Program, virtual space control device, and computer system

The introduction of a parameter-based judgment and processing mechanism in virtual space systems addresses the lack of flexibility in processing user actions, allowing for more nuanced consequences and enhancing user engagement.

JP2025044493APending Publication Date: 2025-04-02CAPCOM CO LTD
View PDF 10 Cites 0 Cited by

Patent Information

Application Number
JP2023152089
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-20
Publication Date
2025-04-02

AI Technical Summary

Technical Problem

Existing virtual space systems lack flexibility in processing user actions, as they do not provide a mechanism to determine the appropriate processing for actions based on specific criteria, leading to a lack of freedom in determining the consequences of actions within the virtual space.

Method used

A mechanism is introduced where one or multiple computers function as a parameter acquisition unit, a judgment unit, and a processing unit. These units acquire predetermined parameters and determine whether user actions are of a specific type (first type or second type) based on these parameters, thereby performing prescribed processes when specific actions are detected.

Benefits of technology

This mechanism allows for flexible processing of user actions within virtual spaces, enabling more nuanced and context-dependent consequences for actions, thereby enhancing user engagement and experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025044493000001_ABST
    Figure 2025044493000001_ABST
Patent Text Reader

Abstract

To provide a mechanism to determine processing performed for an action in a virtual space.SOLUTION: A parameter acquisition unit 231 acquires predetermined parameters. A determination unit 232 performs at least one of the determination on whether or not a user's action is an action of a first type in which rating is not expected to rise and the determination on whether or not it is an action of a second type in which a degree of increase in the rating is smaller than a predetermined threshold on the basis of the parameters. A processing unit 233 performs predetermined processing when the user's action is determined to be a specific action. The parameters are the parameters used for the purpose other than the evaluation in the service provision in the virtual space.SELECTED DRAWING: Figure 3
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] The present disclosure relates to a program, a virtual space control device, and a computer system. [Background technology]

[0002] Some computer games allow users to donate cards (virtual media) they own to other users (see, for example, Patent Document 1). In the example of Patent Document 1, when the virtual media is used by a user to whom the virtual media is donated, a privilege is given to the user who made the donation. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2020-156606 A Summary of the Invention [Problem to be solved by the invention]

[0004] The example in the above patent document is a system in which a reward is obtained based on a specific action (donation). In this system, the result (reward) for the action is not unexpected for the user. In other words, in the example in the above patent document, there is no freedom in how the process for the action during the game is determined.

[0005] The present disclosure relates to a mechanism for determining a process to be performed in response to an action in a virtual space. [Means for solving the problem]

[0006] A first aspect of the present invention is to cause one computer or a plurality of computers working together to function as a parameter acquisition unit, a determination unit, and a processing unit, The parameter acquisition unit acquires a predetermined parameter, The determination unit performs at least one of a determination as to whether or not the user's behavior is a first type of behavior that is not expected to increase an evaluation of the user's behavior related to the virtual space, and a determination as to whether or not the user's behavior is a second type of behavior that is expected to increase the evaluation less than a predetermined threshold, based on the parameters (hereinafter, the first type of behavior and the second type of behavior are collectively referred to as specific behaviors); The processing unit performs a predetermined process when the user's behavior is determined to be the specific behavior, The parameter is a parameter used for purposes other than the evaluation in providing a service in the virtual space. It is a program.

[0007] In a first aspect, The activity may be an activity involving a user different from the user.

[0008] In the above aspect, the parameter indicates a value of a virtual medium associated with the user; The determination unit may determine that the action is the specific action when it can determine, based on the parameters, that the action transfers ownership of the virtual medium for a price lower than the value of the virtual medium.

[0009] In the above aspect, The processing unit may also perform the processing in a virtual space different from the virtual space.

[0010] In the above aspect, the parameter is data associated with the user; The determination unit may determine that the behavior is the specific behavior when the parameter has decreased.

[0011] In the above aspect, the parameter is a variable value associated with the user; The action may change the parameter; The determination unit may determine that the behavior is the specific behavior based on a magnitude of the change.

[0012] In the above aspect, The determination unit may determine that the behavior is the specific behavior when it can be determined based on the parameters that the behavior is one that waives the right to receive a virtual medium.

[0013] In the above aspect, The determination unit may make the determination based on the parameters for a plurality of occurrences of the action within a predetermined period of time.

[0014] In the above aspect, The parameters record information about the user's actions taken in the virtual space, The determination unit may make the determination based on the number of times a similar behavior is repeated.

[0015] In the above aspect, The determination unit may determine that the behavior is not the specific behavior when it can be determined based on the parameters that the behavior is one of similar behaviors that has been repeated a predetermined number of times or more.

[0016] In the above aspect, The processing unit may notify predetermined information as the process.

[0017] In the above aspect, The program is a program for executing a game, The processing unit may display information about the user in the game as part of the process.

[0018] In the above aspect, The processing unit may provide a reward to the user as the process.

[0019] In the above aspect, When the action is an action of transferring a virtual medium generated by the user to another user, the processing unit may include information about the user in the virtual medium as the process.

[0020] In the above aspect, The processing unit may use the donation for a purpose specified by the user as the process.

[0021] In the above aspect, The processing unit may perform a ranking from a predetermined viewpoint as the processing, and may disclose the ranking to a third party.

[0022] In the above aspect, The one computer or the cooperating computers may function as a user designation unit that selects a user for the process based on the determination.

