Information processing device, information processing method and program
The information processing apparatus addresses the issue of inconsistent proxy cultivation results by structuring the proxy raising process within a controlled environment, ensuring reliable and satisfactory outcomes for game object cultivation.
Patent Information
- Application Number
- JP2025050226
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-25
- Publication Date
- 2025-06-12
- Estimated Expiration
- 2040-07-17
AI Technical Summary
Players who own game objects to be cultivated face dissatisfaction with proxy cultivation results due to dependence on other players' skills and play environments, leading to inconsistent and potentially subpar outcomes.
An information processing apparatus that includes a request receiving unit for proxy raising requests, a proxy processing unit for executing the raising of game objects by a second player, and a return processing unit for returning the game object based on completion or interruption conditions, ensuring a structured and controlled proxy raising process.
This solution allows for a more reliable and controlled proxy raising environment, reducing the risk of unsatisfactory results and enhancing player confidence in using proxy raising services.
Smart Images

Figure 2025089473000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing apparatus, an information processing method, and a program.
Background Art
[0002] Conventionally, games are known in which game objects such as characters are grown and made to appear in in-game events. For example, Patent Document 1 discloses a game in which a player performs training (tuning) to enhance the ability of an owned racehorse, and enters the trained racehorse in a race to compete for a ranking.
[0003] In a game of training a racehorse as in Patent Document 1, in order to reach a desired level of the ability of the racehorse, the training of the racehorse is repeated a plurality of times. However, the more the number of times of training is increased, the more laborious operations and the like become. In particular, a player may own a large number of racehorses to be trained. If a large number of racehorses to be trained are owned, the labor of training becomes even more enormous, and it may be difficult for the player to perform all the training by himself / herself. To cope with such a situation, there are also games in which a computer (game system) automatically performs training on behalf of the player. However, when the training is entrusted to a computer, it is rare to obtain a training result as expected by the player, and in many cases, a more favorable result is obtained when the player performs the training himself / herself, so the player has been dissatisfied.
[0004] On the other hand, among games that play by communicating with other players through a network, there are games in which, instead of a player playing an in-game event, another player can play the event on behalf of the player. For example, Patent Document 2 discloses a game in which another player plays a mission in the game on behalf of a player, and when the mission is cleared, a predetermined reward is provided to the other player.
[0005] This Patent Document 2 is a system in which other players clear missions in the game on behalf of the player, and it does not substitute for the cultivation of game objects owned by the player. However, in a game where objects are cultivated, if the play substitution system described in Patent Document 2 is applied, the player who owns the game object to be cultivated can also request another player to substitute for the cultivation of the game object.
Prior Art Documents
Patent Documents
[0006]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0007] However, when a player who owns a game object to be cultivated requests another player to substitute for the cultivation of the game object, the requesting player may be dissatisfied with the cultivation result. For example, the success or failure of cultivating a game object depends greatly on the player's skills and play environment, etc. Depending on the skills and play environment of another player who has accepted the cultivation substitution, there is a risk that the cultivation result may not be a desirable result. In addition, compared to playing and clearing missions, the cultivation of game objects has the impression of being a boring and troublesome task with little fun, so there is also a risk that another player who has accepted the cultivation substitution may not seriously cultivate by cutting corners, etc. Due to the existence of risks as described above, for the player who owns the game object to be cultivated, they cannot safely request the cultivation substitution and will hesitate to use the cultivation substitution.
[0008] Therefore, an object of the present invention is to provide an information processing apparatus, an information processing method, and a program for constructing a game environment in which the proxy raising of game objects can be actively utilized.
Means for Solving the Problems
[0009] An information processing apparatus according to an aspect of the present invention includes a request receiving unit that receives a proxy raising request of a game object from a first player, a proxy processing unit that causes a second player to execute the raising of the game object, and when a completion condition is satisfied, executes a first return process of returning a game object of a parameter set based on the raising executed by the second player to the first player, and when an interruption condition is satisfied, executes a second return process of returning the game object to the first player before the raising is completed. A return processing unit.
Effects of the Invention
[0010] According to an aspect of the present invention, it is possible to construct a game environment in which the proxy raising of game objects can be actively utilized.
Brief Description of the Drawings
[0011]
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Embodiments for Carrying Out the Invention
[0012] Hereinafter, the information processing apparatus, information processing method, and program of the present invention will be described in detail with reference to the preferred embodiments shown in the accompanying drawings. Note that the embodiments described below are merely examples given to facilitate understanding of the present invention and do not limit the present invention. That is, the present invention can be changed or improved from the embodiments described below without departing from the gist thereof. Also, of course, equivalents of the present invention are included.
[0013] Also, the examples of the screens described in this specification and the drawings are merely examples, and the screen configuration, design, content of display information, GUI (Graphical User Interface), etc. can be freely designed according to the system design specifications, the preferences of the player, etc., and can be changed as appropriate.
[0014] [Regarding the game to which the present invention is applied] In explaining the information processing apparatus, information processing method, and program of the present invention, a game to which the present invention is applied (hereinafter referred to as the "present game") will be described. The present game is a genre of game in which "game objects" are cultivated within the game and the cultivated game objects are used to play "events" within the game.
[0015] A "game object" is a virtual character used by a player of the present game to play each event during the game, and is the object to be cultivated by the player in the present game. Examples of "characters" include living organisms such as humans, animals, and plants, machines such as vehicles and robots, objects other than machines, fictional characters such as monsters, or other characters similar thereto.
[0016] An "event" is, for example, an incident such as an accident that occurs during the progress of the game, a quest played for the purpose of clearing, a stage and a mission, etc., and a game competition in which game objects appear. Examples of game competitions include a race in which the order of arrival is competed, and a game or a battle in which victory or defeat is competed.
[0017] In the present embodiment, a simulation game themed on horse racing will be described as an example, taking a game aimed at owning excellent racehorses and winning major races or numerous races as a target. Specifically, the player acquires a racehorse, which is a representative example of a game object, by "producing" or "lottery" or purchasing, etc., "cultivates" the racehorse, and enters it in various "races" to compete for rankings. Also, the player can own a plurality of racehorses at the same time and cultivate the plurality of racehorses in parallel. Furthermore, a retired racehorse can be used as a self-made stud horse or breeding mare for the production of the next generation of racehorses. Note that, hereinafter, a racehorse will be described as an example of a game object, but the present invention is also applicable to games that cultivate objects other than racehorses.
[0018] "Production" means that the player combines the selected stud horse and breeding mare to generate a racehorse to be raised. As the stud horse and breeding mare, those obtained by lottery or purchase, etc. can be used, and in addition, after a racehorse raised by the player himself / herself retires, it can be used as a stud horse or breeding mare to be reused. Also, in this game, the abilities, etc. of the stud horse and breeding mare used as the parent horses tend to be passed on to the produced racehorse. Therefore, it can be said that if a stud horse or breeding mare with high ability is used as the parent horse, it is easy to produce a racehorse with high ability. Incidentally, as will be described later, since this game is a communication play-compatible game, stud horses, breeding mares or racehorses owned by other players can also be used for production.
[0019] "Lottery" is a type of event. By consuming a predetermined "value" held in the game, the player can obtain game objects or items such as racehorses, stud horses or breeding mares. The lottery is implemented in response to a lottery application from the player during the play of the game. In the lottery, a plurality of game objects, etc. with different winning probabilities are prepared as candidates, and one or a predetermined number of game objects, etc. are selected from among the plurality of game objects, etc. that are candidates, and the player can obtain the selected game objects, etc. as the lottery result.
[0020] "Value" is a value whose quantity held in the game increases or decreases. Specifically, it corresponds to the "in-game currency", which is a currency that can be used in the game, or "items", etc. that are more advantageous in the game the more one holds.
[0021] "In-game currency" refers to something that has a monetary aspect within the game, such as medals or coins, and is included in items in a broad sense. In-game currency is spent, for example, when exchanging it for characters or other items, or when playing predetermined in-game events (such as races or lotteries). The number of in-game currency held by a player can be increased, for example, when the player logs in to the game and starts playing, or when winning a race. On the other hand, it decreases when conducting a lottery, registering for a race, or performing training (tuning) described below.
[0022] "Item" refers to something used to advantageously advance the game, and a player can use it in scenarios such as production, lottery, training, and races. Items include, for example, forage to recover the fatigue or body weight of a racehorse, horse gear to change the appearance or ability of a racehorse, a riding request ticket to have a highly skilled jockey ride in a race, a lottery ticket to conduct a special lottery, a stud horse or breeding mare that improves the probability of producing a highly skilled racehorse, or a charm that improves the probability of producing a highly skilled racehorse.
[0023] "Training" refers to changing the parameters of a racehorse by consuming the value held within the game, such as through operations. In this game, "tuning" is prepared as a form of training. The parameters of a racehorse are the properties of the racehorse related to the progress of the game, that is, the ability of the racehorse evaluated by numerical values or symbols, etc. Specifically, it includes those that affect the winning or losing results in a race, such as stamina, speed, power, distance suitability, track suitability, body weight, and fatigue level. In addition, the parameters of a racehorse also include past records (battle history) related to past races, such as the number of past race appearances, the number of victories in races, and the winning rate. Note that the parameters of a racehorse may include items that a player can confirm and items that a player cannot confirm (masked items).
