Information processing system, program, and information processing method

The information processing system addresses the challenge of finding suitable friends in games by allowing players to search for others with specific game objects, enhancing communication and friend request convenience while maintaining information balance.

JP2025094961AActive Publication Date: 2025-06-26AKATSUKI INC
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Patent Information

Application Number
JP2023210663
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-14
Publication Date
2025-06-26
Estimated Expiration
2043-12-14

AI Technical Summary

Technical Problem

In games with friend registration functions, players often face difficulties in finding suitable friends who possess specific game objects, leading to restrictions on friend requests and a lack of balance between restrictions and player freedom.

Method used

An information processing system that includes a player information storage unit and a player search unit, allowing players to specify search conditions and find other players who own specific game objects, thereby facilitating communication and friend requests.

Benefits of technology

The system enhances player communication by allowing easier connection with desired players who possess specific game objects, improving the convenience of friend requests and maintaining a balance between information protection and disclosure.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide an information processing system, a program, and an information processing method capable of supporting communication among players in a game.SOLUTION: An information processing system includes: a player information storage unit for storing information on an object owned by each player; and a player searching unit for permitting designation of a search condition when a precondition is satisfied, receiving the designation of at least one object by one player, and extracting another player owning the designated object.SELECTED DRAWING: Figure 1
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Description

[Technical field]

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

[0002] "Friend registration" is known as a function that supports communication between players in a game. For example, in a game system disclosed in Patent Document 1, players who are registered as friends can share information with each other and enjoy playing against each other or cooperating with each other. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-112788 A Summary of the Invention [Problem to be solved by the invention]

[0004] In games with the friend registration function as described above, while some players actively increase the number of friends, many players are resistant to receiving friend requests from players they do not know. For this reason, certain restrictions are sometimes imposed on the method of sending friend requests. For example, in Patent Document 1, the targets of friend requests are limited to players who have played games together in multiplayer or the like, or players who know a personal identification code.

[0005] However, among the above - mentioned restrictions, even if a player wants to become friends with a player who can advantageously develop the game according to their own situation such as the game progress, it may be difficult to find a desired player. Among those who do not want to present their own information to unknown players or those who want to become friends with players who match their own game progress, in order to meet the needs of more players, a balance between the restrictions and the degree of freedom in friend applications is required.

[0006] An object of exemplary embodiments in the present disclosure is to provide an information processing system, a program, and an information processing method that can assist in communication between players in a game.

Means for Solving the Problem

[0007] An information processing system according to an aspect of the present disclosure includes a player information storage unit that stores information on objects owned by each player, a player search unit that permits the specification of search conditions when a pre - condition is satisfied, accepts the specification of at least one object by one player, and extracts other players who own the specified object.

[0008] Since the information processing system has the above - mentioned features, it can assist in communication between players in a game.

[0009] A program according to an aspect of the present disclosure causes a computer to store information on objects owned by each player, permit the specification of search conditions when a pre - condition is satisfied, accept the specification of at least one object by one player, and extract other players who own the specified object.

[0010] Since the program has the above - mentioned features, it can assist in communication between players in a game.

[0011] An information processing method according to an aspect of the present disclosure includes: storing information on objects owned by respective players; when a precondition is satisfied, permitting specification of a search condition, accepting a specification of at least one object by one player, and extracting other players who own the specified object, which is executed by a computer.

[0012] By the information processing method having the above characteristics, communication between players in a game can be supported.

Brief Description of Drawings

[0013]

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Modes for Carrying Out the Invention

[0014] The information processing system 10 according to an embodiment of the present disclosure will be described with reference to the drawings. In each of the attached drawings, the same or similar elements are given the same or similar reference numerals and names, and redundant descriptions regarding the same or similar elements may be omitted in the description of the embodiment. Note that the content shown in each drawing is merely an example for explaining the present embodiment, and is merely a schematic example shown for ease of explaining the present embodiment. The content of each drawing may be modified or changed within a range where no technical problems occur.

[0015] <Overview of the System> The information processing system 10 according to the present embodiment is a system for providing various services related to games to the player 3 via a network N such as the Internet.

[0016] As shown in FIG. 1, the information processing system 10 mainly includes at least one server 20 and at least one player terminal 30. These main components are connected to be accessible to each other via the network N. In this information processing system 10, the server 20 deployed at the business operator 1 causes the player terminal 30 held by the player 3 to execute information processing related to a game composed of an image, a video, a voice, etc., thereby providing a game to the player terminal 30.

[0017] The game provided in the information processing system 10 may be a game that uses at least one object, and the category of the provided game is not particularly limited. For example, the category of the game provided in the information processing system 10 may be a battle game, a puzzle game, an action game, a baseball game, a soccer game, other sports games, a quiz game, a pinball game, a card game, a rhythm game, an RPG (role-playing game), a location information game, a board game, an adventure game, a casino game, a simulation game, a strategy game, or a racing game, etc.

[0018] Here, the "object" is a general term for the electronic data used by player 3 within the game. For example, cards, characters, avatars, consumable media such as in-game currency, weapons, armors, and other items fall under the category of objects. In the game provided by information processing system 10, among the above objects, at least one type of object that can be operated by player 3 in the in-game, such as cards, characters, or avatars, is used. In the following description, for the sake of brevity, a game executed using a deck compiled by player 3 selecting a predetermined number of characters will be exemplified.

[0019] Note that the game provided by information processing system 10 may include, for example, not only the "game progress part" for actually operating objects to advance the game, which is a part related to the actual game play called the so-called "in-game", but also the so-called "gacha" and other "lottery parts" for randomly awarding objects such as in-game characters and items to players, the "formation part" for selecting objects such as characters used in the game, the "strengthening part" for strengthening characters and items, etc.

[0020] The game exemplified in this embodiment has a "friend registration system" as an element for promoting communication between players. The friend registration system brings more beneficial effects to both players in a friend relationship than in a state where there is no friend. The effects brought about by the friend relationship are not particularly limited. For example, additional functions such as a communication function (e.g., chat) may be available only for players in a friend relationship, function restrictions such as being able to view predetermined information about friends may be lifted, or in-game rewards more advantageous than when not registered as a friend may be given.

[0021] Friend registration is established when one player 3 requests another player 3 to become a friend (hereinafter referred to as a friend request), and the receiving player 3 accepts the friend request. When making a friend request, the requester needs to specify the other player. Conventionally, it was common to accept a friend request by specifying an ID that identifies the player 3, or a player 3 with whom the player had some contact in the game (for example, a player with whom the player played a multiplayer game in the past). However, with only the conventional friend request method, it was sometimes difficult to find a player 3 that meets the desire, even if one wanted to connect with a player 3 who possesses a desired object. In particular, there is a tendency for the number of characters in a game to become more diverse and increased in order to increase the interest of the game, and when the number of characters is abundant, it becomes more difficult to find a player who possesses a desired character.