[0023] A second aspect is a virtual space control device that executes the program of the above aspect by one computer or multiple computers working together.

[0024] A third aspect is a computer system in which a program according to the above aspect is executed by a plurality of computers working in cooperation with each other. Effect of the Invention

[0025] According to the present disclosure, a mechanism can be provided for determining the processing to be performed in response to an action in a virtual space. [Brief description of the drawings]

[0026] [Figure 1] FIG. 1 is a block diagram showing a configuration example of a game system. [Diagram 2] FIG. 2 is a block diagram showing an example of the configuration of the game device. [Diagram 3] FIG. 2 is a block diagram showing a configuration example of a server device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0027] [Embodiment] "overview" The program and virtual space control device disclosed herein can be used to provide services in a virtual space (such as services as a so-called metaverse). There is no limitation on the services that can be provided.

[0028] In the following example, the virtual space control device of the present disclosure is realized by a computer system including one computer or multiple computers working together. The program of the present disclosure is implemented as a game program executed in the computer system. In the computer system (hereinafter, game system 1), a game using a computer is executed.

[0029] Game Overview In a game based on this game program, a player character is made to act in a three-dimensional virtual space (hereinafter, virtual space VS) in response to a user's operation. In this game, the player characters may be organized into groups to perform various actions.

[0030] Non-player characters exist in the virtual space VS. In this game, non-player characters appear as opponents (targets to be defeated) of the player characters. Non-player characters are objects that can perform actions independently. In other words, non-player characters cannot be controlled by the user.

[0031] In this game, the user (player) can take on various challenges. These challenges are called quests in this game. Quests include those that involve collecting specific virtual media (e.g., specific parts of monsters, plants, minerals, etc.) and those that involve defeating specific opponents (monsters). Below, virtual media may also be called items.

[0032] In this game, players can purchase certain items at stores set up in the virtual world VS. Some items can also be sold to stores. In this game, players can also exchange or transfer items between each other.

[0033] In this game, players can combine items acquired in the virtual space to generate new virtual media. In this game, players can create equipment (equipment worn by the player character, etc.), for example.

[0034] In this game, a specific player character can use "magic." Magic produces effects in the game depending on how the user (player character) uses it (specific operations of the controller 63). In this game, there are magic spells that attack enemies and magic spells that restore the physical strength value (a parameter that indicates the possibility of survival, etc., in the game) of a specific character.

[0035] In this game, the amount of "magic" that can be used is assigned to each user (player character). The amount of "magic" that can be used is one of the characteristic values ​​described below. When magic is used, this characteristic value decreases.

[0036] Overview of Game System 1 1 is a block diagram showing an example of the configuration of a game system 1. The game system 1 includes a server device 2 and a game device 5. The server device 2 and the game device 5 are capable of communicating with each other via a communication network 6.

[0037] The game system 1 includes one server device 2. Three game devices 5 are shown in Fig. 1. However, the game system 1 often includes many more game devices 5.

[0038] Hardware Configuration <Configuration of Game Device 5> 2 is a block diagram showing an example of the configuration of the game device 5. The game device 5 executes a predetermined game based on a user's operation. The game device 5 has a display 61 (display device), a speaker 62, and a controller 63 either externally connected or built-in.

[0039] The game device 5 may be, for example, a personal computer, PlayStation (registered trademark), XBox (registered trademark), PlayStation Vita (registered trademark), Nintendo Switch (registered trademark), or other commercially available device.

[0040] A game progresses on the basis of the installed game program and game data in the game device 5. The game devices 5 can communicate data with each other using a communication network 6 or a short-range wireless communication device (not shown).

[0041] The game device 5 has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, the graphics processing unit 52, the audio processing unit 53, the operation unit 54, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59.

[0042] The network interface 51 is communicatively connected to a communication network 6 in order to transmit and receive various data to and from other game devices 5 and an external server device 2, for example.

[0043] The graphics processing unit 52 renders game images including the player character and various objects in the virtual space VS in a moving image format according to the game image information output from the control unit 56. The graphics processing unit 52 is connected to a display 61 (e.g., a liquid crystal display). The game images rendered in a moving image format are displayed on the display 61 as a game screen.

[0044] The graphics processing unit 52 displays a predetermined range within the virtual space VS on the display 61. The graphics processing unit 52 determines the display range in response to an instruction from the control unit 56.

[0045] The audio processing unit 53 is connected to the speaker 62. The audio processing unit 53 reproduces digital game sounds in accordance with instructions from the control unit 56. Specifically, the audio processing unit 53 converts the sound data output by the control unit 56 into an analog signal and outputs it to the speaker 62.

[0046] The operation unit 54 is connected to the controller 63. The operation unit 54 transmits and receives signals to and from the controller 63. A user (a game player) operates various operators such as buttons of the controller 63 to input signals (such as commands and data) to the game device 5.

[0047] The storage unit 55 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 55 stores game data, various programs including a game program (part), etc. Examples of game data include game media and user account information.

[0048] The control unit 56 controls the operation of the game device 5. The control unit 56 includes a CPU (microcomputer) and a semiconductor memory. The semiconductor memory stores programs and data for operating the CPU.