[0024] In this embodiment, a growth period is set for each racehorse, and the player can grow a racehorse for which the growth period remains. The growth period is, for example, the number of days set as the in-game time, such as N weeks (N is an arbitrary natural number) in the game. Here, the in-game time is the time that elapses within this game and elapses at a faster rate than real time. For example, when the player performs a predetermined operation (hereinafter referred to as a weekly task operation) once, although it takes about several minutes in real time, one week elapses in the game. Note that a racehorse for which the growth period has elapsed will retire, but as described above, it can be used for production as a stud horse or a breeding mare.
[0025] In this game, the number of times of training can be performed once per weekly task operation, that is, per week in the in-game time. And usually, as the number of weeks of training (hereinafter also referred to as the training week number) increases, the parameters of the racehorse gradually increase. On the other hand, for example, a predetermined event (accident) such as an injury may occur in the game to a racehorse during training. In that case, the parameters of the racehorse may decrease or return to the state before training. Note that the number of times of training that can be performed in one weekly task operation is not particularly limited, and two or more times of training may be allowed.
[0026] When training is to be carried out, as shown in FIG. 1, a menu list ML regarding the training course is displayed on the screen. The training course is an example of the training mode of a racehorse. In this game, multiple types of courses are prepared, and the content of the training changes according to the type of the course. The player designates one of the multiple training courses listed in the menu list ML to carry out the training. The types and amounts of change of the parameters changed by the training vary according to the designated training course and intensity. For example, in "Course A", stamina can be significantly increased, and in "Course B", speed can be significantly increased. Also, the degree of increase of the parameters differs depending on the intensity (light, normal, strong, etc.). Note that the parameters do not necessarily have to increase in one training session. For example, when training is carried out by designating a certain type of training course, while a specific parameter increases, other parameters may decrease, or they do not have to always change regularly. Also, the amount of increase of the parameters by the training may change according to the consumption amount of value.
[0027] Also, in this game, the setting is such that training is carried out with a racehorse placed in the stable (hereinafter referred to as the farm) owned by the player in the game. A grade (rank) is set for the farm. The higher the grade of the farm where the racehorse to be trained is placed, the more the training facilities increase, etc., and the amount of increase of the parameters by the training increases. The grade of the farm can be changed. For example, the player can upgrade their own farm by making a payment for this game or by performing a predetermined operation (for example, an operation of consuming in-game currency in the game).
[0028] "Race" is the main event of this game. In principle, it is held weekly in-game time based on the race calendar. When a player wants to enter a race with a racehorse (including those in the process of training) nurtured through training, the player designates the racehorse to enter the race from the owned racehorses (if there are multiple), registers for entry to the race they wish to enter, and the registered racehorses on the race day in in-game time will enter the said race. The winning or losing result of a racehorse in a race is determined based on the parameters of each racehorse participating in the race at the time of the race, the weather on the race day, and environmental conditions such as the ground conditions of the racecourse.
[0029] When a racehorse owned by a player wins (comes in first) or places within a predetermined rank in a race, a certain amount of in-game currency or items and other values will be awarded as prize money or secondary prizes to the player who nurtured the racehorse. Note that the amount of in-game currency awarded or the types of items, etc. are determined according to, for example, the type of race entered and the finishing position (result), etc. Also, in addition to the above values, a right to enter a special race (limited race) that is normally not available to enter may be granted. In this embodiment, it is assumed that even if a racehorse enters a race, it will not be considered as having been nurtured (parameters such as fatigue level will change, but parameters such as stamina, speed, and power will not at least improve), but entering a race may also be included as a form of nurturing.
[0030] By the way, this game is a communication-playable game, and multiple players can play this game together through a communication network such as the Internet and mobile communication lines. For example, in this game, in addition to the races held weekly in in-game time, in a race (online battle race) where players' horses can battle each other, multiple players can have their respective racehorses enter the same race and compete.
[0031] In addition, in this game, a player can have another player raise a racehorse that the player owns (hereinafter referred to as "raising on behalf").
[0032] "Raising on behalf" means setting the raising authority for a racehorse owned by the player who requests the raising on behalf to another player who accepts (entrusts) the raising on behalf. As a process in the game, it is to deposit the racehorse related to the raising on behalf to the farm of another player and change the parameters of the deposited racehorse based on the operations of another player. Also, in this game, the player who requests the raising on behalf cannot raise the racehorse related to the raising on behalf during the raising on behalf. However, it is not limited to this, and the player who requests the raising on behalf may be able to raise the racehorse related to the raising on behalf even during the period of the raising on behalf. In addition, even if the player who requests the raising on behalf progresses the game during the period of the raising on behalf, that is, even if the player performs the weekly operation to advance the in-game time, the progress of the game does not affect the racehorse related to the raising on behalf.
[0033] The raising on behalf of the racehorse will be explained again below. Hereinafter, the player who requests the raising on behalf will be referred to as the "first player", the player who accepts the raising on behalf will be referred to as the "second player", and the racehorse related to the raising on behalf requested by the first player will be referred to as the "target horse".
[0034] When the first player requests another player to raise a target horse, as shown in FIG. 2, the first player specifies various requests through the game screen. The requests to be specified include the raising period and raising conditions. The raising period (the period of the agency for raising) is the period during which the first player requests another player to raise the target horse, and is represented by real time (specifically, the real date) rather than the in-game time. The raising conditions are the conditions for the agency for raising that the first player requests from the second player, and specifically, are the contents specified by the first player as the raising policy regarding the raising mode during the agency for raising. Examples of the raising mode include, for example, the number of raising weeks to be reached during the agency for raising, the raising course, the item of the parameter to be increased, the amount of increase or the target value of the parameter, the timing of the race debut during the agency for raising, and the number of race appearances (including 0 times) or the number of wins in the race during the agency for raising. Note that since the in-game times of the first player and the second player are originally offset (for example, when the in-game time of the first player is the first week of April and the in-game time of the second player is the fourth week of December), depending on the timing of the request for the agency for raising, there may be cases where the horse cannot participate in a race where the horse age is limited by the stable entry time. Therefore, some first players may have a need to specify the stable entry time of the raising character, and in order to meet this need, it may be possible to specify the timing of the race debut (the week in which the target horse is stabled in the in-game time of the second player).
[0035] Also, in order to match the in-game times of the first player and the second player, the second player may be allowed to start raising the target horse at the timing when the in-game time of the second player becomes the in-game time corresponding to the in-game time of the first player at the time when the second player received the agency for raising (or when the first player requested the agency for raising). For example, when the in-game time of the first player is the first week of April and the in-game time of the second player is the fourth week of December at the time when the second player received the agency for raising, it may be specified that the second player cannot start raising the target horse until the in-game time of the second player has advanced to the first week of April.
[0036] The target horse whose various conditions are set by the first player is listed in the breeding agency request horse list HL shown in FIG. 3, and the information is shared among a plurality of players who are candidate trustees (strictly speaking, players other than the first player). Note that the range in which the information is shared may be limited to players who are registered in advance as those who intend to receive the breeding agency of the target horse. If there is a target horse for which a player who wishes to receive the breeding agency exists among the plurality of target horses listed in the breeding agency request horse list HL, the player who is a candidate trustee selects the corresponding target horse and enters as a person who wishes to receive the breeding agency of the target horse. In the breeding agency request horse list HL, by tapping the detailed button or the like, details such as the ability of each target horse and the requested matters can also be confirmed.
[0037] After the first player designates the requested matters, if there is an entry from another player wishing to receive the entrustment for the first player's target horse, information regarding those multiple players wishing to receive the entrustment is listed in the trustee candidate list JL shown in FIG. 4. In the trustee candidate list JL, in addition to the player name or ID of the player wishing to receive the entrustment, the grade of the farm and the number of times of receiving the breeding agency so far as the breeding agency performance are listed. The first player selects any one who seems to be able to entrust the breeding agency from among the multiple players wishing to receive the entrustment listed in the trustee candidate list JL. In this embodiment, the number of players who can be selected is limited to one, but it may be possible to select multiple players.
[0038] After the selection of the player wishing to receive the entrustment, the selected player is notified of the breeding agency request from the first player. The player who has received the notification determines whether to accept the breeding agency of the target horse through the confirmation screen CS shown in FIG. 5. The player who decides to accept the breeding agency of the target horse acts as the second player and can raise the target horse by his own operation during the breeding period specified by the first player. Specifically, the target horse can be trained on his own farm.
[0039] In addition, restrictions may be imposed on the number of target horses that the second player can concurrently accept (including cases where part of the training agency period overlaps). For example, the number of target horses that can be concurrently accepted may be set to one, so that multiple target horses cannot be concurrently accepted. Also, it may be from other players (players other than the first player), but multiple target horses cannot be concurrently accepted from the same player, or multiple target horses can be accepted from the same player, but cannot be concurrently accepted from other players.
