Program, method, information processing device, and system

By using a learned model to consider game rules and environment, the program accurately estimates battle situations in games with predetermined character teams, improving viewer engagement and understanding.

JP2025101889AActive Publication Date: 2025-07-08HEROZ INC +1
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Patent Information

Application Number
JP2023218970
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-26
Publication Date
2025-07-08
Estimated Expiration
2043-12-26

AI Technical Summary

Technical Problem

Existing game evaluation systems fail to accurately predict win/loss outcomes due to neglecting game rules and environment, treating the game system as a black box, which limits the accuracy of win/loss result estimation.

Method used

A program that utilizes a learned model to estimate the battle situation in real-time by inputting the current state of characters in a battle, considering game rules and environment, and presenting the battle situation to spectators.

Benefits of technology

Enables accurate and real-time estimation of battle situations in games with predetermined character teams, enhancing viewer engagement and understanding of battle dynamics.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025101889000001_ABST
    Figure 2025101889000001_ABST
Patent Text Reader

Abstract

To provide a program capable of highly accurately estimating a tactical situation of a match in real time in a game where teams made up of prescribed characters match up against each other.SOLUTION: There is provided a program to be executed by a computer including a processor and a memory. The program causes the processor to execute the steps of: acquiring information regarding a team made up of a plurality of characters used by a plurality of players in a match in a match-up game; inputting a current state in the match to a trained model trained to output a tactical situation of the match on the basis of states of characters involved in the match and causing the trained model to output the current tactical situation of the match; and presenting the tactical situation of the match output from the trained model to a spectator of the match. The step of outputting the tactical situation of the match includes: inputting, to the trained model, a state before the first action in the match of the characters designated by the plurality of players from the information of the team; and causing the trained model to output the tactical situation of the match before the first action in the match.SELECTED DRAWING: Figure 11
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Description

Technical Field

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

Background Art

[0002] There is a technique for evaluating the game situation of a PvP game by approximate nearest neighbor search that associates the change process of the board surface (game state) with the win / loss result (game result) while treating the AI as a black box in the game environment (see Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In Patent Document 1, when predicting the win / loss from a specific board surface, a similar situation to that board surface is searched from past data classified for each combination of characters in the battle and the number of actions counted from the first move, and the win / loss probability is calculated from the win / loss results of the similar situations. At this time, in Patent Document 1, the system does not learn the game rules or environment, that is, it learns only from the pairs of the board surface and the win / loss result during play while treating the game system as a black box.

[0005] However, in Patent Document 1, since the game rules and environment are not considered, it is difficult to improve the accuracy of the win / loss result.

[0006] An object of the present disclosure is to accurately estimate the battle situation in real time in a game in which teams composed of predetermined characters fight against each other.

Means for Solving the Problems

[0007] A program for causing a computer including a processor and a memory to execute. The program causes the processor to perform steps of: obtaining information regarding a team composed of a plurality of characters used by a plurality of players in a battle in a battle game; inputting a current state in the battle into a learned model trained to output a battle situation based on the states of the characters involved in the battle, and causing the learned model to output the current battle situation; and presenting the battle situation output from the learned model to spectators of the battle. In the step of causing the learned model to output the battle situation, the state of the characters before the first action in the battle specified by the plurality of players from the information regarding the team is input into the learned model, and the battle situation before the first action in the battle is output.

Advantages of the Invention

[0008] According to the present disclosure, in a game in which teams composed of predetermined characters battle against each other, the battle situation of the battle can be estimated in real time with high accuracy.

Brief Description of the Drawings

[0009]

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Embodiments for Carrying Out the Invention

[0010] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In the following description, the same parts are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed descriptions thereof will not be repeated.

[0011] <Summary> The system according to the present embodiment presents the superiority or inferiority (battle situation) of a battle to viewers in real time in a game in which teams composed of predetermined characters fight against each other. The system causes an AI learned using team information, the situation during the battle, the battle result, etc. to output the superiority or inferiority of the battle by inputting the current situation.