[0049] <Configuration of Server Device 2> The server device 2 is a computer system having one computer or a plurality of computers working together. Fig. 3 is a block diagram showing a configuration example of the server device 2. As shown in Fig. 3, the server device 2 includes a network interface 21, a storage unit 22, and a control unit 23. The network interface 21 and the storage unit 22 are electrically connected to the control unit 23 via a bus 29.

[0050] The network interface 21 is communicably connected to the game device 5 and the like via a communication network 6 such as the Internet or a LAN.

[0051] The storage unit 22 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 22 stores various programs including game data and a part of the game program.

[0052] The control unit 23 controls the operation of the server device 2. The control unit 23 includes a CPU (microcomputer) and a semiconductor memory (not shown). The semiconductor memory stores a program for operating the CPU (e.g., a part of a game program) and the like.

[0053] <Functional configuration of the control unit in the game device 5> The control unit 56 of the game device 5 functions as a game progression unit 561 by the CPU executing a game program (see FIG. 2).

[0054] <Game Progression Section 561> The game progression unit 561 progresses the game by moving the player characters, non-player characters, and predetermined objects in the virtual space VS. The game progression unit 561 uses, for example, AI (artificial intelligence) in controlling the movements of the non-player characters.

[0055] The game progression unit 561 controls the movements of the player character in response to instructions from the user (player). The user's instructions are input to the operation unit 54 by the controller 63.

[0056] The operation unit 54 sends input (user instructions) from the controller 63 to the game progression unit 561. For example, the user can operate the controller 63 to instruct the game progression unit 561 to move the player character or attack an enemy.

[0057] The user can cause the player character to obtain items (virtual media) in the virtual space by operating the controller 63. In addition, the user can combine items he or she owns to compound new items by operating the controller 63.

[0058] <Functional configuration of the control unit in the server device 2> The control unit 23 of the server device 2 functions as a parameter acquisition unit 231, a determination unit 232, a processing unit 233, and a user designation unit 234 as a result of the CPU executing the game program (see FIG. 3).

[0059] <Parameter Acquisition Unit 231> The parameter acquisition unit 231 acquires a parameter P in response to an instruction from the determination unit 232. The parameter P is a parameter indicating an evaluation (described later) of a user's behavior regarding the virtual space VS. The user here is a user of the game device 5 (hereinafter, referred to as user U1). The parameter acquisition unit 231 outputs the acquired parameter P to the determination unit 232.

[0060] <Determination unit 232> The determination unit 232 performs a determination as to whether or not the behavior of the user U1 (see the definition described later) is a behavior that is not expected to increase the evaluation (hereinafter, referred to as a first determination). The behavior may involve a user other than the user to be determined.

[0061] The determination unit 232 also determines whether or not the behavior of the user U1 is an behavior in which the degree of increase in the evaluation is smaller than a predetermined threshold value Th (hereinafter, referred to as a second determination). The determination unit 232 performs the determination based on the parameter P in the first and second determinations.

[0062] <Processing section 233> The processing unit 233 performs a predetermined process when it is determined that the behavior of the user (user U1) is a specific behavior (described later). The processing unit 233 selects the process to be performed according to the content of the specific behavior.

[0063] <User Designation Section 234> Based on the result of the determination, the user designation unit 234 selects a user for the processing in the processing unit 233. The user designation unit 234 notifies the processing unit 233 of the selection result.

[0064] <<Examples of judgment and processing>> The following describes an example of the determination made by the determining unit 232. In describing the example of the determination, the following terms are defined.

[0065] <Definition of Terms> “User action”: an event that occurs in the virtual space VS as a result of a user's operation of the controller 63. The user here is the user of the game device 5.

[0066] For example, if an event occurs in which the player character participates in a quest as a result of the user operating the controller 63, "participating in the quest" is an action. In the following, if an event occurs in which the player character causes a result of the user's action, this may be expressed as "action of the player character."

[0067] “Action in virtual space”: A user giving some kind of instruction via the controller 63.

[0068] "Evaluation": the value of the result of an action. The evaluation of a user's action is the value of the result of that action.

[0069] "Type 1 behavior": User behavior that is not expected to increase the rating.

[0070] "Second type of behavior": A user's behavior in which the degree of increase in the evaluation is smaller than a predetermined threshold Th.

[0071] "Specific behavior": A term that encompasses both types of behavior (a general term for both types of behavior).

[0072] "Specific user": a user who is determined by the determination unit 232 to have performed a specific behavior.

[0073] "Guaranteed acquisition item": An item that can be acquired with certainty at a specified location or time.

[0074] "Probability-based items": Items that can be obtained based on a certain probability.

[0075] "Dropped item": An item obtained from an opponent when, for example, you win a battle against the opponent. In this game, the screen for selecting a quest (display 61) displays the dropped items that can be obtained in that quest.

[0076] "Materials": Items that can be used to create new virtual media.

[0077] "Mixing": Creating a new virtual medium using materials.

[0078] "Characteristic value": a value associated with a player character and indicating the characteristics of the player character. In this game, examples of characteristic values ​​include the player character's experience points, the player character's level, and the amount of in-game currency possessed.

[0079] In this game, upper limits are set for predetermined characteristic values. In this game, upper limits are set for predetermined characteristic values ​​such as experience value, stamina value, level, and possessed money. For example, even if the player character performs an action that increases the experience value, if the experience value has already reached the upper limit, the experience value will not increase.

[0080] 〈Quests in this game〉 Some quests in this game are completed by multiple users (players), while others can be completed by a single player.