[0040] When the training agency by the second player satisfies the "completion condition" and ends normally, the training agency authority set for the second player is released / invalidated. After changing the parameters of the target horse based on the result of the training agency, the training authority of the target horse is returned to the first player (the first return process). In the game, since the target horse deposited in the second player's farm is returned to the first player's farm, hereinafter, the return of the training agency authority for the target horse from the second player to the first player is also referred to as "the target horse is returned to the first player". And when the training agency ends by satisfying the completion condition and the target horse is returned to the first player, "reward" is given to the second player.
[0041] The "completion condition" is a condition for normally ending the training agency and executing the first return process. For example, when the training period specified by the first player expires, or when the training conditions specified by the first player are achieved (when the parameters increase to the target value or when winning a predetermined race, etc.), etc. correspond to the completion condition.
[0042] "Reward" refers to the value or right given to the second player as consideration for the surrogate breeding. Note that the reward may vary in type (content) or amount granted according to the results of the surrogate breeding by the second player, specifically, the number of breeding weeks during the surrogate breeding, or the increase in parameters increased by the surrogate breeding. Also, multiple types of rewards may be combined and given. By changing the type (content) or amount granted, or by combining multiple types of rewards, a reward advantageous to the second player can be provided.
[0043] As the content of the reward, in-game currency or items, etc. transferred in the form of gratitude from the first player to the second player (the number of in-game currency or items held by the first player decreases according to the number of transfers), in-game currency or items, etc. given to the second player in the form of a bonus regardless of the first player (the number of in-game currency or items held by the first player does not decrease according to the number of transfers), and also includes the following rights, etc. (a) The right for the second player to use the target horse after return in the game. Specifically, it includes the right for the second player to borrow the target horse after return from the first player and use it in in-game events such as races, or the right for the second player to borrow the target horse after return from the first player and produce a new racehorse, that is, the right to use the target horse as a stud or breeding mare, etc. (b) The right for the second player to obtain at least a part of the value obtained by having the first player enter the target horse in a race after return. Specifically, it includes the second player obtaining X% (for example, 1%) of the in-game currency obtained by the target horse, the same item as the obtained item or a related item (if the obtained item is an item that restores 100% of fatigue, an item that restores 30%, etc.), or when obtaining the right to enter a special race, the second player obtaining the right to enter that special race, etc. (c) The right for information such as the name of the second player to be registered in the attributes, etc. of the target horse after return. Specifically, it includes cases where the name of the second player is indicated as the trainer of the target horse.
[0044] On the other hand, if the cultivation agency by the second player satisfies the "interruption condition", even if it is in the middle of the cultivation agency, the cultivation agency authority set for the second player is cancelled / invalidated, and the cultivation authority for the target horse is returned to the first player (second return process). If the cultivation agency ends by satisfying the interruption condition, unlike the first return process, the above-mentioned reward is not given to the second player.
[0045] The "interruption condition" is a condition for interrupting the cultivation agency of the target horse before satisfying the completion condition and executing the second return process. For example, in addition to the case based on the intention of the first player who requested the cultivation agency, it is determined whether it meets the interruption condition based on the "cultivation progress" or "cultivation degree" of the target horse. When the cultivation progress or cultivation degree of the target horse meets the interruption condition (for example, when it meets any one of the conditions defined by these), the second return process may be automatically executed, or even when it meets any one of the conditions defined based on the cultivation progress or cultivation degree, the second return process may not be executed unless the first player makes a return request and indicates an intention to interrupt the cultivation agency.
[0046] The "cultivation progress" is the in-game time spent by the second player on the cultivation agency of the target horse. Specifically, it is the number of cultivation weeks (the number of weeks consumed by advancing the in-game time by performing weekly operation) in the in-game time elapsed until a certain point during the cultivation agency period.
[0047] The "degree of training" is an index indicating how much a target horse has been trained during the training agency period. For example, it is the value of a parameter that has increased since the start of the training agency (including race results such as the number of past race appearances and the number of victories), or the rate of increase of the parameter (the value of the parameter at the current time / the value of the parameter at the start of the training agency), or the amount of value consumed during the training agency period, etc. That is, it is calculated based on the quantity and quality of in-game currency or items, etc. consumed for the training agency. The degree of training may or may not be visible to the first player and the second player. Also, it may be made visible only to either the first player or the second player. Note that, as described above, the value of the parameter may include items that are not visible to the player. In that case, the player naturally cannot confirm the degree of training regarding that parameter. On the other hand, since the amount of value consumed is measurable, it is advisable to use the degree of training calculated based on the amount of value consumed as the degree of training that the player can confirm.
[0048] Hereinafter, the cases that satisfy the interruption conditions will be explained for each case. When there is a request (return request) from the first player to return the target horse, that is, when the training agency of the target horse is cancelled based on the intention of the first player, it meets the interruption conditions. In this case, it may be stipulated that the first player can unconditionally make a return request at any time, or it may be stipulated that the first player can make a return request only when the training progress or the degree of training, etc. meets the interruption conditions. Note that the second player may also be able to cancel the ongoing training agency in the middle.
[0049] Also, when interrupting the training agency based on the training progress of the target horse, if the training progress of the target horse does not meet the first condition until a predetermined period has elapsed since the start of the training agency, it meets the interruption condition. Specifically, when a certain time (for example, one week) has elapsed in real time after the second player starts the training agency for the target horse, if the number of training weeks in the in-game time at that point is less than the predetermined number of weeks set as the first condition, it will meet the interruption condition. The first condition here may be the number of training weeks set by the first player at the time of requesting the training agency or at any timing, or may be the number of training weeks automatically set in advance. It may also be the number of training weeks specified based on the training period (real time) set at the time of requesting the training agency. In this embodiment, when the training progress does not meet this first condition, a notice to that effect is sent to the first player, and the first player who receives the notice can decide whether to request the return of the target horse. In addition, when the training progress does not meet this first condition, it may be preset that the target horse during the training agency is automatically returned to the first player.
[0050] When receiving the above notice, the first player can also choose not to request the return of the target horse and continue the training agency according to the first player's intention. That is, even if the training progress by the second player does not reach the above first condition within a predetermined period, the training agency can be continued with the same second player. In this case, if the number of training weeks in the in-game time is less than the predetermined number of weeks set as the second condition until the continuation period (for example, one more week after the predetermined period has elapsed) set after the predetermined period has elapsed in real time, it will again meet the interruption condition. The second condition may be the number of training weeks set by the first player at the time of requesting the training agency or at any timing (for example, at the start of the continuation period), or may be the number of training weeks automatically set in advance. It may also be the number of training weeks specified based on the training period (real time) set at the time of requesting the training agency, or the number of training weeks specified based on the period of the training period that has been completed or the remaining period.
[0051] In this embodiment, the second condition set as the interruption condition during the continuous period shall be set to a stricter condition than the first condition set as the interruption condition during a predetermined period. As an example of the stricter condition here, for example, when the first condition is to advance the growth week number by 30 weeks in one week, the following conditions apply. (a) Advance the growth week number by 40 weeks in one week. That is, under the second condition, the norm of the digestion week is set stricter than the growth within the predetermined period. (b) Advance the growth week number by 60 weeks in one week. That is, under the second condition, it is set strictly to recover the delay in growth that occurred within the predetermined period. (c) Advance the growth week number by 30 weeks in three days. That is, under the second condition, the period during which the same amount of growth as the growth within the predetermined period can be achieved is set shorter than the predetermined period (the deadline is set strictly).
[0052] Also, when interrupting the growth agency based on the degree of growth of the target horse, if the degree of growth of the target horse does not reach the "reference value" until a predetermined event occurs from the start of the growth agency, that is, until a certain period has elapsed since the start of the growth agency, it meets the interruption condition. For example, if the value of the parameter falls below the reference value before the growth week number reaches ○ weeks, it meets the interruption condition. Also, if the amount of value consumed by the second player falls below the reference value before a predetermined race is held, it meets the interruption condition.
[0053] The "reference value" is a value that serves as a criterion for determining whether the growth degree meets the interruption condition. Specifically, it is the value of a parameter that has increased since the start of the growth agency (including race records such as a predetermined number of race appearances and number of victories), or the growth rate of the parameter, or the amount of value consumed during the growth agency period, etc. The reference value varies for each growth agency or each target horse. In addition to the value set by the first player at the time of requesting the growth agency or at an arbitrary timing, it may also be a value automatically set based on the requested matters such as the growth conditions specified by the first player, or the ability (including potential ability) or personality of the target horse estimated based on the background such as the bloodline or age of the target horse. If it is set based on the bloodline, for example, if the target horse's sire has a record of winning a G1 race, it may be set as the reference value that the target horse also wins a G1 race of the same grade. Also, the parameter of the target horse's sire at a certain time (for example, the parameter at the time when the horse is 3 years and 12 months old) may be stored as the reference value, and the parameter of the target horse up to the same time (the parameter up to the time when the horse is 3 years and 12 months old) may be compared with that reference value. Note that the reference value, like the growth degree, may or may not be viewable by the first player and the second player. Also, it may be made viewable by only one of the first player or the second player.