[0022] The information processing system 10 of this embodiment has a function (a player search unit 221 described later) of accepting, under certain restrictions, a designation of an object such as a character from one player 3 and searching for other players 3 who possess the designated object. Such a player search function makes it easier for one player 3 to find other players 3 who possess a desired object when making a friend request, improving the convenience of friend requests. In other words, it is possible to support interaction between players so that one player 3 can connect with the desired player 3.

[0023] The above-described player search function in the information processing system 10 can be utilized not only for friend application processing but also in the preparation process (formation) before playing a game. In the game provided by the information processing system 10, player 3 can execute the game by borrowing an object owned by another player 3. The game may be configured such that objects can be rented from friends, or it may be configured such that objects can be rented from other players 3 who are not friends, regardless of whether they are friend-registered or not. When executing a game by borrowing an object from another player 3 who is not friend-registered, it may be possible to select whether to send a friend application to the lending player 3 after the game is played. In the information processing system 10, the rental function of objects in such a game can create an opportunity for interaction between players. In the following description, an object to be lent to another player 3 (an object that can be borrowed from another player 3) will be referred to as a "support object (support character if the object is a character)".

[0024] In the preparation process before playing the above-described game, one player 3 selects at least one of the objects owned by himself / herself and at least one support object owned by another player 3 to form a deck. In this preparation process, even if one wishes to borrow a desired support object from another player 3, it may be difficult to find another player 3 who owns the desired support object. In such a case, the player search function of the information processing system 10 is applied to the preparation process of the game, and under certain restrictions, an object is specified by one player, and another player 3 who owns the specified object is extracted. As a result, one player 3 can be connected to another player 3 who owns the desired object within the game, and interaction between players can be supported. Also, in the preparation process before game execution, the labor involved in deck formation can be reduced.

[0025] Hereinafter, the specific configuration of each part of the information processing system 10 will be described.

[0026] <Configuration of Server Device> The server 20 is an information processing device used when operating and managing a game service, and as described above, it is deployed at the business operator 1 that provides the game service. The server 20 as an information processing device may be, for example, a general-purpose computer such as a workstation or a personal computer, or may be logically constructed by cloud computing technology.

[0027] The server 20 includes a storage unit 21 that stores various data and application programs, a control unit 22 that controls the entire server 20, and a server communication unit 23 that transmits and receives data to and from the player terminal 30 via the network N.

[0028] <Storage Unit (Server)> The storage unit 21 is a storage area of the server 20 that stores programs for executing various control processes and each function in the control unit 22, and various information used for providing the game service. It is composed of one or any combination of RAM (Random Access Memory), ROM (Read Only Memory), SRAM (Static Random Access Memory), flash memory, HDD (Hard Disk Drive), SSD (Solid State Drive), and other storage devices. Further, the storage unit 21 may have a function of temporarily storing the communication content of the server 20 when the server 20 performs communication.

[0029] The storage unit 21 of the server 20 may have a plurality of areas partitioned according to the type of information stored. For example, the storage unit 21 may include a game information storage unit 211 and a player information storage unit 212.

[0030] The game information storage unit 211 stores basic information related to the game. The basic information related to the game stored in the game information storage unit 211 is appropriately configured according to the type of the game and is not particularly limited. For example, the game information storage unit 211 may store setting information for each game unit, setting information for objects, information related to the game space such as background images, event information, and the like. Note that the "game unit" means one unit of the game, and the "game unit" can be paraphrased by terms such as quest, event, mission, course, story, scenario, chapter, dungeon, stage, battle, and battle. In the case of a game in which a plurality of stages are set, the setting information for each game unit may include a stage ID that is an identifier for identifying each game unit, and information related to the virtual space such as a stage name, enemy character information, consumed stamina information, and a background image associated with the stage ID.

[0031] The setting information for the objects stored in the game information storage unit 211 is the setting information for the objects not associated with the player 3. The setting information for the objects may be assigned an ID (hereinafter referred to as an object ID) as an identifier for uniquely identifying each object, and various setting information related to each object may be stored in the game information storage unit 211 in association with such an object ID. For example, the setting information for the objects may include setting information related to characters, setting information related to items such as weapons and armors, setting information related to consumption media consumed by the player 3 in the game such as in-game currency, and the like.

[0032] For example, the setting information regarding characters includes information such as characters that can be acquired by player 3 and are the targets of operations by player 3, characters that become player 3's allies in the game, and enemy characters that fight against player 3. The information of each character may include a character name, image data, classification information (attributes, etc.), characteristic information (initial parameters regarding character characteristics such as attack power, defense power, physical strength, attack hit rate, skill activation rate, critical occurrence rate, and evasion success rate), skills that the character can acquire, acquisition methods, acquisition probabilities, text data explaining the characteristics of the character, information indicating the relationship with other characters (e.g., information indicating other characters with good compatibility such that some synergistic effect is generated when they are arranged in the same deck), etc., which are associated with the character ID.

[0033] The player information storage unit 212 stores information associated with each player 3 who uses the game service. For example, the player information storage unit 222 may include a player ID (an identifier for specifying each player 3), and account information, play history information, information on owned objects, deck information, and friend-related information, etc., which are associated with the player ID.

[0034] The account information may include, for example, a player name, registration date to the game service, player rank (player level), and other various setting information, etc. The play history information may include, for example, login date and time, number of logins, total play time, number of executions per game unit, data when each game unit is cleared, number of acquired items, number of consumed items, possession amount of consumption media (paid and / or free consumption media) such as points and / or in-game currency, amount of payment, number of payments, and number of lottery executions, etc.

[0035] The information of all objects is information regarding the objects owned by each player 3. For example, in the player information storage unit 212, for each character owned by one player 3, which is associated with the player ID of the one player 3, it may include the current values of various parameters such as level, attack power, defense power, physical strength, etc., acquisition history, usage status, enhancement history, and information regarding available skills. Regarding the items owned by each player 3, information similar to the information of the above-mentioned owned characters may be associated with the player ID and stored in the player information storage unit 222.

[0036] Also, the information of the owned objects may include information regarding support objects. The information regarding support objects is information for identifying an object that can be borrowed from one player 3 by another player 3 when the other player 3 executes the game (that is, an object that one player 3 lends to and allows the other player 3 to use). The support object may be set by designating at least one object from among the objects owned by one player 3, or an object set as the leader of the main deck organized by one player 3 may be automatically designated as the support object.