[0012] First, an overview of the battle game according to the present embodiment will be described. Next, the program according to the present embodiment will be described.

[0013] <Overview of the Battle> In the battle game according to the present embodiment, players operate characters and determine the winner or loser by having the characters fight against each other.

[0014] The battle proceeds, for example, in the following flow.

[0015] First, the player sets the conditions for the battle. The battle conditions include, for example, the battle format and various rules in the battle format. There are, for example, single battles where characters fight one-on-one, double battles where two tagged characters fight two-on-two, and triple battles where three characters fight three-on-three. The player sets the desired battle format and various rules in each battle format. For example, after setting the battle conditions, the player conducts matching for an opponent. Note that the battle conditions may be set even when the opponent is determined.

[0016] When the opponent is determined, the player selects a predetermined number of characters from the multiple characters they own to form a team. The team is composed of, for example, six characters. The player can use, for example, three out of the six characters included in the team in the battle.

[0017] Before the actual battle starts, the player selects the characters to be used in the battle from the team. For example, the player selects the specified number (for example, three) of characters to be actually used in the battle from the six characters included in the team.

[0018] When the battle starts, the player selects at least one character to be used first from the three selected characters. For example, in the case of a single battle, the player selects one character, in the case of a double battle, the player selects two characters, and in the case of a triple battle, the player selects three characters.

[0019] The player operates the actions of the character they have selected and makes it fight against the character selected by the opponent. The battle progresses, for example, in a turn-based manner. In each turn, the player selects the actions of their character. The actions of the character include, for example, using attack skills, using special skills, changing characters, etc. Special skills include applying status abnormalities, recovering status, curing status abnormalities, applying a predetermined effect to one's own character or other characters, applying a change to the field (changing the weather of the field, changing the characteristics of the field, etc.), etc. The character executes the actions selected by the player in an order based on, for example, a numerical value related to the order of the character's actions.

[0020] When the HP of the character to be operated reaches zero, the said character is replaced with the remaining characters. The player continues the battle until the HP of three characters of the opponent becomes zero or the HP of three characters of their own becomes zero. The player who meets the victory condition (for example, reduces the HP of three characters of the opponent to zero) becomes the winner of the battle.

[0021] <0.1 Character Features> The player uses the cultivation function in the battle game to cultivate characters in advance. Each character has settings such as type, status, characteristics, available skills, etc. The player appropriately combines types, status, characteristics, skills, etc. to cultivate characters that can win in battles.

[0022] The type represents, for example, the attribute of the character. There are multiple types, such as, for example, the fire type, the water type, the grass type, etc. There are advantages and disadvantages in types. For example, a character of the fire type is strong against a character of the grass type but weak against a character of the water type.

[0023] Status represents, for example, the abilities of a character. Status includes abilities such as HP, attack power, defense power, special attack, special defense, speed, etc. The values of status vary for each character. Note that status is not limited to these, and may include, for example, values related to the number of times a skill is used.

[0024] A characteristic is an inherent ability that brings a predetermined effect to a character. Characteristics are, for example, uniformly possessed by the same type of character. Even characters of the same type may have different characteristics.

[0025] Skills include attack skills, special skills, etc. Types are also assigned to skills, and there are effective skills and ineffective skills depending on the type of the character of the opponent in the battle.

[0026] For a character, for example, elements that affect the growth of status may be set. This element is expressed as a personality, for example. Depending on the personality of the character, the growth rate of the abilities included in the status is different. The player cultivates the character considering the personality, for example.

[0027] <1 Block diagram of the overall configuration of the system> FIG. 1 is a block diagram showing an example of the overall configuration of System 1. The System 1 shown in FIG. 1 includes, for example, a first terminal device 10, a server 20, a second terminal device 30, and a third terminal device 40. The first terminal device 10, the server 20, the second terminal device 30, and the third terminal device 40 are communicatively connected via a network 80, for example.

[0028] In FIG. 1, an example is shown where System 1 includes one each of the first terminal device 10, the second terminal device 30, and the third terminal device 40, but the number of the first terminal device 10, the second terminal device 30, and the third terminal device 40 included in System 1 is not limited to one each. The number of the first terminal device 10, the second terminal device 30, and the third terminal device 40 included in System 1 may be one or more.