[0054] As described above, when the interruption condition is satisfied, the second return process will be executed. However, in the second return process, the parameters of the target horse to be returned differ depending on the interruption situation, that is, the timing at which the second return process is executed, etc.
[0055] For example, as shown in FIG. 6A, when the second return process is executed before a predetermined period elapses, instead of the parameter (P1) changed by the second player's surrogate training from the start of surrogate training to the time of executing the second return process (the interruption time of surrogate training), the parameter (P0) at the start of surrogate training is used. That is, the target horse is returned to the first player with the parameter unchanged since the surrogate training request. Thus, during a period shortly after starting the surrogate training, in the second return process, the state of the parameter at the time of the surrogate training request is restored. Here, the predetermined period may be a fixed time in real time (for example, one week), a period specified based on the training period set at the time of the surrogate training request, or a predetermined number of weeks in the in-game time. When it is the in-game time, it may be the number of training weeks specified based on the training period (real time) set at the time of the surrogate training request, or the number of training weeks set based on the number of training weeks set as a training condition (for example, when the number of training weeks set as a training condition is set to 120 weeks, it may be 30 weeks, etc.).
[0056] On the other hand, as shown in FIG. 6B, when the second return process is executed after the predetermined period has elapsed, the parameter (P2) changed by the second player's surrogate training from the start of surrogate training to the time of executing the second return process, that is, the target horse is returned to the first player with the state of the latest parameter at the time of executing the second return process. Also, in this case, not limited to the state of the latest parameters at the time of executing the second return process, but any state between the start of the surrogate training and the time of executing the second return process (any state between P0 and P2), for example, the state of the parameters at the time when a predetermined period has elapsed (P3), etc., the target horse may be returned to the first player. Further, the target horse may be returned to the first player in the state of the parameters at any time specified by the first player. When returning the target horse with the parameters at any time, it may be permitted to allow the first player to specify any time on the condition that a predetermined item is consumed. At this time, the consumption amount of the predetermined item may be changed according to the length of the period elapsed since the start of the surrogate training. That is, the closer the specified arbitrary time is to the start time of the surrogate training (the longer the period of return), the larger the consumption amount of the predetermined item may be.
[0057] Furthermore, as shown in FIG. 6C, during the surrogate training, if a predetermined event such as an injury (a direct reason for interrupting the surrogate training, etc.) occurs due to the weekly training operation of a certain week, the parameters of the target horse may significantly decrease. In this case, instead of the state of the parameters (P4) at the time of executing the second return process, the state of the parameters (P5) at the stage of training by the weekly training operation of the week immediately before the week in which the predetermined event occurred (for example, the first week of April if injured due to the weekly training operation in the second week of April), that is, in a state more advantageous to the first player, the target horse is returned to the first player. In this case, it may be permitted to return to the state before the predetermined event occurred on the condition that a predetermined item is consumed. At this time, the consumption amount of the predetermined item may be changed according to the type of the predetermined circumstances (such as soe, fracture, or tendonitis, etc.), or the consumption amount of the predetermined item may be changed according to the amount of the parameters decreased due to the predetermined event (such as minor injury, serious injury, or poor prognosis, etc.). That is, the greater the influence of the predetermined event (the greater the amount of the parameters to be recovered), the larger the consumption amount of the predetermined item may be.
[0058] During the proxy training, the first player can check the status of the proxy training of the target horse by the second player, that is, the training progress and the degree of training each time. Thereby, the first player can appropriately check whether the proxy training is proceeding smoothly (whether the training norm can be achieved) during the proxy training. And it can be used as a basis for judgment such as whether to interrupt the proxy training or whether to proceed with the current proxy training conditions (for example, whether it is better to change the training course, etc.).
[0059] [Configuration of the information processing apparatus and user terminal according to an embodiment of the present invention] Next, the configuration of the information processing apparatus and the user terminal 12 according to the first embodiment of the present invention will be described. The information processing apparatus according to the first embodiment is constituted by a game computer, strictly speaking, a server computer (hereinafter referred to as server 10). As shown in FIG. 7, the server 10 is communicably connected to the user terminal 12 via the network 14, and constructs an information processing system S for games together with the user terminal 12. Note that the server 10 may be constituted by one computer, or may be constituted by a plurality of computers that are parallel-distributed.
[0060] As shown in FIG. 7, the server 10 has a processor 21, a memory 22, a communication interface 23, and a storage 24, and these devices are electrically connected via a bus 25. In addition, an operating system (OS) and a dedicated program for information processing related to the present game are installed in the server 10 as software. These programs correspond to the "program" of the present invention. By operating according to the above programs, the server 10 functions as the information processing apparatus of the present invention and executes a series of processes related to the progress of the present game.
[0061] The processor 21 may be constituted by a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), ASIC (Application Specific Integrated Circuit), or the like.
[0062] The memory 22 may be constituted by semiconductor memories such as ROM (Read Only Memory) and RAM (Random Access Memory).
[0063] The communication interface 23 may be constituted by, for example, a network interface card, a communication interface board, or the like. The standard for data communication by the communication interface 23 is not particularly limited, and examples include communication by a wireless LAN based on Wi-fi (registered trademark), communication by a mobile communication system of the 3G to 5G or later generations, or communication based on LTE (Long Term Evolution).
[0064] Storage 24 may be composed of a flash memory, a HDD (Hard Disc Drive), an SSD (Solid State Drive), an FD (Flexible Disc), a MO disc (Magneto - Optical disc), a CD (Compact Disc), a DVD (Digital Versatile Disc), an SD card (Secure Digital card), or a USB memory (Universal Serial Bus memory), etc. Also, storage 24 may be built into server 10 or may be attached to the server body in an external form. Furthermore, storage 24 may be composed of an external computer (for example, a database server) etc. that is communicably connected to the server body. Note that as a technique for recording various data, a distributed ledger technology such as blockchain may be used for the purpose of avoiding unauthorized data tampering etc.
[0065] Server 10 distributes information necessary for the progress of this game to each player, and also collects and stores information from each player. The information stored in server 10 includes information regarding the play history of this game for each player, for example, the racehorses each player has owned so far and the current parameters of each racehorse, the number of in - game currencies and items held, and the number of times of entrusted training received so far, etc. Also, for the player who has requested the entrusted training of the target horse, information regarding the entrusted training, such as the training conditions and the current status of the entrusted training, is stored in server 10.
[0066] Also, server 10 executes various information processes regarding the progress of this game, including the following processes. (a) A process of changing the parameters of the racehorse related to training. (b) A process of having the second player substitute for the training of the target horse of the first player. (c) A process of completing or interrupting the entrusted training of the target horse by the second player. (d) A process of setting the first condition, the second condition, or the reference value which is the interruption condition of the entrusted training. (e) Process of returning the target horse for which the training agency has been completed to the first player (first return process). (f) Process of returning the target horse for which the training agency has been interrupted to the first player (second return process). (g) Process of awarding rewards to the second player. (h) Process of specifying the time (training time) during which the second player has carried out the training agency for the target horse. (i) Process of specifying the types and amounts of value spent on the training agency for the target horse by the second player. (j) Process of changing the amount of value (such as the number of in-game currencies or items possessed) of each player. (k) Process of generating or holding various in-game events including races. (l) Process of awarding value to the player for whom the racehorse has won or achieved other results in the race in which it participated.
[0067] The user terminal 12 is a client terminal that a player operates to play this game. Specifically, it is composed of a personal computer, a smartphone, a mobile phone, a tablet terminal, a game console, a television receiver capable of information input, a wearable terminal, and the like. Note that in FIG. 7, for the sake of illustration, only two user terminals 12 are shown, but the number of user terminals 12 may be any number as long as it is two or more.
[0068] The user terminal 12 receives information necessary for the progress of this game from the server 10, and displays the video included in the information on a screen such as a display or outputs the audio from a speaker or the like. In addition, the user terminal 12 receives the operations of the player performed during the play of this game, and transmits information according to the operation content to the server 10.
[0069] For example, when a player raises a racehorse in this game, the player performs a raising operation on the user terminal 12. The raising operation is an operation related to raising a racehorse, such as inputting information necessary for raising or selecting from among a plurality of items related to raising. For example, the player designates a raising course in the menu list ML of FIG. 1 and performs an operation for entry registration to enter the racehorse in a desired race through a registration screen (not shown).
[0070] In addition, a player who requests a proxy to raise a target horse, that is, a first player, performs an operation for requesting a proxy to raise on the user terminal 12. For example, the player designates various request items on the proxy request screen IS of FIG. 2 and selects one proxy applicant from the proxy applicant list JL of FIG. 4. On the other hand, another player selects and enters a target horse for which proxy raising is desired from among a plurality of target horses listed in the proxy request horse list HL of FIG. 3. In addition, a player who has received the proxy to raise, that is, a second player, can raise a racehorse (target horse) related to the proxy to raise by performing a normal raising operation on the user terminal 12 after indicating an intention to respond to the proxy request of the first player through the confirmation screen CS of FIG. 5.