[0037] The deck information is information regarding the decks compiled by each player 3, and may include a deck ID for uniquely identifying the deck, information for identifying the objects constituting the deck, the creation date and time of the deck, and the usage history of the deck, etc. For example, by a player 3 selecting a predetermined number of characters from among their owned characters, deck information may be generated, and this deck information may be associated with a player ID and stored in the player information storage unit 212. Also, by a player 3 selecting at least one of their owned characters and at the same time selecting at least one support character owned by another player 3, deck information may be generated. In this case, the deck information may include not only information on the owned characters constituting the deck, but also information for identifying the selected other player 3 and their support character. Note that the number of characters constituting the deck is not particularly limited, and one of the plurality of characters included in the deck may be set as a leader. Also, the number of decks that each player 3 can save is not particularly limited, and when a plurality of decks can be saved, one of the plurality of decks may be set as the main deck.

[0038] The friend-related information may include information regarding registered friends, information regarding unfulfilled friend applications executed by oneself, and information regarding unapproved friend applications received from other players 3, etc., in association with the player ID. The information regarding registered friends may include, for example, the IDs of other players 3 with whom friend registration has been performed, and game progress status such as the login status of the friend and the player level of the friend, and information on the objects owned by the friend (including information on the support objects set for each friend) may be readable.

[0039] <Control Unit (Server)> The control unit 22 is a component that transfers data between each part and controls the entire server 20. The control unit 22 has a function of executing various information processes necessary for providing game services. The function of the control unit 22 is realized by an arithmetic processing device such as a CPU (Central Processing Unit) and / or a GPU (Graphics Processing Unit) reading data and programs stored in a predetermined storage and executing various programs in the working area of the memory.

[0040] The control unit 22 has a plurality of functional parts according to the types of information processes to be executed. For example, the control unit 22 may include, as functional parts, a game processing unit 220, a player search unit 221, a friend management unit 222, a preparation processing unit 223, a reward granting unit 224, and an operation information receiving unit 225.

[0041] The game processing unit 220 has a function of executing a process of advancing a game (in-game) according to a game program. In the game advanced by the game processing unit 220, for example, one player 3 operates at least one object selected from among the objects owned by the player himself / herself, and the game processing unit 220 advances the game based on the operation information by the one player 3. In this game, not only the owned objects but also the use of support objects owned by other players 3 may be possible. That is, the game processing unit 220 may execute a game that uses at least one object owned by one player and at least one support object owned by other players 3. In this case, the operation of the support object may be executed by the one player 3 who executes the game, or may be executed by a control algorithm of a non-player character (NPC) such as artificial intelligence (AI).

[0042] The games processed by the game processing unit 220 may include not only the single-player games as described above, but also multiplayer games in which one player 3 cooperates with another player 3 (which may be a friend or another player 3 not registered as a friend) to execute, and / or games in which one player 3 competes with another player 3.

[0043] When the prerequisite conditions are satisfied, the player search unit 221 permits the specification of search conditions, accepts the specification of at least one object by one player 3, and executes a process of extracting another player 3 who owns the specified object. In the following description, a search for narrowing down players 3 by specifying an object as a search condition may be referred to as a "custom search". The prerequisite conditions are requirements for executing a custom search, and there is a restriction that the prerequisite conditions must be satisfied for a custom search. The prerequisite conditions are not particularly limited, and for example, the prerequisite conditions as exemplified below may be set.

[0044] It may be set on the premise that a predetermined amount of consumption media (such as points or items) is consumed. The consumption media in this case may be a dedicated consumption media that can be used only in customized searches, or may be a consumption media that can be used not only in customized searches but also in other applications such as lottery draws (gacha). The amount of consumption media required for the execution of a customized search (hereinafter referred to as the required amount) is not particularly limited, and a payment of a fixed amount of consumption media may always be required, or the required amount may be set for each player 3 according to the game progress of player 3 such as player level and total play time, or the required amount may be set for each object according to the characteristics of the object such as the rarity and strength of the object specified by player 3 in the customized search. In addition, the method of obtaining the consumption media related to the precondition of the customized search is not particularly limited, and the consumption media may be a free consumption media that can be obtained without relying on payment, or may be a paid consumption media obtained by payment, and both free and paid consumption media may be used in the customized search. For example, the consumption media may be given to player 3 when communicating with other player 3s such as greeting friends in the game, executing multiplayer play, and having one's own support character used by friends, or the consumption media may be given to player 3 as a predetermined reward such as event rewards, login rewards, and clearing rewards, and the amount of consumption media given may be varied according to the acquisition method.

[0045] A limit may be set on the number of times a customized search can be executed, and it may be set on the premise that the number of times is below the upper limit. The upper limit in this case may be the upper limit value per a predetermined period such as per week or per month, or may be an upper limit value set without specifying a period. The upper limit number of times (executable number of times) of the customized search may be set for each player 3 according to the game progress of player 3. In addition, the upper limit number of times may be varied by payment (for example, the upper limit number of times can be increased by making a payment), or the accumulated number of times of executing the customized search may be reset by payment.

[0046] Prerequisites related to the status of Player 3 may be set. The status of Player 3 includes, for example, player level, ranking, quest progress, play time, number of registered friends, amount of payment, number of owned characters, and other play history information. Depending on such status of Player 3, Player 3 who can use the customized search may be limited. For example, it may be set as a prerequisite that the player level is below or above a predetermined value, and the execution of the customized search may be permitted for Player 3 whose level is below or above the predetermined level.

[0047] The player search unit 221 permits the execution of the customized search on the condition that the above prerequisites are satisfied, and accepts the designation of at least one object by Player 3. The method of accepting the designation of the search conditions is not particularly limited, and a text input method for inputting the name of the object or the like may be adopted, or a method using a list of objects may be adopted. For example, the player search unit 221 presents a list of characters registered in the system in response to a request from Player 3, and allows Player 3 to select at least one character from the list, thereby specifying the character to be specified in the search conditions. When accepting the designation of an object using a list in this way, the output list may be narrowed down according to the setting information of the object such as the characteristics of the character, the attributes of the character, and the rarity, such as various parameters. For example, the player search unit 221 may allow Player 3 to select the attributes of the character to be specified in the search conditions, and output a list of characters having the selected attributes. In this case, Player 3 determines the character to be specified in the search conditions by selecting at least one character from the output list.