[0081] During or after completing a quest, you may be entitled to receive an item as a reward. In this game, the user can choose whether or not to exercise this right (receive the item).

[0082] Items obtained as rewards may be guaranteed or may be obtained by chance. Items obtained during quests may be dropped items.

[0083] Users can retry quests that they have cleared. In quests where you have to defeat a monster, the size and strength of the monster you have to defeat will be different each time you retry. The size of the defeated monster will be associated with the ID of the user who successfully defeated it and recorded as game data.

[0084] <Judgment Example 1> Determination at the start of a quest will be described in Determination Example 1. In this example, the determination unit 232 makes a first determination regarding the user's action of "having the player character participate in the quest" at the start of the quest.

[0085] In the following explanation of the specific examples (including examples other than Judgment Example 1), there may be a case where multiple parameters P appear. In the following, when distinguishing between these parameters P, subnumbers will be added to the reference symbols (for example, P-1, P-2, etc.).

[0086] (a) Obtaining parameter P The determination unit 232 acquires the following information as parameters P. The following parameters P can be acquired by instructing the parameter acquisition unit 231 to acquire them.

[0087] Parameter P-1: Information on the equipment owned by each user participating in the quest. In this game program, a list of equipment owned by each player character is provided. This list includes equipment currently worn by the player character as well as equipment that is stored (not yet worn). The parameter acquisition unit 231 acquires the contents of this list as parameter P-1.

[0088] Parameter P-2: Information about items that can be obtained during or after a quest. As mentioned above, there are three types of obtainable items: guaranteed items, chance items, and drop items. For example, in some quests, you may be able to obtain a specific material from your opponent if you inflict a specific amount of damage on them (such as cutting off a specific body part). Such materials can also be represented by the parameter P-2.

[0089] The parameters P-1 and P-2 are originally parameters used for purposes other than the above evaluation.

[0090] (a) Judgment based on parameters When parameters P-1 and P-2 are available, the determination unit 232 performs a first determination for each user participating in the quest. Specifically, the determination unit 232 checks whether the equipment (items) that can be synthesized using some or all of the materials related to parameter P-2 are only the items related to parameter P-1 (equipment owned by the user).

[0091] If the only equipment that can be synthesized is the equipment that the user owns, participating in the quest will have little benefit to the user (the benefit of increasing the variety of equipment owned). In other words, for a user who cannot obtain materials in a quest to synthesize an item that he or she does not own, participating in the quest will not increase the evaluation of the user's actions.

[0092] If there is no initial synthesis item, the determination unit 232 determines that the user's action (participation in a quest) is a first type of action. If the user's action is a first type of action, the determination unit 232 notifies the processing unit 233 to that effect.

[0093] The user designation unit 234 designates a user who has performed a first type of behavior as a user to be processed. The processing unit 233 performs a predetermined process on the user designated by the user designation unit 234. The process performed by the processing unit 233 can be arbitrarily determined by the developer of this program.

[0094] As an example, the processing unit 233 may grant a user who performs a first type of action an item (reward) different from the item indicated by parameter P-1 (materials available during a quest or when the quest is completed).

[0095] This bonus is best given immediately after the quest is cleared or at any time after completion. If the bonus is not given after completion, the user may slack off on the quest, and such behavior may have a negative impact on the interest of the game.

[0096] <Judgment Example 2> In the second judgment example, judgment at the time of transfer of ownership of an item will be described. Examples of ownership transfer include transferring an item to another person or donating the item. In the following, an example will be described in which the judgment unit 232 makes a first judgment regarding a user's action of transferring.

[0097] (a) Obtaining parameter P The determination unit 232 acquires the value of the virtual medium (item) when the virtual medium is transferred as a parameter P. This parameter P can be acquired by instructing the parameter acquisition unit 231 to acquire the parameter P. This parameter P is originally a parameter used for purposes other than the evaluation (such as managing money).

[0098] (a) Judgment based on parameters The determination unit 232 checks whether the transfer is for a fee or free of charge based on the parameter P. If the user's action is a donation (free transfer) of an item, the parameter P (value) is zero. In other words, the donation (transfer) is a transfer of a value lower than the original value of the virtual medium.

[0099] If the transfer (consignment) is free of charge, the transfer will have little benefit to the user (for example, an increase in the amount of money held). It can also be said that a free transfer does not have any effect based on the use of the item.

[0100] If the transfer is free of charge, the determination unit 232 determines that the user's behavior is a first type of behavior. If the user's behavior is a first type of behavior, the determination unit 232 notifies the processing unit 233 to that effect.

[0101] The determination unit 232 may perform a second determination when the transfer is for a fee. In this case, the determination unit 232 acquires, as the parameter P, the difference between the price (parameter P) paid when the virtual medium (item) is transferred and the original price of the item.

[0102] If the amount obtained by subtracting the original value from the consideration for the transfer is less than a predetermined threshold Th (e.g., zero), the transfer is performed for a consideration lower than the value of the virtual medium. If the transfer is performed for a consideration lower than the value of the virtual medium, the determination unit 232 determines that the user's behavior (transfer of an item) is a second type of behavior. If the user's behavior is a second type of behavior, the determination unit 232 notifies the processing unit 233 to that effect.

[0103] The user designation unit 234 designates a user who has performed the second type of behavior as a user to be processed. The processing unit 233 performs a predetermined process on the user designated by the user designation unit 234. In this example, the process performed by the processing unit 233 can also be arbitrarily determined by the developer of this program.

