to claim 1 or 2, wherein the automatic play processing further automatically executes the game element selected based on the learned model based on consumption element information consumed in the game upon execution of each game element.
13. setting data including parameter variation condition information relating to the amount of variation of a parameter when each game element is executed is stored in advance; An information processing device that provides a game capable of executing a parameter increasing process that increases a predetermined parameter of a predetermined game medium based on setting data by executing a game element based on input information of a player, A model generation process for generating a trained model by learning play history data related to the parameter increase process of a player; a goal information receiving process for receiving goal information relating to the parameters of the game medium from the player; an automatic play process for automatically executing a game element selected from a plurality of game elements based on the trained model in accordance with the goal information; Run the model generation process generates a trained model by associating and learning a state of the game medium after execution of a predetermined game element included in the play history data with game element execution information including information on the type and number of times the game element was executed until the game medium reached the state after the execution; Information processing device.
14. setting data including parameter variation condition information relating to the amount of variation of a parameter when each game element is executed is stored in advance; An information processing device that provides a game capable of executing a parameter increasing process that increases a predetermined parameter of a predetermined game medium based on the setting data by executing a game element based on input information of a player, A model generation process for generating a trained model by learning play history data related to the parameter increase process of a player; a goal information receiving process for receiving goal information relating to the parameters of the game medium from the player; an automatic play process for automatically executing a game element selected from a plurality of game elements based on the trained model in accordance with the goal information; the model generation process generates a trained model by associating and learning a state of the game medium after execution of a predetermined game element included in the play history data with game element execution information including information on the type and number of times the game element was executed until the game medium reached the state after the execution; program.
15. setting data including parameter variation condition information relating to the amount of variation of a parameter when each game element is executed is stored in advance; An information processing device that provides a game capable of executing a parameter increasing process that increases a predetermined parameter of a predetermined game medium based on the setting data by executing a game element based on input information of a player, A model generation process for generating a trained model by learning play history data related to the parameter increase process of a player; a goal information receiving process for receiving goal information relating to the parameters of the game medium from the player; an automatic play process for automatically executing a game element selected from a plurality of game elements based on the trained model in accordance with the goal information; the model generation process generates a trained model by associating and learning a state of the game medium after execution of a predetermined game element included in the play history data with game element execution information including information on the type and number of times the game element was executed until the game medium reached the state after the execution; Information processing methods.
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