[0048] In the customized search, the selection of characters to be specified in the search conditions is accepted by using identification information that identifies the type of object, such as the name of the object and / or the object ID. As described above, in the customized search, the player 3 can specify the type of character in the search conditions, but other items may also be specifiable in the search conditions together with the type of character. Among the items that the player 3 can specify, the specified item related to the type of character is referred to as the first item, and the specified item other than the type of character is referred to as the second item. In the customized search executed by the player search unit 221, for example, other status information of the player 3 such as the player level and login history may be specified as the second item, and information indicating the degree of growth of the object such as the level of the object specified in the first item, the current values of various parameters, and skills may be specified as the second item, and a plurality of second items may be specifiable. The second item in the search formula may be combined with the first item by an "and condition", may be combined by a "not condition (exclusion condition)", or the player 3 may be able to specify the combination method of the specified items.

[0049] After receiving the specification of the search conditions, the player search unit 221 searches for other players 3 who own the object selected by one player 3. The population (the set before extracting the players corresponding to the search conditions) when executing the search may be all players 3 who use the game service (excluding the player 3 who is the execution subject of the search), or may be a population that has been pre-filtered based on predetermined settings. For example, players 3 may be hierarchically classified according to the status of players 3 such as player level, account creation time, and the residential area of the player in the real world, and a population for customized search may be formed for each hierarchy. In this case, after receiving the specification of the search conditions from one player 3, the player search unit 221 may execute a process of searching for other players 3 that meet the search conditions from the population of the hierarchy to which the one player 3 belongs. When hierarchically classified by player level, a population may be formed by players 3 having a level equal to or higher than the level of the one player 3, and a customized search may be executed. When applying the customized search to the game preparation process (the deck formation process of selecting a support character), if borrowing a support object from a friend, registered friends may be set as the population.

[0050] Note that based on the intention of each player 3, it may be possible to set to exclude oneself from the population of the customized search. For example, a setting item such as an on (permission) / off (rejection) toggle button that allows the user to select whether to include their own account in the search target (the side to be searched) of the customized search may be provided on the game-related environment setting screen such as user settings. A player 3 who does not want to receive a friend application by the customized search may simply select "reject" in the setting item, and the player search unit 221 may set the players 3 for which "permission" is selected in the setting item as the population of the search target and execute the process related to the customized search.

[0051] When executing the search process, the player search unit 221 takes into consideration the information on the owned objects of each player 3 stored in the player information storage unit 212, and extracts the players 3 who own the object specified by one player 3. At this time, the player search unit 221 may also take into consideration the setting information regarding the support objects of each player 3, and identify the players 3 who have set the object specified by one player 3 as a support object. That is, the player search unit 221 may execute a process of extracting not only the players 3 who own the object specified in the search conditions, but also other players 3 who have set it as a support object.

[0052] After the player search unit 221 extracts other players 3 who satisfy the search conditions specified by player 3, it may execute a secondary extraction (filtering) to further narrow down the extraction result based on specified conditions. In this case, the extraction based on the search conditions specified by player 3 is referred to as a primary extraction. The specified conditions for the secondary extraction are conditions set and changed by the administrator of the game service. For example, conditions for excluding players 3 who reject including their own accounts in the search target, conditions for excluding players 3 whose period from the last login to the current time has exceeded a predetermined period (players 3 who have not logged in for more than a predetermined period), conditions for excluding players 3 whose number of friend registrations has reached the upper limit (players 3 in a state where they cannot receive new friend applications), etc. may be set as the conditions for the secondary extraction. Also, when players 3 are hierarchically classified based on the status information of the players, conditions related to the hierarchical classification may be set as the conditions for the secondary extraction. For example, the player search unit 221 may execute a secondary extraction that extracts only the players 3 belonging to a predetermined hierarchy (the same hierarchy as one player 3 who is the search subject, a hierarchy equal to or higher than that, a hierarchy within a predetermined range centered on the hierarchy of one player 3, etc.) from the results of the primary extraction, based on the hierarchy to which one player 3 who is the search subject belongs.

[0053] In addition, the player search unit 221 may execute a sorting process that sorts the results of the primary extraction based on a predetermined sorting condition. The sorting condition is not particularly limited. For example, a sorting condition related to status information such as player level may be set, and the primary extraction results may be sorted in descending order of player level. Alternatively, information indicating the degree of growth of an object may be set as the sorting condition, and the primary extraction results may be sorted in descending order of the level of the support object. The sorting condition may be set and changed by the administrator of the game service, or the player 3 who executes the customized search may be able to specify the sorting condition.

[0054] After the player search unit 221 extracts other players 3 based on the search conditions set by one player 3 (which may be after the primary extraction, after the secondary extraction, or after the sorting process), a list of the extracted players 3 is generated and output as the search result. For example, FIG. 5 is an example of a user interface (player search screen) that schematically shows the results of a customized search. In the player search screen shown in FIG. 5, a character specified by one player 3 is received via the input field IF1. When one player 3 taps the button B1, a customized search based on the specified search conditions is executed. In FIG. 5, the character C1 is specified in the input field IF1, and a list of players 3 who have set the character C1 as a support character is displayed as the search result. The information presented in the search result list is not particularly limited, and the content of the list to be output may be set according to the purpose of executing the customized search.

[0055] The player search unit 221 cooperates with the friend management unit 222 and / or the preparation processing unit 223, which will be described later, and notifies these functional units of the search results of the customized search. For example, the search results output by the player search unit 221 may be used for the friend application process executed by the friend management unit 222, or may be used for the preparation process (deck compilation process) executed by the preparation processing unit 223.

[0056] The friend management unit 222 performs various information processes related to friend applications, approvals, registrations, and management. For example, in the friend application process, one player 3 (hereinafter sometimes referred to as the applicant) selects another player 3 with whom they want to build a friend relationship via a user interface as illustrated in FIG. 4 and requests the execution of a friend application (hereinafter in the following description, the player selected by the applicant may sometimes be referred to as the "recipient player"). The friend management unit 222 receives the execution instruction of the friend application sent from the applicant and generates applicant information. Then, the generated applicant information is sent to the recipient player, and the recipient player is notified that the friend application has been executed.

[0057] The applicant information is generated based on the input information by the applicant and the player information regarding the applicant (information stored in the player information storage unit 212), and may include, for example, information identifying the applicant such as the application date and time, player ID and / or player name, and the applicant's profile information. The applicant's profile information may include information that is reference for the recipient player to determine whether to approve the friend application. For example, it may include a greeting sentence entered by the applicant, the applicant's player level, the applicant's ranking order, information regarding the objects owned by the applicant (the levels, ability values (current values of each parameter, etc.), skills, etc. of the leader character and / or support character), etc. may be included in the profile information.