[0029] In FIG. 1, an example is shown in which the system 1 includes one server 20. However, the number of servers 20 included in the system 1 is not limited to one. The server 20 may be composed of a plurality of servers according to the functions it has. Further, the server 20 may be, for example, an aggregate of a plurality of devices regarded as one server. The way of distributing the plurality of functions required to implement the server 20 according to the present embodiment for one or a plurality of pieces of hardware can be appropriately determined in view of the processing capabilities of each piece of hardware and / or the specifications required for the server 20, etc.

[0030] The first terminal device 10 shown in FIG. 1 is, for example, an information processing device operated by a user who watches a battle. The first terminal device 10 is realized, for example, by a mobile terminal such as a smartphone or a tablet corresponding to a mobile communication system. In addition to this, the first terminal device 10 may be realized, for example, by a stationary PC (Personal Computer), a laptop PC, or a dedicated game machine. Further, the first terminal device 10 may be realized, for example, by a wearable terminal such as an HMD (Head Mount Display).

[0031] The first terminal device 10 includes a communication IF (Interface) 12, an input device 13, an output device 14, a memory 15, a storage 16, and a processor 19. The input device 13 is a device (for example, a touch panel, a touch pad, etc.) for receiving an input operation from a user. The output device 14 is a device (display, speaker, etc.) for presenting information to the user.

[0032] The server 20 is, for example, an information processing device that distributes videos related to battles.

[0033] The server 20 is realized by, for example, a computer connected to the network 80. As shown in FIG. 1, the server 20 includes a communication IF 22, an input / output IF 23, a memory 25, a storage 26, and a processor 29. The input / output IF 23 functions as an interface for an input device for receiving an input operation from a user and an output device for presenting information to the user.

[0034] The second terminal device 30 is, for example, an information processing device operated by an operator who inputs at least a part of the board surface information. In the present embodiment, the board surface information is, for example, information representing the current state of the battle. The board surface information includes, for example, information regarding a plurality of characters used in the battle and information regarding the field. The information regarding the character includes, for example, the name of the character, the current HP of the character, the influence by a predetermined technique of the own character or other characters, etc. The information regarding the field includes, for example, the weather, the characteristics given to the field, etc.

[0035] The second terminal device 30 is realized by, for example, a desktop PC or a laptop PC. The second terminal device 30 may be realized by a mobile terminal such as a smartphone or a tablet, etc.

[0036] The third terminal device 40 is, for example, an information processing device operated by a commentator who comments on the content of the battle. The third terminal device 40 is realized by, for example, a desktop PC or a laptop PC. The third terminal device 40 may be realized by a mobile terminal such as a smartphone or a tablet, etc.

[0037] Each information processing device is configured by a computer including an arithmetic device and a storage device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later. Regarding each of the first terminal device 10, the server 20, the second terminal device 30, and the third terminal device 40, descriptions overlapping with the basic hardware configuration of the computer and the basic functional configuration of the computer to be described later will be omitted.

[0038] <1.1 Configuration of the First Terminal Device> FIG. 2 is a block diagram showing a configuration example of the first terminal device 10 shown in FIG. 1. As shown in FIG. 2, the first terminal device 10 includes a communication unit 120, an input device 13, an output device 14, an audio processing unit 17, a microphone 171, a speaker 172, a position information sensor 150, a camera 160, a motion sensor 170, a storage unit 180, and a control unit 190. Each block included in the first terminal device 10 is electrically connected by, for example, a bus or the like.

[0039] The communication unit 120 performs processes such as modulation / demodulation processing for the first terminal device 10 to communicate with other devices. The communication unit 120 performs transmission processing on the signal generated by the control unit 190 and transmits it to the outside (for example, the server 20). The communication unit 120 performs reception processing on the signal received from the outside and outputs it to the control unit 190.