[0071] In addition, during the proxy raising, the first player can sequentially check the status of the proxy raising of the target horse by the second player through the communication between the user terminal 12 and the server 10. For example, the player can view the number of raising weeks and the parameters of the target horse at each point in time during the proxy raising on the screen of the user terminal 12.
[0072] [Function of the information processing apparatus according to an embodiment of the present invention] The configuration of the server 10, which is an information processing apparatus according to the first embodiment, will be described again from the functional aspect. As shown in FIG. 8, the server 10 includes an operation reception unit 30, a distribution unit 40, a storage unit 50, and an information processing unit 60. Among these, the storage unit 50 is realized by the memory 22 or the storage 24, and the other functional units are realized by the cooperation of the hardware devices constituting the server 10 and the programs installed in the server 10. The following will explain each functional unit in detail.
[0073] (Operation Reception Unit) The operation reception unit 30 receives the operations performed by the player on the user terminal 12 during the play of the game in question. Specifically, it receives data indicating the content of the operation from the user terminal 12. As shown in FIG. 8, the operation reception unit 30 includes a training operation reception unit 31, a request reception unit 32, a candidate selection reception unit 33, a consignment confirmation reception unit 34, and a race registration reception unit 35.
[0074] The training operation reception unit 31 receives the training operations of the racehorse performed by the player. The training operation is a training operation for the racehorse, specifically a designated operation for training. In the training operation, the racehorse to be trained, the training course, and the value to be spent on training are specified. The training operation reception unit 31 receives data indicating the above-specified content from the user terminal 12.
[0075] The request reception unit 32 receives the designated operations performed by the first player to request the agency of training for the target horse, specifically, the operations for designating the requested matters such as the above-mentioned training period and training conditions. Specifically, it receives data indicating the training agency request including the designated requested matters from the user terminal 12. In addition, it receives the designated operations performed by the first player to interrupt and return the agency of training for the target horse, specifically, the operations for requesting the return of the target horse during the agency training period. Specifically, it receives data indicating the return request from the user terminal 12. Further, it receives the operations for the first player to set the interruption conditions (the first condition, the second condition, or the reference value), specifically, the operations for designating the above-mentioned interruption conditions at the time of requesting the agency of training or during the agency training period. Specifically, it receives data indicating the designated interruption conditions from the user terminal 12.
[0076] The candidate selection reception unit 33 receives the operation in which the first player selects one candidate from the list JL of candidates for consignment at the time of requesting the agency of training. Specifically, it receives data indicating the selection result from the user terminal 12. In addition, it receives the operation in which the second player selects the target horse from the list HL of horses for which the agency of training is requested. Specifically, it receives data indicating the selection result from the user terminal 12.
[0077] The entrusted confirmation reception unit 34 receives the entrusted confirmation operation performed when the player of the entrusted applicant selected by the first player determines to accept the breeding agency through the confirmation screen CS in FIG. 5. Specifically, it receives data indicating the acceptance or rejection of the entrustment from the user terminal 12.
[0078] The race registration reception unit 35 receives the registration operation performed to enter a racehorse in a race desired by the player. In the registration operation, the race for which participation is desired, the race date, the racehorse to be entered, etc. are specified, and the race registration reception unit 35 receives data indicating these contents from the user terminal 12.
[0079] (Distribution Unit) The distribution unit 40 distributes information necessary for the progress of this game to the user terminals 12 of each player, and as shown in FIG. 8, includes an event information distribution unit 41, an information presentation unit 42, and an inquiry unit 43.
[0080] The event information distribution unit 41 distributes information related to various events such as races. On the user terminal 12 side that has received the information distributed by the event information distribution unit 41, the video and audio of the event production are output (displayed and played, etc.).
[0081] The information presentation unit 42 corresponds to the "information presentation processing unit" of the present invention and distributes information of a plurality of players (strictly speaking, a plurality of players other than the first player) including the second player registered as an entrusted applicant to the first player. In addition, the information presentation unit 42 distributes information on the target horse registered by the first player to a plurality of players including the second player registered as an entrusted candidate.
[0082] The inquiry section 43 distributes inquiry information regarding a predetermined matter to a predetermined player. For example, it distributes inquiry information regarding the acceptance or rejection of the entrustment of training proxy to the player who is the candidate for entrustment selected by the first player. Also, it distributes inquiry information regarding the continuation or discontinuation of the training proxy to the second player who is executing the training proxy. Further, when the training progress does not meet the first condition for the first player, it notifies the player to that effect and distributes information to inquire about the necessity of returning the target horse.
[0083] (Memory section) The memory section 50 stores information necessary for game progress. As shown in FIG. 8, it has a player information memory section 51, a racehorse information memory section 52, a training proxy request memory section 53, and a training proxy status memory section 54.
[0084] The player information memory section 51 stores player information regarding each player in the present game for each player. The player information includes, as shown in FIG. 9, the name or identification ID of each player, the account name for the game, the total play time of the present game, the identification ID of the racehorse owned (owned horse ID), the grade of the farm owned, the number of times of entrusting the training proxy so far, a training proxy flag indicating whether the player is currently entrusting the training proxy, a candidate flag indicating whether the player currently corresponds to a candidate for the trustee, and the like. Also, the player information includes information (not shown) regarding the possession quantity of values such as in-game currency or items. In addition, information regarding the player other than these, for example, the name or identification ID of other players registered as friends by the player may be included in the player information.
[0085] The racehorse information storage unit 52 stores racehorse information for each racehorse regarding the racehorses owned by each player. As shown in FIG. 10, the racehorse information includes the name of each racehorse, the identification ID, the account name of the player who owns the racehorse, the current parameters (specifically, ability values such as stamina, speed, and power, as well as race records such as the number of past race appearances and the number of victories), the current number of training weeks, and the remaining number of available training periods (remaining weeks), etc. In addition, information regarding racehorses other than these, for example, information regarding pedigree such as the name or ID of the sire, and trainer information such as the name or ID of the trainer, etc. may be included in the racehorse information. Further, the information regarding the racehorse may include masked information that cannot be displayed on the user terminal 12 etc. and cannot be confirmed by the player.
[0086] The training proxy request storage unit 53 stores training proxy request information for each request regarding the request for training proxy. As shown in FIG. 11, the training proxy request information includes the identification ID for the training proxy request (request ID), the account name of the player who requested the training proxy, the training period, the identification ID of the racehorse (target horse) related to the requested training proxy, the training conditions (specifically, the number of training weeks to be achieved during the training proxy, the training course, and the item of the parameter to be increased by the training proxy and its target value), and the account name of the player who received the training proxy, etc.
[0087] The training proxy status storage unit 54 stores training proxy status information for each training proxy regarding the progress status of the currently ongoing training proxy. As shown in FIG. 12, the training proxy status information includes the request ID, the start date of the training proxy at the actual time, the number of training weeks from the start of the training proxy in the in-game time to the current time, the current value of the desired training parameter, the number of medals given as the training budget, and the number of medal consumption for the training proxy up to the current time, etc.
[0088] (Information processing unit) The information processing unit 60 executes information processing necessary for the progress of this game. As shown in FIG. 8, it includes a parameter change unit 61, an agency processing unit 62, a reference value setting unit 63, an agency completion unit 64, an agency interruption unit 65, an agency time specifying unit 66, a consumption value specifying unit 67, a return processing unit 68, a reward granting unit 69, a race result determining unit 70, and a value granting unit 71.
[0089] When the training operation receiving unit 31 receives the player's training operation, the parameter change unit 61 executes a process of changing the parameters of the racehorse to be trained stored in the racehorse information storage unit 52, specifically, ability values such as stamina, speed, and power, according to the content of the operation. At this time, the amount of change (increase amount) of each parameter changes according to the training course specified by the player in the training operation and the amount of value consumed. Note that the parameter change unit 61 also appropriately changes the parameters when the interruption condition is satisfied during the training agency and it is necessary to change the parameters of the target horse.
[0090] When the entrusted confirmation receiving unit 34 receives a reply from the entrusted person selected by the first player indicating acceptance of the training agency, the agency processing unit 62 executes a process of designating the entrusted person as the second player and having the second player substitute for the training of the target horse. Specifically, the agency processing unit 62 sets the authority to train the target horse for the second player, associates the account name of the second player with the request ID of the training agency, and stores it in the training agency request storage unit 53.
[0091] The reference value setting unit 63 sets a reference value based on the requested items such as the training conditions specified by the first player, or the ability (including potential ability) or personality of the target horse estimated based on the background such as the bloodline or age of the target horse. The reference value setting unit 63 may set the reference value at the time of the training agency request, or may appropriately set it at a predetermined timing from the start of the training agency. In addition, the reference value setting unit 63 can also change the once-set reference value.
[0092] When the agency completion unit 64 satisfies the completion conditions for the cultivation agency, it completes the cultivation agency of the target horse by the player who has received the cultivation agency. The completion conditions are, for example, that the cultivation conditions specified at the time of the request for the cultivation agency by the first player are satisfied. That is, when the number of cultivation weeks in the cultivation agency of the target horse by the second player reaches the number of cultivation weeks specified by the first player, or when the parameters of the target horse have increased to the target value specified by the first player, the agency completion unit 64 releases / invalidates the cultivation agency authority set for the second player and completes the cultivation agency of the target horse by the second player.