[0058] When making a friend application as described above, the Friend Management Unit 222 presents other players 3 (hereinafter sometimes referred to as candidate players) who are candidates for the application to the player 3 who is about to make a friend application. The Friend Management Unit 222 may identify candidate players based on the personal identification information input by the applicant. The personal identification information is information for uniquely identifying other players 3 such as a player ID or a player name (which may be a nickname), and the applicant may be allowed to input the personal identification information of other players via an input field IF2 in FIG. 4 or the like. In addition, the Friend Management Unit 222 may extract recommended candidate players based on the specified settings. For example, players who have played multiplayer with the applicant in the past, other players who have had some contact with the applicant in the game, players who exist near the applicant in the real world, etc. may be extracted as recommended candidate players. The method of extracting candidate players without using the customized search as described above shall be referred to as the "normal means", and the Friend Management Unit 222 is provided with at least one normal means. Note that the normal means is not limited to the above example, and the player ranking may be used as a list of candidate players.

[0059] The Friend Management Unit 222 may accept a friend application by one player 3 (the applicant) based on the list of other players 3 extracted by the Player Search Unit 221. That is, if no desired candidate player is found by the normal means as described above, the applicant can select the customized search by the aforementioned Player Search Unit 221. For example, when the button B2 shown in FIG. 4 is tapped, the process proceeds to a customized search screen as shown in FIG. 5. If the prerequisite conditions are satisfied, the Player Search Unit 221 is permitted to specify an object as a search condition and extract candidate players. The Friend Management Unit 222 presents the search results of the Player Search Unit 221 to the applicant as a list of candidate players, and allows the applicant to select a player with whom the applicant wishes to establish a friend relationship from the list. The applicant can instruct the execution of a friend application by tapping any of the players displayed in the list.

[0060] After a friend application, the friend management unit 222 presents the applicant information to the recipient player and allows the recipient player to select whether to approve or reject the application. FIG. 6 shows an example of a friend application notified to one player 3. In the approval waiting list as shown in FIG. 6, one recipient player 3 can select whether to approve or reject each friend application by considering the information of each applicant. When the button B3 is tapped by one recipient player 3, the friend management unit 222 determines that the friend application has been approved, associates the applicant's player ID with the recipient's player ID, and executes a process of registering both as friends. On the other hand, when the button B4 is tapped by one recipient player 3, the friend management unit 222 determines that the target friend application is invalid and executes a process of deleting the target friend application from the recipient's approval waiting list and the applicant's in-application list.

[0061] In addition, when a friend application is approved, a reward for approving the application may be given to the recipient player. The reward may be given only when the recipient player is extracted by the player search unit 221 in a friend application, or may be given regardless of whether the search result of the player search unit 221 is used in the friend application. In the latter case, the reward may be given to all players 3 who have approved the friend application, or predetermined requirements may be set for the giving of the reward, such as approving a friend application by an applicant with a player level lower than oneself. Also, when the reward is given regardless of whether the search result of the player search unit 221 is used in the friend application, if the recipient player is extracted by the player search unit 221, an additional reward may be given in addition to the normal reward. When a friend application that meets the reward requirements is approved, the friend management unit 222 notifies the reward giving unit 224, which will be described later, of an instruction to give a reward, and the reward giving unit 224 executes a process of giving a reward to the recipient player who has approved the friend application.

[0062] Note that the rewards granted by approving a friend application may be anything that is beneficial to Player 3 in the game or in the real world, and there is no particular limitation. For example, a predetermined amount of consumption media may be given as a reward to the recipient player. In the approval waiting list as shown in FIG. 6, applications that can receive rewards (or additional rewards) may be marked with "Reward available", "Bonus available", etc., so that the recipient player can confirm the presence or absence of rewards (or additional rewards) before selecting "Approve" or "Reject".

[0063] The friend management unit 222 executes a process of displaying the registered friend list based on a request from each player 3. Each player 3 can organize friends from the registered friend list. For example, a player 3 can select a friend whose friendship relationship he / she wants to dissolve from his / her own registered friend list and instruct the execution of a process to dissolve the friendship relationship. In this case, the friend management unit 222 executes a process of deleting the target friend registration based on an instruction from a player 3.

[0064] The preparation processing unit 223 executes various information processes necessary before the game is executed. Specifically, the preparation processing unit 223 receives an operation of selecting at least one owned object to be used in the game from among the owned objects of a player 3. When the preparation processing unit 223 receives an instruction to execute an operation of selecting an owned object from the player 3, it reads out the information of the owned objects stored in the player information storage unit 212. Then, it displays a list of owned objects on the player terminal 30. When the player 3 selects at least one object to be used in the game from the list of owned objects displayed on the player terminal 30, the preparation processing unit 223 transmits the information of the owned object selected by the player 3 to the game processing unit 220. When a player 3 selects a plurality of owned objects to compile a deck, the preparation processing unit 223 receives the selection by the player 3 and stores the compiled deck in association with the player ID.

[0065] In the game, when not only the objects owned by the player himself / herself but also the support objects of other players 3 can be borrowed and used, as shown in FIG. 7, the preparation processing unit 223 accepts the selection of owned objects and also accepts an operation in which one player 3 selects at least one other player 3 and determines the support objects to be used in the game. FIG. 7 is an example of a user interface displayed on the player terminal 30 when accepting the object selection operation by the player 3. FIG. 7 illustrates a case where a deck is configured by combining four of the owned objects and one support object owned by another player 3. Note that the number of owned objects and the number of support objects constituting the deck are not particularly limited.

[0066] When accepting the selection operation of support objects from one player 3, the preparation processing unit 223 randomly extracts a predetermined number of other players 3 according to the specified settings, and displays the information of the extracted other players 3 and the support objects of the other players 3 on the player terminal 30. The "specified settings" when the preparation processing unit 223 extracts other players 3 are not conditions that can be specified by the player 3, but extraction conditions that can be set and changed by the administrator, and are not particularly limited. For example, the "specified settings" may be settings for extracting other players 3 belonging to the same hierarchy as one player 3, or may be settings for extracting other players 3 existing near one player 3 in the real world. Also, the support objects may be selectable from the friends of one player 3. In that case, the preparation processing unit 223 may present the friend list to one player 3.