[0040] The input device 13 is a device for a user operating the first terminal device 10 to input instructions or information. The input device 13 is realized by, for example, a touch-sensitive device 131 where an instruction is input by touching the operation surface or the like. When the first terminal device 10 is a PC or the like, the input device 13 may be realized by a reader, a keyboard, a mouse, or the like. The input device 13 converts an instruction input by the user into an electrical signal and outputs the electrical signal to the control unit 190. Note that the input device 13 may include, for example, a reception port for receiving an electrical signal input from an external input device.

[0041] The output device 14 is a device for presenting information to a user operating the first terminal device 10. The output device 14 is realized by, for example, a display 141 or the like. The display 141 displays data according to the control of the control unit 190. The display 141 is realized by, for example, an LCD (Liquid Crystal Display), an organic EL (Electro-Luminescence) display, or the like.

[0042] The audio processing unit 17 performs, for example, digital-to-analog conversion processing of an audio signal. The audio processing unit 17 converts the signal given from the microphone 171 into a digital signal and gives the converted signal to the control unit 190. Also, the audio processing unit 17 gives the audio signal to the speaker 172. The audio processing unit 17 is realized by, for example, a processor for audio processing. The microphone 171 receives an audio input and gives an audio signal corresponding to the audio input to the audio processing unit 17. The speaker 172 converts the audio signal given from the audio processing unit 17 into audio and outputs the audio to the outside of the first terminal device 10.

[0043] The position information sensor 150 is a sensor that detects the position of the first terminal device 10 and is, for example, a GPS (Global Positioning System) module. The GPS module is a receiving device used in a satellite positioning system. In the satellite positioning system, signals from at least three or four satellites are received, and based on the received signals, the current position of the first terminal device 10 on which the GPS module is mounted is detected. The position information sensor 150 may detect the current position of the first terminal device 10 from the position of the radio base station to which the first terminal device 10 is connected.

[0044] The camera 160 is a device that receives light by a light receiving element and outputs it as a shooting signal.

[0045] The motion sensor 170 includes, for example, an acceleration sensor, an angular velocity sensor, or a combination thereof. Note that it is not limited thereto. The motion sensor 170 detects the movement of the first terminal device 10 and outputs it as a sensing result.

[0046] The storage unit 180 is realized by, for example, the memory 15, the storage 16, etc., and stores data and programs used by the first terminal device 10. The storage unit 180 stores, for example, the user information 181.

[0047] User information 181 stores information about the user who performs operations. Information about the user includes, for example, information such as user ID, name, age, address, date of birth, registration date, etc.

[0048] The control unit 190 is realized by the processor 19 loading the program stored in the storage unit 180 and executing the instructions included in the program. The control unit 190 controls the operation of the first terminal device 10. By operating according to the program, the control unit 190 exhibits functions as the operation reception unit 191, the transmission / reception unit 192, and the presentation control unit 193.

[0049] The operation reception unit 191 performs processing for receiving instructions or information input from the input device 13. For example, the operation reception unit 191 receives instructions or information input from the touch-sensitive device 131 or the like. Specifically, for example, the operation reception unit 191 receives a setting of a predetermined time from the user. The predetermined time includes, for example, the scheduled wake-up time or the scheduled confirmation time.

[0050] Also, the operation reception unit 191 receives the image input from the camera 160. Specifically, for example, the operation reception unit 191 receives the shooting data shot by the camera 160.

[0051] Also, the operation reception unit 191 receives the voice information input from the microphone 171. Specifically, for example, the operation reception unit 191 receives the voice data input from the microphone 171 and converted into digital data by the voice processing unit 17.

[0052] Also, the operation reception unit 191 receives the behavior information input from the motion sensor 170. Specifically, for example, the operation reception unit 191 receives a predetermined behavior detected by the motion sensor 170.

[0053] The transmission / reception unit 192 performs processing for the first terminal device 10 to transmit and receive data to and from an external device such as the server 20 according to a communication protocol. Specifically, for example, the transmission / reception unit 192 transmits an instruction input by the user to the server 20. The transmission / reception unit 192 receives information provided from the server 20. The information provided from the server 20 includes, for example, information for displaying a video related to the battle.