[0104] <Judgment Example 3> Determination using a characteristic value will be described in Determination Example 3. In this example, the determination unit 232 performs a first determination on a user's behavior that may affect a change in the characteristic value.

[0105] (a) Obtaining parameter P When a user performs an action that may affect a characteristic value, the determination unit 232 acquires a related characteristic value (parameter P) via the parameter acquisition unit 231. Here, it is assumed that an upper limit is set for the characteristic value. This parameter P is originally a parameter used for purposes other than the evaluation.

[0106] (a) Judgment based on parameters The determination unit 232 performs a first determination on a characteristic value having an upper limit. Specifically, when a user performs an action for increasing a characteristic value even though the characteristic value has reached its upper limit, the determination unit 232 determines that the action is a first type of action. For example, an act of participating in a quest that can obtain experience points even though the experience points are at their maximum value is a first type of action.

[0107] <Modification of Judgment Example 3> In some games, if the opponent is weaker than the user by a certain amount (for example, if the user's level is significantly higher than the opponent's), the experience value (parameter P) that can be acquired by winning the match may be lower than usual. In such games, the determination unit 232 may determine that the user's action of playing against a weak opponent is the first type of behavior.

[0108] For example, in a case where there are multiple types of enemies that can be defeated within the same time (for example, enemies that can be defeated with one blow), if the user deliberately chooses to defeat an enemy that offers fewer experience points, it is considered that the user's evaluation will not increase. Therefore, the determination unit 232 may determine that this behavior is also a first type of behavior.

[0109] In addition, the judgment unit 232 may determine that the action of participating in a quest when the amount of in-game currency held has reached the upper limit (for example, the action of participating in a quest when there is no reason to collect or sell materials) is a specific action (first type of action).

[0110] <Judgment Example 4> In the fourth determination example, a determination will be described using a parameter P related to the user's rights. In the following, the right of the user to receive an item when the user clears a quest will be described as an example.

[0111] (a) Obtaining parameter P The determination unit 232 acquires information (parameter P) on whether or not the user has exercised a right and received an item (referred to as item IT1 by adding a reference symbol). This parameter P is originally a parameter used for purposes other than the evaluation (for example, item management).

[0112] (a) Judgment based on parameters The determination unit 232 performs a first determination based on information on whether or not the user has received the item IT1. If the user renounces the right to receive the item IT1, the number of items owned by the user does not increase. In other words, it can be considered that the user is not expected to increase his / her evaluation. If the user renounces the right to receive the item IT1, the determination unit 232 determines that the behavior is a first type of behavior.

[0113] <Judgment Example 5> In the fifth judgment example, judgment of an action performed by a user during a quest will be described.

[0114] -Judgment Example 5-1- In this game, some quests allow you to obtain specific materials from your opponent by inflicting specific damage on them (such as cutting off a specific part of their body).

[0115] (a) Obtaining parameter P Parameter P-1: Information on materials possessed by users participating in the quest.

[0116] Parameter P-2: Information on specific materials obtained during a quest.

[0117] These parameters P-1 and P-2 are originally parameters used for purposes other than the evaluation (for example, item management).

[0118] (a) Judgment based on parameters When the parameters P-1 and P-2 are obtained, the determination unit 232 performs a second determination for each user who will participate in the quest.

[0119] When a user has a sufficient amount of a specific material, the action taken to obtain the material is of little benefit to the user. In other words, for a user who has a sufficient amount of a specific material, the action taken to obtain the material is not likely to increase the evaluation of the user's action.

[0120] In order to perform a judgment based on this concept, the number of owned items that are the same as the material related to the parameter P-2 is calculated based on the parameter P-1. The judgment unit 232 calculates the value obtained by subtracting the owned number from a predetermined constant as the "degree of increase."

[0121] When the obtained "degree of increase" is equal to or less than a predetermined threshold value Th, the determination unit 232 determines that the user's behavior is the second type of behavior. When the user's behavior is the second type of behavior, the determination unit 232 notifies the processing unit 233 to that effect.

[0122] In addition, in Example 5-1, the judgment unit 232 may be configured to judge the user's behavior to be a second type of behavior when the number of times that the “degree of increase” has become equal to or less than a predetermined threshold value Th becomes equal to or greater than a predetermined number.

[0123] -Judgment Example 5-2- The determination unit 232 may perform a second determination depending on whether or not the user's behavior corresponds to an action of helping another user accompanying the user on the quest. For example, assume that user U1 uses magic to recover the physical strength of user U2. In this case, the characteristic value of user U1 (amount of magic that can be used=parameter P) decreases. In other words, parameter P decreases.

[0124] In this case, it can be considered that the value of the action of user U1 is present for user U2 but not for user U1. When an action to help other users (restoring the vitality value of other users) is performed multiple times in a predetermined period in a quest, the determination unit 232 determines that the "degree of increase" is equal to or less than a predetermined threshold value Th. In other words, the determination unit 232 determines that the user has performed a second type of action.

[0125] Note that the determination unit 232 may determine that the behavior related to the decrease is a specific behavior even if the parameter P decreases only once. Also, it may determine whether the behavior related to the decrease is a specific behavior based on the magnitude of the decrease (change) in the parameter P.

[0126] The user designation unit 234 designates the user who performed the second type of behavior as the user to be processed. The processing unit 233 performs a predetermined process on the user designated by the user designation unit 234.