[0067] If there is a player 3 among the other players 3 presented by the preparation processing unit 223 who owns a support object that the player 3 wants to use in the game, the player 3 can select the other player 3 by tapping the button B5 corresponding to that player 3. When the preparation processing unit 223 receives the selection of another player 3 from one player 3, it reads out information regarding the support object owned by the selected other player 3 from the player information storage unit 212 and executes a process of associating it with the deck information being created. On the other hand, if there is no player 3 among the other players 3 presented by the preparation processing unit 223 who owns a desired support object, the player 3 can request re-extraction of the other player 3 by tapping the button B6.

[0068] However, in the case of the method of randomly extracting player 3 on the system side like this, it is difficult to find another player 3 who owns a desired object, and there is a risk of damaging the motivation of player 3 for the game. In the information processing system 10 of the present embodiment, the function of the customized search by the aforementioned player search unit 221 is applied to the preparation process (deck compilation process). That is, one player 3 can specify a desired object via the input field IF1 and request a customized search by the player search unit 221.

[0069] In the preparation process, if a customized search is requested, the player search unit 221 permits extracting other players 3 by designating an object as a search condition provided that a predetermined prerequisite is satisfied. At this time, the player search unit 221 may generate a list of objects that are compatible with the owned objects set in the deck in consideration of the setting information of the object, and accept the designation of an object by one player 3 from the list. Further, the player search unit 221 may identify an object that has acquired a skill compatible with the owned objects set in the deck in consideration of the setting information of the object, and execute a process of secondarily extracting (or sorting) the players 3 who have set the object that has acquired the compatible skill as a support object from the results of the primary extraction. When selecting a support object from friends, the player search unit 221 may set the population at the time of search to the friends of one player 3.

[0070] The preparation processing unit 223 may present the list of other players 3 extracted by the player search unit 221 to one player 3 and accept the selection of a support object by one player 3 based on the list. One player 3 can designate a support object to be compiled in the deck by tapping any of the players 3 displayed in the list.

[0071] After a predetermined number of objects constituting the deck are selected, the preparation processing unit 223 may execute a process of saving the compiled deck based on an instruction by one player 3. At the time of game execution, the game processing unit 220 reads out the deck information saved by the preparation processing unit 223 and executes the game.

[0072] In addition, when a game such as a quest is cleared using a support object, a reward may be given to another player 3 who is the lender of the support object used in the game. The reward may be given only when the lender is extracted by the player search unit 221 when selecting the support object, or may be given regardless of whether the search result of the player search unit 221 is used for the selection of another player 3 (support object) who is the lender. In the latter case, if the lender player 3 has been extracted by the player search unit 221, an additional reward may be given in addition to the normal reward. Also, predetermined requirements may be set for giving the normal reward. When a player 3 clears a game using a support object, the game processing unit 220 notifies the reward giving unit 224, which will be described later, of an instruction to give a reward, and the reward giving unit 224 executes a process of giving a reward to another player 3 who is the lender.

[0073] Note that the reward given for lending out a support object may be anything that is beneficial to player 3 in the game or in the real world, and is not particularly limited. For example, a predetermined amount of a consumable medium may be given as a reward to the lender player 3.

[0074] If the owner (lender) of the support object used in the game is not registered as a friend of a player 3, a friend application request may be accepted after the game ends. For example, after the game ends, the friend management unit 222 may send a selection screen (a selection screen for whether to send a friend application to the player 3 who is the lender of the support object) to player 3 asking whether to send a friend application. In this case, player 3 can send a friend application to the lender player via the selection screen.

[0075] The reward granting unit 224 executes a process of granting rewards to each player 3 based on predetermined requirements. As described above, the reward granting unit 224 may grant a reward when a friend application is approved and / or when a support object is lent. For example, when a player 3 who is the recipient of a friend application by one player 3 approves the friend application by one player 3 among other players 3 extracted by the player search unit 221, the reward granting unit 224 may grant a reward to the recipient player 3. As a prerequisite for custom search, when one player 3 uses a predetermined amount of consumption media, the amount of consumption media consumed by one player 3 may be given to the recipient player 3 as the above reward.

[0076] In addition, when the game using the support object is cleared, the reward granting unit 224 may execute a process of granting a reward to the lender player 3 extracted by the player search unit 221. As a prerequisite for custom search, when a borrower player 3 uses a predetermined amount of consumption media, the amount of consumption media consumed by one player 3 may be given to the lender player 3 as the above reward.

[0077] The operation information receiving unit 225 has a function of receiving the operation information of the player 3 transmitted from the player terminal 30. The received operation information is used as instruction information for the game program to be processed by each functional unit (such as the game processing unit 220, the player search unit 221, the friend management unit 222, the preparation processing unit 223, etc.).

[0078] <Server communication unit> The server communication unit 23 is connected to the terminal communication unit 35 of the player terminal 30 via the network N. The server communication unit 23 and the terminal communication unit 35 of the player terminal 30 transmit and receive information to and from each other. In the server 20, various commands (such as prompts and requests) are received from the player terminal 30 via the server communication unit 23. Based on the various commands transmitted from the player terminal 30, the control unit 22 executes processing by the game program, and the server communication unit 23 transmits the processing results of the game program (such as game images and game sounds) generated by the control unit 22 to the player terminal 30. Note that a part of the game program exemplified as a function of the control unit 22 may be transmitted to the player terminal 30 and executed on the player terminal 30.

[0079] <Player Terminal> FIG. 3 is a functional block diagram of the player terminal 30 shown in FIG. 1. The player terminal 30 is an information processing device (such as a smartphone, mobile phone terminal, tablet terminal, dedicated game terminal, or other computer) that can be possessed and used by the player 3. The player terminal 30 can output (such as game image output and game sound output) the processing results of the game program transmitted from the server 20 via the game application or the web browser. The player terminal 30 includes, for example, a storage unit 31 that stores various data and programs, a control unit 32 that controls the entire player terminal 30, an input unit 33, a display unit 34 that displays a game screen, an operation screen, etc., and a terminal communication unit 35 that performs information communication with the server 20.

[0080] <Storage Unit (Player Terminal)> The storage unit 31 of the player terminal 30 stores programs for executing various control processes and each function in the control unit 32, input data, etc., and is constituted by one of RAM (Random Access Memory), ROM (Read Only Memory), SRAM (Static Random Access Memory), flash memory, HDD (Hard Disk Drive), SSD (Solid State Drive), other storage, or any arbitrary combination thereof. Also, when the player terminal 30 conducts communication, the storage unit 31 temporarily stores the communication content of the player terminal 30. The storage unit 31 may include a player setting storage unit 311.

[0081] The player setting storage unit 311 stores player setting information such as information regarding payment means and account information. Such player setting information may be stored in the player information storage unit 212 of the server 20.