[0054] The presentation control unit 193 controls the output device 14 and the like in order to present predetermined information to the user. For example, the presentation control unit 193 controls the output device 14 and the like to present a video related to the battle to the user. For example, the presentation control unit 193 controls the display 141 to display a video related to the battle to the user. Also, for example, the presentation control unit 193 controls the speaker 142 to generate the sound of the video related to the battle. Further, the presentation control unit 193 may control a vibrator (not shown) to generate vibrations related to an event based on the video related to the battle.

[0055] <1.2 Configuration of the Second Terminal Device and the Third Terminal Device> FIG. 3 is a block diagram showing a configuration example of the second terminal device 30 shown in FIG. 1. As shown in FIG. 3, the second terminal device 30 includes a communication unit 120, an input device 33, an output device 14, an audio processing unit 17, a microphone 171, a speaker 172, a position information sensor 150, a camera 160, a motion sensor 170, a storage unit 180, and a control unit 190. Each block included in the second terminal device 30 is electrically connected by, for example, a bus or the like.

[0056] FIG. 4 is a block diagram showing a configuration example of the third terminal device 40 shown in FIG. 1. As shown in FIG. 4, the third terminal device 40 includes a communication unit 120, an input device 33, an output device 14, an audio processing unit 17, a microphone 171, a speaker 172, a position information sensor 150, a camera 160, a motion sensor 170, a storage unit 180, and a control unit 190. Each block included in the third terminal device 40 is electrically connected by, for example, a bus or the like.

[0057] <Functional Configuration of the Server 1.3> FIG. 5 is a diagram showing an example of the functional configuration of server 20. As shown in FIG. 5, server 20 functions as a communication unit 201, a storage unit 202, and a control unit 203.

[0058] The communication unit 201 performs processes for server 20 to communicate with external devices.

[0059] The storage unit 202 has, for example, a user information table 2021, a character table 2022, a battle information table 2023, and a learned model 2024. The storage unit 202 may have a character master that stores master information about characters. Further, the storage unit 202 may have a skill master that stores master information about skills that characters can acquire. Also, the storage unit 202 may have a characteristic master that stores master information about the characteristics of characters.

[0060] The user information table 2021 is a table that stores information about users registered in a service that distributes videos related to battles. Details will be described later.

[0061] The character table 2022 is a table that stores information about characters used in battles. That is, the character table 2022 is a table that stores information about characters included in the team used in battles. Details will be described later.

[0062] The battle information table 2023 is a table that stores information about the game board in battles. Details will be described later.

[0063] The learned model 2024 is a model generated by causing a machine learning model to perform machine learning on the server 20 in accordance with a model learning algorithm. Note that causing the machine learning model to perform machine learning is not limited to the server 20. Machine learning may be performed on other servers (not shown), and the generated learned model may be stored in the server 20. The learned model 2024 is, for example, a parameterized composite function in which a plurality of functions that perform predetermined inferences based on input data are combined. The parameterized composite function is defined by a combination of a plurality of adjustable functions and parameters. The learned model according to the present embodiment may be any parameterized composite function that satisfies the above requirements.

[0064] For example, when the learned model 2024 is generated using a feedforward multi-layer network, the parameterized composite function is defined, for example, as a combination of a linear relationship between layers using a weight matrix, a non-linear relationship (or linear relationship) using an activation function in each layer, and a bias. The weighted matrix and the bias are called the parameters of the multi-layer network. The parameterized composite function changes its form as a function depending on how the parameters are selected. In a multi-layer network, by appropriately setting the parameters that make up the network, it is possible to define a function that can output a preferable result from the output layer.

[0065] In the present embodiment, the learned model 2024 is trained, for example, to numerically output how close the current turn's board state is to victory based on the board state of each turn and the battle result when AI players battle each other. For example, the learned model 2024 adjusts the evaluation parameters for evaluating the board state based on how the board state transitions from the current board state and what the battle result is. When board state information is input to the learned model 2024 trained in this way, a numerical value representing how close the board state is to victory is output from the learned model 2024 as the battle situation.