[0127] <Judgment Example 6> In the determination example 6, a determination using the number of times an action (hereinafter, referred to as a target action in this example) is repeated in a predetermined period will be described. For example, there is a user who makes the player character keep running against a wall many times in order to find a bug in a game. This behavior is an example of a target action. There is also a user who clears the same quest many times in a predetermined period. This behavior is also an example of a target action. In this example, the determination unit 232 performs a second determination.

[0128] (a) Obtaining parameter P In this game, the actions of the player character are recorded as history information. That is, there are parameters that record information about the user's actions performed in the virtual space. The determination unit 232 uses the history information to obtain the number of times the user performs a target action as a parameter P. This parameter P can be obtained by instructing the parameter acquisition unit 231 to obtain it.

[0129] (a) Judgment based on parameters For example, the behavior of running continuously against a wall may not lead to an increase in the evaluation of the user who performed the behavior. Also, the behavior of clearing the same quest multiple times often does not lead to an increase in the evaluation.

[0130] The determination unit 232 performs a second determination. Specifically, when the number of times of the focused behavior is equal to or greater than a predetermined value, the determination unit 232 determines that the degree of increase in the evaluation is equal to or less than a predetermined threshold value Th. In other words, the determination unit 232 determines that the user has performed a second type of behavior.

[0131] The determination unit 232 may be implemented to determine that a behavior is not a specific behavior when it can be determined based on the parameter P that the behavior is one of similar behaviors that has been repeated a predetermined number of times or more.

[0132] <Judgment Example 7> In Determination Example 7, a determination using a quest record (monster size) will be described. In this example, the determination unit 232 performs a first determination.

[0133] (a) Obtaining parameter P The determination unit 232 acquires information (such as a user ID) of the user who defeated the largest monster in the quest in which the user participates, as a parameter P. This parameter P is originally a parameter used for purposes other than the evaluation.

[0134] (a) Judgment based on parameters When a user who participates in a quest has the highest record of defeating monsters, the determination unit 232 determines that the action is not expected to increase the evaluation. In other words, the determination unit 232 determines that the user has performed a first type of action.

[0135] In addition, in the quest record, information other than the maximum record of the monster may be recorded in association with the user U1, and the judgment unit 232 may use that information to make a judgment. For example, it is possible to make a judgment based on information such as whether the recorded information is the smallest monster, the color of the monster, and whether the monster is rare. In short, the failure to update the parameter P stored in association with the user is judged to be user behavior that is not expected to increase the evaluation (first type of behavior).

[0136] In each of the above examples, the parameter P used by the determination unit 232 is a parameter used for purposes other than the evaluation in providing a service (providing a game in this embodiment) in the virtual space VS. That is, in this game program, a parameter that is originally used for purposes other than evaluating the user's behavior is used for a purpose other than the original purpose of evaluating the user's behavior.

[0137] Example of Processing by the Processing Unit 233 In the processing unit 233, the following processing may be performed as processing when the user's behavior is determined to be a specific behavior.

[0138] (Processing Example 1) A history of the determination that a specific behavior has been performed is kept for each user, and the history is made viewable by other users.

[0139] As a result of this process, the judged user may be highly evaluated on social networking services (SNS) and the like.

[0140] (Processing Example 2) Send a customizable message card to a specific user.

[0141] The message card may be sent to other users who are involved in the action. The message card may be configured to be collectible. The message card may be made into an NFT (Non-Fungible Token). The message card may provide a promotional effect.

[0142] By converting the message card into an NFT, it becomes possible to exchange it for virtual currency or virtual media for other games. Since the NFT generates asset value, the NFTed item is more valuable than virtual media that are only used in a specific game.

[0143] (Processing example 3) Displaying information about a user in a game.

[0144] For example, the name of a specific user can be used as the information about the user. The name of a specific user can be a character's name, a user ID, a real name, etc. Also, the scene to be displayed can be, for example, the end credits of a game. This process increases the user's motivation for the game.

[0145] (Processing Example 4) Send a notification to a specific user.

[0146] The notification may be sent in any manner. In addition to sending the notification to a specific user, the notification may be sent to a group of player characters (such as what is called a guild in a certain game). Of course, the notification may be sent to all users.

[0147] As a form of notification, for example, when a specific user transfers an item, a notification may be sent to the specific user when the recipient creates equipment with the transferred materials or evolves a character. The content of the notification may be something like "I was able to get equipment thanks to you."

[0148] (Processing Example 5) Points are given to a specific user.

[0149] The meaning of the points is arbitrary. For example, the points may be exchangeable for some goods or virtual media, or may be exchangeable for the right to a lottery or the like. Also, the more points owned, the higher the probability of winning a lottery (called gacha in a certain game).

[0150] (Processing Example 6) A mechanism for transferring virtual media created by a specific user is provided.

[0151] When a specific user transfers virtual media (such as equipment) that the user has created in a game, the virtual media to be transferred may include information about the specific user. For example, the name of the specific user may be attached to the virtual media to be transferred as information about the specific user. The name of the specific user may be the character's name, user ID, real name, etc.

[0152] (Processing Example 7) Game-related resources (rewards) such as materials and characters are given to a specific user.

[0153] (Processing Example 8) A ticket that can be exchanged for materials is given to a specific user.