[0093] When the agency interruption unit 65 satisfies the above interruption conditions for the cultivation agency, it interrupts the cultivation agency of the target horse by the player who has received the cultivation agency during the cultivation agency. Specifically, the agency interruption unit 65 interrupts the cultivation agency by releasing / invalidating the cultivation agency authority set for the second player. In addition, when interrupting the cultivation agency, the agency interruption unit 65 may, as described above, maintain or change the parameters of the target horse that have changed due to the cultivation agency by the second player up to the interruption point, based on the interruption situation. For example, depending on the interruption situation, the value of the parameter may be changed to the state at the time of the cultivation agency request, any state from the time of the cultivation agency request to the interruption point (excluding the state at the interruption point), or the state at the time before a predetermined event occurs, etc., and then the cultivation agency of the target horse by the second player is interrupted. In addition, the agency interruption unit 65 appropriately sets the first condition and the second condition as interruption conditions. As described above, the second condition in the continuous period that occurs after the elapse of the predetermined period is set more strictly than the first condition in the predetermined period.
[0094] The proxy time specifying unit 66 specifies the in-game time (hereinafter referred to as proxy time) spent on the proxy breeding of the target horse. The proxy time corresponds to, for example, the number of breeding weeks from the start time of the proxy breeding to the current time. That is, when specifying the proxy time for the proxy breeding of the target horse by the second player, the proxy time specifying unit 66 specifies the number of breeding weeks reached from the start of the proxy breeding of the target horse by the second player to the current time as the proxy time. The specified proxy time, that is, the number of breeding weeks, is also used as a determination material when the proxy interruption unit 65 determines the success or failure of the interruption condition.
[0095] The consumption value specifying unit 67 specifies the amount of value such as in-game currency consumed for the proxy breeding of the target horse. For example, when the above completion condition is satisfied for the proxy breeding of the target horse by the second player, the consumption value specifying unit 67 specifies the amount of value consumed until the time when the completion condition is satisfied. Also, the consumption value specifying unit 67 can specify the amount of value consumed for the proxy breeding until that point at any time during the proxy breeding, and the amount of value specified there is also used as a determination material when the proxy interruption unit 65 determines the success or failure of the interruption condition.
[0096] When a predetermined return condition (completion condition or interruption condition) is satisfied, the return processing unit 68 returns the target horse from the second player to the first player. As a result, the breeding authority of the target horse is returned from the second player to the first player. Specifically, when the completion condition is satisfied and the proxy completion unit 64 completes the proxy breeding of the target horse by the second player, as the first return process, the target horse in a state where the parameters have changed based on the proxy breeding by the second player is returned to the first player. On the other hand, when the interruption condition is satisfied and the proxy interruption unit 65 interrupts the proxy breeding of the target horse by the second player, as the second return process, the target horse in a state that has not changed since the breeding proxy request, any state from the breeding proxy request to the interruption time, or the state at the time before a predetermined event occurs, etc. is returned to the first player.
[0097] When the second player has completed the surrogate training of the target horse and the first return process has been executed, the reward granting unit 69 grants the above-mentioned reward to the second player. When the reward is granted, the content of the granted reward is reflected in the player information of each player stored in the player information storage unit 51 or the race horse information regarding the target horse stored in the race horse information storage unit 52. On the other hand, when the surrogate training is interrupted and the second return process is executed, no reward is granted to the second player.
[0098] The race result determination unit 70 determines the win / loss result of each race in this game, that is, the finishing order of each participating horse in the race, based on parameters, and generates data for event production according to the determined race result. The generated data for event production is distributed by the event information distribution unit 41 to the players who have entered race horses in that race.
[0099] The value granting unit 71 grants values such as in-game currency or items as prize money or secondary prizes to the players who have entered race horses according to the results of the races in which the race horses have participated. When the value is granted, the value amount of in-game currency corresponding to the prize money is added to the player information of each player stored in the player information storage unit 51. In addition, even when the second player enters the target horse in a race during the surrogate training and wins the race, a predetermined value is granted. In this case, the value may be granted to the second player who performs the surrogate training of the target horse, or may be granted to the first player who is the owner of the target horse.
[0100] The configurations of the server 10 and the user terminal 12 have been described above. Generally, the server 10 and the user terminal 12 have various other functions, but here, only the characteristic functions that produce effects in the information processing system S of the present invention will be described, and illustration and description of other known functions and the like will be omitted.
[0101] [Information Processing Flow According to an Embodiment of the Present Invention] Next, among the information processing flows by the information processing system S, the flow related to the entrusted training (hereinafter referred to as the entrusted training flow) will be described. The entrusted training flow adopts the information processing method of the present invention. In other words, each step in the entrusted training flow corresponds to a component of the information processing method of the present invention. In the following, for the sake of easy understanding of the entrusted training flow, a specific case will be given. The first player who requests the entrusted training is set as player X, the second player who accepts the entrusted training is set as player Y, and the racehorse (target horse) related to the entrusted training is set as racehorse Z.
[0102] In executing the entrusted training flow, players X and Y log in to this game and start playing. In the game, players X and Y each own at least one racehorse, and also hold values such as in-game currency or items necessary for training. Also, in the entrusted training flow, a plurality of players including player Y (strictly speaking, a plurality of players other than player X) are pre-registered as candidate trustees.
[0103] The entrusted training flow proceeds along the flow shown in FIGS. 13 to 15, for example, and starts when player X operates the user terminal 12 to specify matters related to the entrusted training of racehorse Z, specifically, the training period, training conditions, etc. (S001). The server 10 receives the entrusted training request from player X through communication with the user terminal 12 of player X, and specifically obtains data indicating the above-mentioned request matters (S002).
[0104] Next, when player Y operates the user terminal 12 to select a target horse for which he / she wishes to accept the entrusted training (S003), the server 10 receives the selection result of player Y through communication with the user terminal 12 of player Y, and specifically obtains data indicating the target horse selected by player Y (S004). Incidentally, in this case, racehorse Z corresponds to the target horse selected by player Y.
[0105] Next, the server 10 presents information about a plurality of players including player Y, who is a player wishing to receive a commission, to player X (S005). When player X operates the user terminal 12 to select a player wishing to receive a commission (S006), the server 10 receives the selection result of player X through communication with the user terminal 12 of player X. Specifically, the server 10 obtains data indicating the player wishing to receive a commission selected by player X (S007). Incidentally, in this case, in addition to player Y, there are a plurality of players wishing to receive a commission, and player Y corresponds to the player wishing to receive a commission selected from among the plurality of players wishing to receive a commission.
[0106] Thereafter, the server 10 inquires of player Y whether to accept the training agency requested by player X through communication with the user terminal 12 of player Y (S008). Player Y answers whether to accept the training agency through the confirmation screen CS in FIG. 5, and if player Y has the intention to accept, player Y answers to that effect (S009). Hereinafter, the subsequent steps will be described assuming that player Y answers that player Y accepts the training agency.
[0107] The server 10 executes a process of having player Y substitute in training racehorse Z, that is, sets the authority to substitute in training racehorse Z for player Y (S010). As a result, hereinafter, player Y can train racehorse Z at the farm that player Y owns. In other words, the training operations of player Y regarding racehorse Z will be accepted by the server 10.
[0108] When player Y performs a breeding operation on user terminal 12 to act as an agent for breeding racehorse Z (S011), server 10 receives the breeding operation through communication with player Y's user terminal 12. Specifically, it receives data indicating the breeding course and the in-game currency or items consumed, etc. (S012). Accordingly, server 10 changes the parameters of racehorse Z stored in the racehorse information storage unit 52, specifically, stamina, speed, power, etc. (S013). At this time, each parameter is changed according to the content of the breeding operation received from player Y (such as the breeding course and the consumption amount of in-game currency or the type of consumed item). However, it does not necessarily change regularly all the time. Even if the content of the breeding operation is the same, the amount of change may be randomly changed, etc.
[0109] Then, during the period of acting as an agent for breeding, server 10 appropriately determines whether the conditions for completion of the breeding of racehorse Z by player Y are met (S014). For example, when the number of breeding weeks during the breeding period reaches the value specified by player X, or when the parameter desired by player X among the parameters of racehorse Z reaches the target value, the conditions for completion are met. When the conditions for completion are met, server 10 completes the breeding of racehorse Z by player Y (S015).
[0110] When the breeding of racehorse Z is completed, server 10 releases the breeding agency right of racehorse Z set for player Y, returns racehorse Z to player X in a state where the parameters have been changed according to the previous breeding agency, that is, executes the first return process (S016), gives a reward for the breeding agency to player Y (S017), and ends the breeding agency flow.