[0066] Also, the trained model 2024 is trained to output numerically how much the available actions contribute to victory based on, for example, the board state at each turn when AIs play against each other and the game result. For example, the trained model 2024 adjusts the evaluation parameters for evaluating the available actions based on whether the board state transitioned by the action taken at the current board state approaches victory. When the board state information is input into the trained model 2024 trained in this way, a numerical value representing how much the available actions contribute to victory is output from the trained model 2024 as the action score. The action score may be, for example, a numerical value that allows an observer to make a relative evaluation of the action. The action score may be represented by a numerical value of about 1 to 3 digits, for example.

[0067] The AI used when training the trained model 2024 is trained, for example, by adjusting the parameters of the machine learning model according to the training method of reinforcement learning. Reinforcement learning is a machine learning algorithm in which an agent placed in an environment takes actions against the environment and seeks a policy that maximizes the obtained reward. In this embodiment, the machine learning algorithm includes, for example, Q-learning, DQN (Deep-Q-Network), etc. In reinforcement learning, a cycle in which an agent takes an action against the environment, the environment updates the state and evaluates the action, and notifies the agent of the state and the reward is repeated a plurality of times. Then, the action value function and the policy are optimized so that the total of the obtained rewards is maximized.

[0068] More specifically, for example, the person in charge of learning uses two players who play against each other as agents. The person in charge of learning provides a state in which a team is formed by six predetermined characters. Based on a predetermined policy, the agent selects three characters to actually use from the characters belonging to the team. Based on a predetermined policy, the agent selects a character to play against from the three selected characters. Based on a predetermined policy, the agent takes one action among the actions of the available characters. The environment updates the state according to the agent's action and evaluates the agent's action. The environment notifies the agent of the state and the reward. The agent takes an action to maximize, for example, the total reward.

[0069] The agent repeats the battle while changing the agent's action, that is, while changing the six characters forming the team, the three characters actually used, the characters to play against, and the actions of the characters to adopt. As a result, the action value function and the policy are optimized, and an AI suitable for the battle is generated.

[0070] The control unit 203 is realized by the processor 29 reading the program stored in the storage unit 202 and executing the instructions included in the program. By operating according to the program, the control unit 203 functions as a reception control module 2031, a transmission control module 2032, a management module 2033, an estimation module 2034, a calculation module 2035, an extraction module 2036, a generation module 2037, and a presentation module 2038.

[0071] The reception control module 2031 controls the process of the server 20 receiving a signal from an external device according to a communication protocol. Specifically, for example, the reception control module 2031 receives a signal transmitted from the second terminal device 30.

[0072] The transmission control module 2032 controls the process in which the server 20 transmits signals to an external device according to a communication protocol. Specifically, for example, the transmission control module 2032 transmits information regarding a battle video to the first terminal device 10 and the third terminal device 40.

[0073] The management module 2033 manages the tables stored in the storage unit 202. Specifically, for example, the management module 2033 updates the user information table 2021 based on the provided information. Also, for example, the management module 2033 updates the character table 2022 based on the provided information. Also, for example, the management module 2033 updates the battle information table 2023 based on the provided information.

[0074] The estimation module 2034 estimates the battle situation based on the current game board. Specifically, for example, the estimation module 2034 acquires information (game board information) regarding the current game board from the second terminal device 30. The estimation module 2034 inputs the current game board information to the learned model 2024 and causes the learned model 2024 to output the battle situation.

[0075] Also, the estimation module 2034 estimates the action score of the actions that a character can take on the current game board. Specifically, for example, the estimation module 2034 inputs the current game board information to the learned model 2024 and causes the learned model 2024 to output the action score of the actions that a character can take.