[0082] <Control Unit (Player Terminal)> The control unit 32 has functions necessary for controlling each part of the player terminal 30 such as a display and a camera, and each function of the control unit 32 is realized by the CPU (Central Processing Unit) or GPU (Graphics Processing Unit) executing a program stored in a predetermined memory. The control unit 32 of the player terminal 30 may include, for example, an operation information reception unit 321, a game operation unit 322, and a processing result reception unit 323.

[0083] The operation information reception unit 321 executes a process of receiving operation information regarding a game input to an input unit 33 described later by the player 3. Also, the operation information reception unit 321 executes a process of outputting the received operation information regarding the game to the game operation unit 322.

[0084] The game operation unit 322 executes processes for operating game applications. The game operation unit 322 starts and operates a game based on the game software included in the game operation information stored in the storage unit 31 and the operation information related to the game input from the input unit 23 (described later) by the player. Along with the operation of the game, the game operation unit 322 generates a game image from the image data included in the game operation information and performs control processing to output the generated image to the display unit 34. Similarly, along with the operation of the game, the game operation unit 322 generates game music and voices from the music data and voice data included in the game operation information and performs control processing to output the generated music and voices from the player terminal 30.

[0085] Here, a configuration in which a native app executes some functions of a web app, that is, the game operation unit 322 of the player terminal 30 executes some functions of the server 20 has been described. However, the control unit 32 of the player terminal 30 does not necessarily have the functions of the game operation unit 322. In that case, the game processing unit 220 of the server 20 and the like may be configured to generate all game images and voices as processing results. Also, instead of the server 20, the information processing system 10 may be configured such that the game operation unit 322 of the player terminal 30 generates all game images and voices.

[0086] When the control unit 32 has the game operation unit 322, predetermined parameters in the game operated by the game operation unit 322 are managed by the server 20. For example, parameters such as the level in the game and in-game currency are managed by the server 20. Therefore, when a process accompanied by a change in these predetermined parameters occurs in the game in the game operation unit 322 of the player terminal 30, the game operation unit 322 communicates with the server 20 to update the parameters managed by the server 20. Then, the game operation unit 322 receives the updated parameters from the server 20 and continues the operation of the game based on the updated parameters.

[0087] The processing result receiving unit 323 receives the processing result generated and transmitted by the control unit 22 of the server 20, and executes a process of causing the display unit 34 to output the processing result. Note that the control unit 32 of the player terminal 30 may have functional units other than the operation information receiving unit 321, the game operation unit 322, and the processing result receiving unit 323 described above.

[0088] <Input unit> The input unit 33 receives an input operation by the player 3 and generates operation information of the player 3 in the game. Examples of the input operation by the player 3 include an input operation by contact with a display surface such as a touch panel, an input operation via a physical button provided in the player terminal 30, an input operation of text using a keyboard, an input operation of voice using a microphone, and an input operation by the player 3 physically moving (tilting, shaking, etc.) the player terminal 30 using a sensor such as a gyro sensor incorporated in the player terminal 30.

[0089] <Display unit> The display unit 34 is a display on which the processing result of the game program is displayed, and this display may be a touch panel capable of receiving an input operation of the player 3 by contact with the display surface.

[0090] <Terminal communication unit> The terminal communication unit 35 is connected to the server communication unit 23 of the server 20 via the network N. The terminal communication unit 35 and the server communication unit 23 transmit and receive information to and from each other.

[0091] Hereinafter, an example of the process related to friend registration will be described based on the flowchart shown in FIG. 8.

[0092] In step S101, the friend management unit 222 extracts other players 3 other than the applicant according to normal means and presents them to one player 3 who is the applicant. The normal means of extracting other players 3 in step S101 may be, for example, a method of extracting candidate players corresponding to the personal identification information (such as player ID or player name) of other players 3 input by the applicant, or a method of extracting recommended candidate players according to the specified settings without receiving the specification of search conditions by the applicant. The applicant who has received the presentation of candidate players by the friend management unit 222 examines whether there is a player 3 with whom he / she wants to establish a friend relationship among the presented candidate players (step S102). If the desired player 3 is found, the process proceeds to step S106, where the desired player 3 is selected and a friend application execution is requested. If the desired player 3 is not found in step S102, the process proceeds to step S103 and a customized search is requested. Upon receiving the request from the applicant, the player search unit 221 determines whether prerequisite conditions such as the applicant paying a predetermined amount of consumption media are satisfied. If it is determined in step S103 that the prerequisite conditions are satisfied, the player search unit 221 permits the applicant to specify search conditions and the process proceeds to step S104.

[0093] Next, in step S104, by having the applicant select at least one object, the player search unit 221 receives the designation of the object by the applicant. The player search unit 221 reads the information stored in the player information storage unit 212 and executes a process of searching for other players 3 who own the designated object (step S105). In this step S105, the player search unit 221 may execute a process of searching for other players 3 by narrowing down the support objects among the owned objects of each player 3 as the objects to be targeted. The friend management unit 222 receives the search result output by the player search unit 221 and presents the search result to the applicant as a list of candidate players. The applicant who has received the list of candidate players selects, in step S106, another player who makes a friend application from among the list. The friend management unit 222 receives the selection of another player 3 from the applicant, generates applicant information, and notifies the recipient player 3 thereof.

[0094] Next, in step S107, if the recipient player 3 rejects the notified friend application, the friend management unit 222 determines that the friend application has failed and completes the process. On the other hand, in step S107, if the recipient player 3 approves the notified friend application, the friend management unit 222 associates the ID of the applicant and the ID of the recipient and executes friend registration. In step S108, the friend management unit 222 determines whether the established friend application was executed using the search result of the customized search by the player search unit 221. If the recipient player was extracted by the customized search, the friend management unit 222 transmits instruction information to the reward granting unit 224 so as to grant a reward (which may be an additional reward) for approving the friend application to the recipient player 3. In step S109, the reward granting unit 224 that has received the instruction information grants a reward to the target player 3 (the recipient player), and the process related to friend registration is completed.

[0095] As described above, by permitting the designation of an object in the player search at the time of friend application, the applicant can easily connect with the desired player 3, improving the convenience of friend applications. In the information processing system 10 of the present embodiment, under the restriction of preconditions, a highly flexible player search is opened to the applicant, maintaining the balance between the protection and disclosure of information regarding each player. Also, by giving a merit such as a reward to the side receiving the friend application, the resistance to friend applications using customized search can be further alleviated.

[0096] Hereinafter, an example of the processing related to the execution of the game will be described based on the flowchart shown in FIG. 9.