[0111] On the one hand, during the breeding agency period, if the completion condition is not satisfied, the server 10 appropriately determines whether the interruption condition for the breeding of the racehorse Z by the player Y is satisfied (S018). For example, when the breeding progress does not meet the first condition or the second condition, or when the degree of breeding does not meet the reference value, etc., the interruption condition will be satisfied. When the interruption condition is satisfied, the server 10 interrupts the breeding agency of the racehorse Z by the player Y and releases the breeding agency authority of the racehorse Z set for the player Y (S019). Based on the timing when the interruption condition is satisfied, etc., the racehorse Z in a state that has not changed since the breeding agency request, a state between the breeding agency request and the interruption time, or a state at a time point before a predetermined event occurs, etc., is returned to the player X, that is, the second return process is executed (S020), and the breeding agency flow ends.
[0112] On the other hand, while neither the completion condition nor the interruption condition is satisfied, steps S011 to S014 and S018 in the above breeding agency flow are repeatedly executed. That is, unless the completion condition and the interruption condition are satisfied, the player Y can repeatedly perform breeding operations and registration operations, and can change the parameters of the racehorse Z each time a breeding operation is performed.
[0113] [Other Embodiments] So far, specific examples have been given and described regarding the information processing apparatus, information processing method, and program of the present invention. However, the above embodiments are merely examples, and the present invention is not limited to the above embodiments, and other embodiments are also conceivable.
[0114] In the above embodiment, the server computer for game data distribution (that is, the server 10) functions as the information processing apparatus of the present invention. However, it is not limited to this, and a part of the functions of the server 10 may be provided in the user terminal 12. For example, the function of the agency processing unit 62 etc. may be provided in the user terminal 12.
[0115] Also, in this embodiment, the player information and racehorse information are stored and held in a server computer for game data distribution (i.e., server 10). However, a database server (not shown) may be separately provided to store them collectively in the database server, or they may be stored on the user terminal 12 side.
[0116] Also, in this embodiment, when a player who is a candidate trustee makes an entry for a target horse indicating a desire to receive the entrustment, and the first player who has requested the entrusted breeding of the target horse selects a trustee from among these multiple candidates who wish to receive the entrustment, and after confirming the intention to receive the entrusted breeding with the selected candidate who wishes to receive the entrustment, and obtaining an answer indicating acceptance of the entrusted breeding, the candidate who wishes to receive the entrustment is designated as the second player, and the second player is made to undertake the breeding of the target horse. However, it is not limited to this. For example, when the first player requests the entrusted breeding of the target horse, the breeding conditions may be specified, the player who is a candidate trustee sets the entrusted conditions, the conditions of both are collated, and a candidate trustee who sets entrusted conditions that match the breeding conditions may be designated as the second player, and the second player may be made to undertake the breeding of the target horse.
[0117] Also, in this embodiment, when the proxy breeding is completed satisfying the completion condition, the first return process is executed. However, in addition to the above completion condition, when a period corresponding to the in-game time consumed by the second player during the proxy breeding (number of breeding weeks) has elapsed from the start of the proxy breeding in the in-game time of the first player, the first return process may be executed and the target horse may be returned to the first player. For example, when the number of breeding weeks to be reached during the proxy breeding is set to 120 weeks as a breeding condition (assuming that 1 year is 52 weeks in in-game time), if the in-game time of the first player at the start of the proxy breeding is the first week of January 2000, and the first player plays this game (such as breeding other racehorses they own) and advances their in-game time by 120 weeks and has not reached the third week of April 2002, even if the completion condition is satisfied, the first return process may not be executed. This can prevent the age of the target horse and other competing horses from being misaligned even if the first player is breeding competing horses other than the target horse related to the proxy breeding. Note that when the completion condition is satisfied, a notice that the proxy breeding by the second player for the first player has been completed is sent, and at that time, if the in-game time has advanced by less than 120 weeks since the start of the proxy breeding, the in-game time may be forcibly advanced to a state where it has advanced by 120 weeks according to the selection of the first player. In this case, the in-game time of the first player may be advanced on the condition of consuming a predetermined item, or the consumption amount of the predetermined item may be changed according to the length of the period to be advanced.
[0118] Also, even if the first return process is executed when the proxy training is completed and meets the completion conditions, for a certain period, the first player may hold the returned target horse in a form of temporary ownership where it cannot be used. That is, the returned target horse may be restricted from participating in races or being trained until a period corresponding to the in-game time (number of breeding weeks) consumed by the second player during the proxy training has elapsed since the start of the proxy training in the first player's in-game time. This can also substantially prevent the age or other characteristics of the target horse from deviating from those of other competing horses when the first player is training competing horses other than the target horse subject to the proxy training.
[0119] Also, even when the proxy training ends by meeting the interruption conditions and the second return process is carried out, if the target horse is returned to the first player in a state where the parameters have not changed since the request for proxy training, the in-game time of the first player may be reset to the time of the proxy training request. On the other hand, if the target horse is returned to the first player in any state from the start of the proxy training to the time of the second return process execution (including the state of the week immediately before the week in which a predetermined event occurred), the target horse may be returned at the timing when the in-game time of the first player is advanced by a period (number of weeks) corresponding to the number of weeks consumed for the proxy training of the target horse. For example, if the target horse is returned in a state of 50 weeks since the start of the proxy training, the in-game time of the first player is set to the point when 50 weeks have passed since the start of the proxy training. Conversely, if the in-game time of the first player has only advanced 50 weeks since the start of the proxy training at the time of the second return process execution, the target horse may also be returned in a state of 50 weeks since the start of the proxy training.
[0120] In this embodiment, in principle, players can enjoy all functions for free. However, some functions may be limited, and by paying a predetermined fee, the player may be able to use the limited functions. Also, for players who have paid the predetermined fee, various conditions may be set to be advantageous in playing, such as an increase in the number of times of training that can be performed in one weekly operation, easier upgrading of the farm grade, acquisition of specific items, or a larger change in parameters in training. Note that this fee may be a per-usage charging system or may be effective for the player for a certain period (e.g., one month or one year, etc.) once paid (subscription).
[0121] [Summary] The main features of the information processing apparatus, information processing method, and program according to this embodiment described above are as follows.
[0122] [1] The information processing apparatus according to this embodiment includes a request reception unit that receives a request for entrusting the training of a game object from a first player, a proxy processing unit that causes a second player to execute the training of the game object, and a return processing unit that, when the completion condition is satisfied, executes a first return process of returning the game object with parameters set based on the training executed by the second player to the first player, and when the interruption condition is satisfied, executes a second return process of returning the game object to the first player before the training is completed. According to the above information processing apparatus, when the first player causes the second player to raise a game object, a first return process of returning the game object to the first player when a completion condition is satisfied and a second return process of returning the game object to the first player when an interruption condition is satisfied are executed. Therefore, for the first player who is the consignor, it is possible to save the trouble of raising the game object, and even during the request for the agency of raising, in the event of an emergency or the like, it is possible to have the game object returned before the agency of raising is completed. Thus, the risk when requesting the agency of raising is reduced, and the agency of raising can be used with confidence. In addition, the second player who is the trustee will work on the agency of raising so that the game object will not be returned before the agency of raising is completed. As a result, the quality of the agency of raising is improved, leading to the profit of the first player. That is, the probability that the first player can raise the game object to have a better ability than when raising it by himself / herself is improved. From the above, it is possible to construct an environment in which the agency of raising game objects can be actively used.
[0123] [2] In the above information processing apparatus, the request reception unit receives a return request of a game object from a player, and when the return process unit receives the return request, it executes the second return process. Thereby, the first player can interrupt the agency of raising at the timing desired by himself / herself and have the game object returned. Therefore, the risk when requesting the agency of raising is further reduced, and the agency of raising can be used more confidently. In addition, the probability that the game object can be raised to have a better ability than when raising it by himself / herself is further improved. Therefore, it is possible to more suitably construct an environment in which the agency of raising game objects can be actively used.
[0124] [3] In the above information processing apparatus, when the progress of raising the game object does not satisfy the first condition until a predetermined period has elapsed since the start of the agency of raising, the return process unit executes the second return process. As a result, if the growth progress of the game object does not meet the first condition, such as the number of times of cultivation by the second player being small or the quality of cultivation being low, until a predetermined period has elapsed since the start of the cultivation proxy, the first player can interrupt the cultivation proxy halfway and get the game object returned. Therefore, the risk when requesting the cultivation proxy is further reduced, and the cultivation proxy can be used more reassuringly. Moreover, the probability of being able to cultivate the game object to have better abilities than when cultivating it oneself is further improved. Therefore, an environment in which the cultivation proxy of the game object can be actively used can be constructed more suitably.
[0125] [4] In the above information processing apparatus, when the growth progress of the game object does not meet the first condition until a predetermined period has elapsed since the start of the cultivation proxy, and the cultivation proxy of the game object is continued, if the growth progress of the game object does not meet a second condition that is more stringent than the first condition until the continuation period after the predetermined period has elapsed, the return processing unit executes a second return process. As a result, even if the first player continues the cultivation proxy when the growth progress of the game object does not meet the first condition until a predetermined period has elapsed since the start of the cultivation proxy, if the growth progress of the game object, such as the number of times of cultivation by the second player being small or the quality of cultivation being low, does not meet a second condition that is set more strictly than the first condition, the first player can interrupt the cultivation proxy halfway and get the game object returned. Therefore, the risk when requesting the cultivation proxy is further reduced, and the cultivation proxy can be used more reassuringly. Moreover, the probability of being able to cultivate the game object to have better abilities than when cultivating it oneself is further improved. Therefore, an environment in which the cultivation proxy of the game object can be actively used can be constructed more suitably.