[0076] The estimation module 2034 may have multiple types of forms for inputting the board information into the learned model 2024. Specifically, for example, the player designates a plurality of characters actually used at the start of the battle from the team. A spectator of the battle can recognize the characters that are first placed on the battlefield among the plurality of characters designated by the player, but cannot recognize the remaining characters that are not placed. As a first form related to the input of the board information, the estimation module 2034 may input information about a plurality of characters designated by the player as the board information into the learned model 2024. Further, as a second form related to the input of the board information, the estimation module 2034 may input only the information about the characters placed on the battlefield and disclosed as the board information into the learned model 2024. According to the estimation based on the input of the first form, a more accurate battle situation can be output. Also, according to the estimation based on the input of the second form, a battle situation based on the information grasped by the spectator can be output.

[0077] The calculation module 2035 calculates the results generated based on the actions taken by the player. Specifically, for example, the calculation module 2035 receives, from the operator via the second terminal device 30, the actions taken by the player on the board at a predetermined turn. The calculation module 2035 calculates the results generated based on the received actions. The calculation module 2035 reflects the generated results on the board.

[0078] In addition, the calculation module 2035 calculates the results generated based on the actions of the characters not adopted in the actual battle. Specifically, for example, the calculation module 2035 receives, from the operator via the second terminal device 30, actions different from the actions taken by the player for the board at a predetermined turn. The calculation module 2035 calculates the results generated based on the received actions. The calculation module 2035 reflects the generated results on the board. The estimation module 2034 may estimate the battle situation based on the board simulated by the calculation module 2035.

[0079] The extraction module 2036 extracts scenes worthy of attention in the battle. This can be rephrased as, for example, the extraction module 2036 extracts scenes that are presumed to be exciting in the battle. Specifically, for example, the extraction module 2036 extracts scenes worthy of attention in a single battle. The extraction module 2036 extracts, for example, at least one of the following turns as a scene worthy of attention. · The turn when an action with a change in the battle situation above a predetermined value was performed · The turn when the player selected an action with a difference from the presented action score above a predetermined value · The turn when the character's HP became zero

[0080] Also, the extraction module 2036 extracts scenes worthy of attention in a plurality of battles, for example. The plurality of battles are, for example, a plurality of battles performed within a predetermined period. The predetermined period may be, for example, a predetermined time, a predetermined day, or a plurality of days during the tournament. The extraction module 2036 extracts, for example, at least one of the following turns as a scene worthy of attention. · The turn when an action with a change in the battle situation above a predetermined value was performed · The turn when the player selected an action with a difference from the presented action score above a predetermined value · The turn when the character's HP became zero · The turn when the battle situation is maintained within a range indicating equilibrium (for example, a range of 40 vs 60 to 60 vs 40, etc.) after a predetermined number of turns have elapsed · The turn when an action was performed that suddenly reversed a disadvantaged battle situation

[0081] The extraction module 2036 may extract a scene where a virtual action is input. A scene where a virtual action is input is, for example, a turning point scene in the battle. The extraction module 2036 extracts, for example, at least one of the following turns as a turning point scene in the battle. · The turn when an action with a change in the battle situation above a predetermined value was performed · The turn in which the player selected an action with a difference from the prompted action score of a predetermined value or more · The turn in which an action was taken that completely reversed a disadvantaged battle situation

[0082] The extraction module 2036 extracts, for example, a scene for inputting virtual actions in response to a request from an operator and transmits it to the second terminal device 30. The operator requests, for example, a scene for inputting virtual actions to the server 20 during the battle or when reviewing the battle.

[0083] The generation module 2037 generates a highlight video based on the extracted turns. Specifically, for example, the generation module 2037 combines videos of turns extracted from a single battle to generate a highlight video for a single battle. Also, for example, the generation module 2037 combines videos of turns extracted from multiple battles to generate a highlight video for multiple battles conducted over a predetermined period. The highlight video for multiple battles conducted over a predetermined period can be, for example, equivalently referred to as a highlight video of a predetermined tournament. The generated highlight video may be edited by the operator, for example. Note that the editing of the highlight video is not limited to the operator and may be performed by other administrators (not shown).

[0084] The presentation module 2038 presents a video related to the battle to users, operators, and commentators who are watching the battle. Also, for example, the presentation module 2038 presents a highlight video or an edited highlight video to a predetermined user or the like.