[0097] In step S201, the preparation processing unit 223 randomly extracts a predetermined number of other players 3 according to the specified settings. One player 3 that has received the presentation of a predetermined number of other players 3 by the preparation processing unit 223 considers which player 3 to borrow a support object from based on the presented list (step S202). If a desired support object is found in this step S202, the process proceeds to step S206, and one player 3 designates at least one other player 3 and determines the support object to be incorporated into the deck. If a desired support object is not found in step S202, the process proceeds to step S203 and a customized search is requested. In response to the request from one player 3, the player search unit 221 determines whether preconditions such as one player 3 paying a predetermined amount of consumption medium are satisfied. If it is determined in step S203 that the preconditions are satisfied, the player search unit 221 permits the specification of search conditions by one player 3 and the process proceeds to step S204.

[0098] In step S204, one player 3 selects at least one object, and the player search unit 221 sets the object selected by one player 3 as a narrowing-down condition during player search. Next, the player search unit 221 reads out the player information stored in the player information storage unit 212 and the information regarding the support objects associated with the player information, and executes a process of searching for other players 3 who own the specified support object (step S205). The preparation processing unit 223 receives the search result output by the player search unit 221 and presents the player list extracted by the player search unit 221 to one player 3. One player 3 who has received the list selects, in step S206, other players 3 who own a desired support object from among the list. The preparation processing unit 223 accepts the selection of other players 3 by one player 3 and associates the support object owned by the selected player with the deck of one player 3.

[0099] In step S207, the game processing unit 220 reads the deck (the deck including support objects) organized by one player 3 and executes a game using the deck. When one player 3 conquers the game using a support object, the game processing unit 220 refers to the deck information and determines whether the support object used in the game was selected using the search result of the player search unit 221 (step S208). When the support object has been lent from another player 3 extracted by the player search unit 221, the game processing unit 220 transmits instruction information to the reward granting unit 224 to grant a reward (which may be an additional reward) to the other player 3 who is the lender. In step S209, the reward granting unit 224 that has received the instruction information grants a reward to the other player 3 who is the lender, and a series of processes related to the execution of the game is completed.

[0100] As described above, in the preparation process before game execution, by allowing the search for Player 3 who has specified a support object under certain restrictions, one player can easily connect with other Player 3 who owns the desired object within the game. Also, in the preparation process before game execution, the labor involved in deck formation can be reduced. By improving the convenience of the game with such an object rental system, activation of friend registration and activation of communication between players can be expected. Also, by giving a reward to the lender side of the support object, an improvement in the motivation of Player 3 for the game can be expected.

[0101] <Summary of the Embodiment> The information processing system 10 of this embodiment includes a player information storage unit 212 that stores information on objects owned by each player 3, and a player search unit 221 that permits the specification of search conditions when a precondition is satisfied, accepts the specification of at least one object by one player, and extracts other players 3 who own the specified object.

[0102] In the information processing system 10, by applying the customized search by the player search unit 221 to the friend application process and / or the preparation process (deck formation process), it is possible to support the communication between players in a suitable manner while maintaining the balance between the protection and disclosure of information about each player.

[0103] The above-described embodiment is merely an example for facilitating the understanding of the present invention, and is not for limiting the interpretation of the present invention. The present invention can be changed and improved without departing from its gist, and it goes without saying that equivalents of the present invention are included therein.

[0104] This disclosure has the following configuration. (Item 1) A player information storage unit that stores information on objects owned by each player, and When the preconditions are satisfied, it permits the specification of search conditions, accepts the specification of at least one object by one player, and includes a player search unit that extracts other players who own the specified object. An information processing system. (Item 2) The information processing system according to Item 1, further comprising a friend management unit that accepts a friend application by the one player based on the list of the other players extracted by the player search unit. (Item 3) A game processing unit that executes a game using at least one object owned by the one player and at least one support object owned by the other player. The information processing system according to Item 1 or 2, further comprising a preparation processing unit that accepts the selection of the support object by the one player based on the list of the other players extracted by the player search unit. (Item 4) The precondition is to consume a predetermined amount of a consumption medium. The information processing system according to Item 1 or 2. (Item 5) The information processing system according to Item 2, further comprising a reward giving unit that gives a reward to the target player when the target player, who is the other player extracted by the player search unit and has received the friend application from the one player, approves the friend application by the one player. (Item 6) The information processing system according to Item 3, further comprising a reward giving unit that gives a reward to the target player, where the target player is the other player who owns the support object selected by the one player among the other players extracted by the player search unit. (Item 7) Storing information on the objects owned by each player. A program that causes a computer to permit the specification of search conditions when prerequisite conditions are satisfied, accept the specification of at least one object by one player, and extract other players who own the specified object. (Item 8) Store information on the objects owned by each player. An information processing method in which a computer permits the specification of search conditions when prerequisite conditions are satisfied, accepts the specification of at least one object by one player, and extracts other players who own the specified object.

Explanation of Signs

[0105] 1 … Operator 3 … Player 10 … Information processing system 20 … Server (information processing device) 30 … Player terminal

Claims

1. A player information storage unit that stores information on objects owned by each player, A player search unit that permits specification of search conditions when a precondition is satisfied, accepts designation of at least one object by one player, and extracts other players who own the designated object. An information processing system comprising:

2. The information processing system according to claim 1, further comprising a friend management unit that accepts a friend application from the one player based on the list of the other players extracted by the player search unit.

3. A game processing unit that executes a game using at least one object owned by the one player and at least one support object owned by the other player, The information processing system according to claim 1 or 2, further comprising a preparation processing unit that accepts selection of the support object by the one player based on the list of the other players extracted by the player search unit.

4. The information processing system according to claim 1 or 2, wherein the precondition is to consume a predetermined amount of a consumption medium.

5. The information processing system according to claim 2, further comprising a reward giving unit that gives a reward to the target player when the target player, who is the other player extracted by the player search unit and has received the friend application from the one player, approves the friend application from the one player.

6. The information processing system according to claim 3, further comprising a reward giving unit that gives a reward to the target player, where the target player is the other player who owns the support object selected by the one player among the other players extracted by the player search unit.

7. Causing a computer to store information on objects owned by each player, When a precondition is satisfied, permitting specification of search conditions, accepting designation of at least one object by one player, and extracting other players who own the designated object. A program to be executed by a computer.

8. Causing a computer to store information on objects owned by each player, An information processing method executed by a computer, which permits the specification of search conditions when prerequisite conditions are satisfied, accepts the specification of at least one object by one player, and extracts another player who owns the specified object.

Citation Information

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