[0154] (Processing Example 9) When a specific user is recognized by making a donation, the user can decide how to use the donation.

[0155] Examples of how donations can be used include tax reduction in tax returns, building a school, planting trees in the real world or virtual space, protecting pets that are being euthanized, using them for any crowdfunding, etc. An interface may be implemented to allow users to select from these uses.

[0156] (Processing Example 10) Specific users are ranked from a predetermined viewpoint, and the rank (that is, information about the user) is displayed (disclosed to a third party).

[0157] The program should implement a mechanism for searching for specific users based on their ranking. The ranking criteria could be the number of times they have helped other users, points, or the number of high ratings on social media. The system could also be implemented to display users who are at the top of the rankings. This would allow users to use the information as a reference when choosing friends.

[0158] For example, there are games in which users can become companions (or friends in some games) by mutually approving each other. In such games, rankings can be used as a reference for deciding whether or not to become companions, and a request for approval to become companions can be made based on the displayed rankings. There are also games in which a user can view a profile, etc., by unilaterally following another user. In this case, the operation of following may be performed from the display of the rankings.

[0159] To summarize the above, the present embodiment is a program that causes one computer or multiple cooperating computers to function as a parameter acquisition unit 231, a judgment unit 232, and a processing unit 233, the parameter acquisition unit 231 acquires predetermined parameters, the judgment unit 232 makes at least one of the following judgments based on the parameters: whether or not the user's behavior is a first type of behavior that is not expected to increase the evaluation of the user's behavior in the virtual space, and whether or not the user's behavior is a second type of behavior that is expected to increase the evaluation less than a predetermined threshold (hereinafter, the first type of behavior and the second type of behavior are collectively referred to as specific behavior), the processing unit 233 performs predetermined processing when the user's behavior is determined to be the specific behavior, and the parameters are parameters used for purposes other than the evaluation in providing services in the virtual space.

[0160] Effects of this embodiment As described above, a mechanism for determining the process to be performed in response to an action in a virtual space can be provided.

[0161] For example, since donation involves the transfer of one's possessions (virtual media) and rights, if one focuses only on possessions and rights, donation may be considered as an action that causes a loss to the user or does not bring much benefit to the user. The present disclosure has the effect of detecting such actions and picking up actions that may be donations.

[0162] Modifications of the embodiment The determination unit 232 may be configured to make a final determination result based on a plurality of factors. Specifically, the determination unit 232 may be configured to determine whether or not a behavior corresponds to the second type of behavior by comprehensively taking into account the degree of increase in the evaluation of a certain behavior and the degree of increase in the evaluation of another behavior.

[0163] For example, the determination unit 232 can be configured to obtain the average time to clear a quest, and if the player can earn more in-game currency by doing something else in the same amount of time, determine that participating in a quest will increase the player's evaluation less. In this example, whether the player's money exceeds a threshold value may be added to the conditions for determination. For a user (player character) with a lot of money, profits from selling materials obtained in a quest are almost meaningless, so participating in a quest is considered to increase the player's evaluation less.

[0164] For example, in some games, when a user obtains materials that are not necessary for creating equipment, the user may be able to obtain in-game currency by selling the materials. In such games, it is difficult to say that the action of obtaining materials that are not necessary for creating equipment is a specific action. However, the action of obtaining materials that are not necessary for creating equipment may be a specific action such as a donation. In addition, it is possible to make a judgment based on multiple factors triggered by the detection of the action of obtaining materials that are not necessary for creating equipment.

[0165] In such games, it is useful to make a judgment based on multiple factors. For example, it is possible to comprehensively judge whether a specific action has been taken by taking into account the materials that can be obtained and the profits from selling them. In this way, it becomes possible to detect actions that trigger specific actions such as donations.

[0166] When materials not necessary for creating equipment are obtained, one of the factors to be considered in making a judgment based on multiple factors is the amount of game currency possessed. For example, if the amount of game currency possessed is small, it may be considered that the action is not a specific action. On the other hand, if the amount of in-game currency possessed is small but all necessary equipment is possessed and there is no or few uses for the in-game currency, it may be considered that the action is a specific action.

[0167] [Other embodiments] Services provided in virtual space are not limited to games. In virtual space, various services can be provided, such as commercial transactions and communication. The "mechanism for determining processing" of the present disclosure can be used in various service provision situations. In other words, the "mechanism for determining processing" of the present disclosure can be applied to the so-called metaverse.

[0168] For example, the result of the determination by the determination unit 232 may be used not only in the game but also in NFT transactions, and the effect of the determination may be exerted in any game space or any metaverse. In this case, the effect of the determination may affect multiple spaces.

[0169] For example, the "processing" may be performed in a virtual space different from the virtual space in which the determination was made. In the example of a game, when a behavior in game A (first virtual space) is determined to be a specific behavior, a predetermined process may be performed in game B (second virtual space).

[0170] The determination in the determining unit 232 may use more than two parameters.

[0171] The determination unit 232 does not need to support both the first determination and the second determination (it may support only one of them).

[0172] It is not necessary for the judgment unit 232 to perform all of the exemplified judgments (judgment example 1, judgment example 2, etc.) In other words, the game program may implement only a part of these judgment functions.

[0173] It is not necessary for the processing unit 233 to perform all of the processes illustrated above. That is, the game program may implement only a part of these processes.

[0174] In the game, crowdfunding may be implemented to collect specific materials. In this case, the determination unit 232 may perform a second determination on users who participate in the crowdfunding.