[0126] [5] In the above information processing apparatus, when the degree of growth of the game object does not reach the reference value until a predetermined event occurs, the return processing unit executes a second return process. As a result, if the degree of growth of the game object does not reach the reference value and no certain growth result is obtained by the first player before a predetermined event occurs, the first player can interrupt the growth agency in the middle and have the game object returned. Therefore, the risk when requesting the growth agency is further reduced, and the growth agency can be used more reassuringly. Moreover, the probability of growing the game object to have better abilities than when growing it by oneself is further improved. Therefore, an environment in which the growth agency of the game object can be actively used can be constructed more suitably.
[0127] [6] The information processing apparatus further includes a reference value setting unit that sets a reference value based on parameters specified by the first player. As a result, if the degree of growth of the game object does not reach the reference value set based on the parameters specified by the first player and no certain growth result is obtained, the first player can interrupt the growth agency in the middle and have the game object returned. Therefore, particularly when there is a desire to focus on growing a specific ability, etc., the risk when requesting the growth agency is further reduced, and the growth agency can be used more reassuringly. Moreover, the probability of growing the game object to have better abilities than when growing it by oneself is further improved. Therefore, an environment in which the growth agency of the game object can be actively used can be constructed more suitably.
[0128] [7] The information processing apparatus further includes a reference value setting unit that sets a reference value based on the achievements or parameters of other game objects used for generating the game object. As a result, when the degree of growth of the game object does not reach the reference value set based on the individuality such as the potential ability of the game object and no certain growth result is obtained, the first player can interrupt the growth agency halfway and have the game object returned. Therefore, especially when entrusting the growth of a game object with high potential ability, the risk when entrusting the growth agency is further reduced, and the growth agency can be used more reassuringly. Moreover, the probability of growing the game object to have better abilities than when growing it by oneself is further improved. Therefore, an environment in which the growth agency of the game object can be actively used can be constructed more suitably.
[0129] [8] In the above information processing apparatus, when executing the second return process, the return processing unit returns the game object to the first player in any state from the state of the parameters at the time of entrusting the growth agency to the state of the parameters changed based on the growth agency from the time of entrusting the growth agency to the time of executing the second return process. As a result, when the first player interrupts the growth agency and has the game object returned, the first player can have the game object returned in any state from the state of the parameters at the time of entrusting the growth agency to the state of the parameters changed based on the growth agency from the time of entrusting the growth agency to the time of executing the second return process. Regarding the handling of the game object after return, the number of options increases. Therefore, the risk when entrusting the growth agency is further reduced, and the growth agency can be used more reassuringly. Moreover, the probability of growing the game object to have better abilities than when growing it by oneself is further improved. Therefore, an environment in which the growth agency of the game object can be actively used can be constructed more suitably.
[0130] [9] In the above information processing apparatus, when the second return process is executed before a predetermined period has elapsed since the start of the growth agency, the return processing unit returns the game object to the first player in the state of the parameters at the time of entrusting the growth agency. As a result, when the first player interrupts the proxy training and requests the return of the game object, if the predetermined period has not elapsed, the game object can be returned to the first player with the parameter state at the time of the proxy training request. After the return, the game object can be re-trained from an early stage. Therefore, the risk when requesting proxy training is further reduced, allowing the player to use proxy training with greater peace of mind. Moreover, the probability of training the game object to have better abilities than when the player trains it themselves is further improved. Thus, an environment in which proxy training of game objects can be actively utilized can be more suitably constructed.
[0131]
[10] In the above information processing apparatus, when a predetermined event occurs during proxy training, when the return processing unit executes the second return processing, after the parameters have changed based on the proxy training up to the time of execution of the second return processing, and in the state of the parameters at the time before the predetermined event occurs, the game object is returned to the first player. As a result, when the first player interrupts the proxy training and requests the return of the game object, even if a predetermined event such as an accident occurs and the parameters improved by training decrease, the game object can be returned to the first player with the parameter state at the time before the predetermined event occurs, and the training results up to that point will not be wasted. Therefore, the risk when requesting proxy training is further reduced, allowing the player to use proxy training with greater peace of mind. Moreover, the probability of training the game object to have better abilities than when the player trains it themselves is further improved. Thus, an environment in which proxy training of game objects can be actively utilized can be more suitably constructed.
[0132]
[11] Further, according to the information processing method of the present invention, a computer receives a request for proxy cultivation of a game object from a first player, the computer causes a second player to execute the cultivation of the game object, and when the computer satisfies a completion condition, the computer executes a first return process of returning a game object with parameters set based on the cultivation executed by the second player to the first player, and when the computer satisfies an interruption condition, the computer executes a second return process of returning the game object to the first player before the cultivation is completed. According to the above information processing method, when the first player causes the second player to execute the cultivation of the game object, a first return process of returning the game object to the first player when the completion condition is satisfied and a second return process of returning the game object to the first player when the interruption condition is satisfied are executed. Therefore, for the first player who is the entrusting party, it is possible to save the trouble of cultivating the game object, and even during the request for proxy cultivation, in the event of an emergency or the like, it is possible to have the game object returned before the proxy cultivation is completed. Thus, the risk when requesting proxy cultivation is reduced, and the proxy cultivation can be used with confidence. In addition, the second player who is the entrusted party will work on the proxy cultivation so that the game object will not be returned before the proxy cultivation is completed. As a result, the quality of the proxy cultivation is improved, leading to the benefit of the first player. That is, the probability that the first player can cause the game object to be cultivated to have better capabilities than when the first player cultivates it himself / herself is increased. From the above, it is possible to construct an environment in which proxy cultivation of game objects can be actively utilized.
[0133] Note that the information processing method of the present invention is realized by an information processing apparatus alone or in combination with an information processing apparatus and other terminals such as a user terminal. Here, the information processing apparatus may be a server computer for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, since the above series of information processing (excluding information input and display) is executed by the server computer, on the user terminal side, it is sufficient to input information to be delivered to the server computer and display information distributed from the server computer.
[0134]
[12] Further, according to the program according to the present invention, the computer is caused to receive a request for proxying the cultivation of a game object from a first player, cause a second player to execute the cultivation of the game object, and when the completion condition is satisfied, execute a first return process of returning a game object having a parameter set based on the cultivation executed by the second player to the first player, and when the interruption condition is satisfied, execute a second return process of returning the game object to the first player before the cultivation is completed. According to the above program, when the first player causes the second player to grow a game object, a first return process of returning the game object to the first player when the completion condition is satisfied and a second return process of returning the game object to the first player when the interruption condition is satisfied are executed. Therefore, for the first player who is the consignor, it is possible to save the trouble of growing the game object, and even during the request for the proxy growth, in case of any event, etc., it is possible to get the game object returned before the proxy growth is completed. Thus, the risk when requesting the proxy growth is reduced, and the proxy growth can be used with confidence. Also, the second player who is the trustee will work on the proxy growth so that the game object will not be returned before the proxy growth is completed. As a result, the quality of the proxy growth is improved, leading to the benefit of the first player. That is, the probability that the first player can grow the game object to have better capabilities than when growing it by oneself is improved. From the above, it is possible to construct an environment in which the proxy growth of the game object can be actively used.
[0135] Note that the program of the present invention may be obtained by reading from a computer-readable recording medium (media), or may be obtained (downloaded) via a network such as the Internet or an intranet.
Explanation of Signs
[0136] 10 Server 12 User Terminal 14 Network 21 Processor 22 Memory 23 Communication Interface 24 Storage 25 Bus 30 Operation Reception Unit 31 Growth Operation Reception Unit 32 Request Reception Unit 33 Candidate Selection Reception Unit 34 Trustee Confirmation Reception Unit 35 Race Registration Reception Section 40 Distribution Section 41 Event Information Distribution Section 42 Information Provision Section 43 Inquiry Section 50 Memory Section 51 Player Information Memory Section 52 Racehorse Information Memory Section 53 Breeding Agency Request Memory Section 54 Breeding Agency Status Memory Section 60 Information Processing Section 61 Parameter Change Section 62 Agency Processing Section 63 Reference Value Setting Section 64 Agency Completion Section 65 Agency Interruption Section 66 Agency Time Identification Section 67 Consumption Value Identification Section 68 Return Processing Section 69 Reward Granting Section 70 Race Result Determination Section 71 Value Granting Section CS Confirmation Screen HL Breeding Agency Request Horse List IS Breeding Agency Request Screen JL List of Those Hoping to be Entrusted ML Menu List S Information Processing System
Claims
[Claim 1] a request receiving unit that receives a request for raising a game object from a first player; a proxy processing unit that causes a second player to raise the game object; an information processing device having a return processing unit that, when a completion condition is satisfied, executes a first return process to return the game object having parameters set based on the training performed by the second player to the first player, and, when an interruption condition is satisfied, executes a second return process to return the game object to the first player before training is completed.
Citation Information
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