[0175] For example, when the difference between the funds provided by the user in crowdfunding and the amount of the return gift is equal to or greater than a predetermined amount, it may be determined that the user's behavior is not expected to increase the evaluation. In other words, the determination unit 232 determines that the user has performed the second type of behavior.

[0176] The game program may have a mechanism for registering people who are good at a specific game or making specific equipment as ambassadors. In this case, the determination unit 232 may perform a second determination based on the remuneration of the ambassador.

[0177] For example, if the amount of the ambassador's remuneration is less than a predetermined amount, it may be determined that the user's behavior is not expected to increase the evaluation. That is, the determination unit 232 determines that the user has performed the second type of behavior.

[0178] A program may be implemented so that after the determination by the determination unit 232, the administrator of the virtual space can make the final determination from another terminal or server.

[0179] Virtual media (in-game equipment, characters, clothing, buildings, land, etc.) can be converted into NFTs or managed on the blockchain.

[0180] The determination unit 232 may be implemented by AI.

[0181] The processing that was performed by the server device 2 may be performed by the game device 5 (client), or may be shared between the server device 2 and the client (game device 5). The processing that was performed by the game device 5 may be performed by the server device 2, or may be shared between the server device 2 and the client (game device 5).

[0182] There may be a plurality of server devices 2. The computer system may be configured as a cloud computing system or a grid computing system.

[0183] The specific actions described above are merely examples. There are no limitations to the specific actions as long as they are actions that do not benefit the user.

[0184] Even when these other embodiments are adopted, the effects of the present aspect are exhibited. In addition, this embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other. [Explanation of symbols]

[0185] 1. Game system (computer system) 56 Control Unit (Computer) 231 Parameter Acquisition Unit 232 Judgment section 233 Processing section 234 User Specification Section

Claims

1. A single computer or a plurality of computers working together function as a parameter acquisition unit, a determination unit, and a processing unit; The parameter acquisition unit acquires a predetermined parameter, The determination unit performs at least one of a determination as to whether or not the user's behavior is a first type of behavior that is not expected to increase an evaluation of the user's behavior related to the virtual space, and a determination as to whether or not the user's behavior is a second type of behavior that is expected to increase an evaluation less than a predetermined threshold, based on the parameters (hereinafter, the first type of behavior and the second type of behavior are collectively referred to as specific behaviors); The processing unit performs a predetermined process when the user's behavior is determined to be the specific behavior, The parameter is a parameter used for purposes other than the evaluation in providing a service in the virtual space. program.

2. In the program of claim 1, The action is an action involving a user different from the user. program.

3. In the program of claim 1 or 2, the parameter indicates a value of a virtual medium associated with the user; The determination unit determines that the action is the specific action when it can be determined based on the parameters that the action transfers the ownership of the virtual medium for a price lower than the value of the virtual medium. program.

4. In the program of claim 1 or 2, The processing unit performs the processing in a virtual space different from the virtual space. program.

5. In the program of claim 1 or 2, the parameter is data associated with the user; The determination unit determines that the behavior is the specific behavior when the parameter is decreased. program.

6. In the program of claim 1 or 2, the parameter is a variable value associated with the user; The action may change the parameter; The determination unit determines that the behavior is the specific behavior based on the magnitude of the change. program.

7. In the program of claim 1 or 2, The determination unit determines that the behavior is the specific behavior when it can be determined based on the parameters that the behavior is a waiver of the right to receive the virtual medium. program.

8. In the program of claim 1 or 2, The determination unit performs the determination based on the parameters in a plurality of actions within a predetermined period. program.

9. In the program of claim 1 or 2, The parameters record information about the user's actions taken in the virtual space, The determination unit makes the determination based on the number of times a similar behavior is repeated. program.

10. In the program of claim 9, The determination unit determines that the behavior is not the specific behavior when it can be determined based on the parameters that the behavior is one of similar behaviors that has been repeated a predetermined number of times or more. program.

11. In the program of claim 1 or 2, The processing unit notifies predetermined information as the processing. program.

12. In the program of claim 1 or 2, The program is a program for executing a game, The processing unit displays information about the user in the game as the process. program.

13. In the program of claim 1 or 2, The processing unit grants a reward to the user as the process. program.

14. In the program of claim 1 or 2, When the action is an action of transferring a virtual medium generated by the user to any other user, the processing unit includes information about the user in the virtual medium as the process. program.

15. In the program of claim 1 or 2, The processing unit uses the donation for a purpose designated by the user as the processing. program.

16. In the program of claim 1 or 2, The processing unit performs a ranking from a predetermined viewpoint as the processing, and discloses the ranking to a third party. program.

17. In the program of claim 1 or 2, The one computer or the cooperating computers are caused to function as a user designation unit that selects a user for the process based on the determination. program.

18. A virtual space control device which executes the program of claim 1 or 2 by one computer or a plurality of cooperating computers.

19. A computer system which executes the program of claim 1 or 2 by a plurality of computers working together.

Citation Information

Patent Citations

  • Game system, method and program for fund-raising through game

    JP2002197228A

  • Program, information storage medium, and server

    JP2013128583A

  • Game control device, game control method, program, and game system

    JP2015128668A

  • Program, control method and information processing device

    JP2016064060A

  • Control program, control method, and game apparatus

    JP2018108191A