[0085] Also, the presentation module 2038 presents a virtual result that occurs based on the actions of characters that were not adopted in the actual battle to a predetermined user or the like. Also, the presentation module 2038 presents a virtual battle situation estimated from the virtual result to a predetermined user or the like.

[0086] Also, for example, a user who watches a battle may vote on what action the character placed on the battlefield will take for each turn. The presentation module 2038, for example, obtains the voting results on what action to take. The presentation module 2038, for example, presents to the viewer the actions available to the character and the voting results (the viewers' predictions) for the actions. The presentation module 2038 may, for example, present to the customer the actions available to the character, the estimated action scores for the actions, and the voting results for the actions.

[0087] <2 Data Structure> Figures 6 to 8 are diagrams showing examples of the data structures of the information stored in the server 20. Note that Figures 6 to 8 are examples and do not exclude data not described.

[0088] Figure 6 is a diagram showing an example of the data structure of the user information table 2021. The user information table 2021 shown in Figure 6 is a table having columns such as name, age, address, date of birth, and registration date with the user ID as the key. The user information table 2021 is not limited to the above and may have a column for storing skills (proficiency, player level). Also, the user information table 2021 may have a column for storing the battle results of the user's battles.

[0089] The user ID is an item for storing an identifier for uniquely identifying the user. The name is an item for storing the user's name. The age is an item for storing the user's age. The address is an item for storing the place where the user lives. The date of birth is an item for storing the date on which the user was born. The registration date is an item for storing the date on which the user started using the service related to the distribution of the battle video.

[0090] Records in the user information table 2021 are added when a user newly registers.

[0091] FIG. 7 is a diagram showing an example of the data structure of the character table 2022. The character table 2022 shown in FIG. 7 is a table having columns such as start time, character name, character ID, type, status, characteristics, skills, user ID, etc. using the battle ID as a key. Note that the columns included in the character table 2022 are not limited to these, and any column may not be included, or other columns may be included. For example, the character table 2022 may have columns such as items that affect battles or a second type different from the above type.

[0092] The battle ID is an item that stores an identifier for uniquely identifying a battle. The start time is an item that stores the time when the battle started. The character name is an item that stores the name of the character used by the player in the battle. The character name may be, for example, given a name set by the player, or may be given a default set name. The character ID is an item that stores an identifier for uniquely identifying a character. For example, for characters with the same default set character name, the same character ID is given.

[0093] The type is an item that stores the type of the character. The status is an item that stores the status of the character. The characteristics are items that store the characteristics of the character. The skills are items that store the skills that the character can use. A plurality of skills may be stored for one character in the item "skills". In the item "skills", the number of times the character can use the skill in one battle may be stored. In the item "skills", a concept such as energy consumed each time the skill is used may be stored for each skill. The user ID is an item that stores an identifier for uniquely identifying the user having the character.

[0094] Records in the character table 2022 are added, for example, when six characters are selected by the player when a new battle starts.

[0095] FIG. 8 is a diagram showing an example of the data structure of the battle information table 2023. The battle information table 2023 shown in FIG. 8 is a table having columns such as turn, field, battle field 1, action 1, character 1-1, character 1-2, character 1-3, battle field 2, action 2, character 2-1, character 2-2, character 2-3, and battle situation, with the battle ID as the key. Note that the columns included in the battle information table 2023 are not limited to these, and any column may not be included, or other columns may be included. For example, the battle information table 2023 may have a column for storing the players in the battle. Also, the battle information table 2023 may have columns for storing the actions displayed for each turn and the action scores assigned to the actions.

[0096] The turn is an item for storing the turn in which the record was created. For example, when the information in the item "turn" is "1", it indicates that the record was created in the first turn. The field is an item for storing the state attached to the field. The item "field" includes, for example, the weather or the characteristics attached to the field. In the present embodiment, the weather includes, for example, strong sunlight, rain, snow, sandstorm, etc. Also, in the present embodiment, the characteristics attached to the field include, for example, an electric field, a grass field, a mist field, a psychic field, etc.

[0097] Battle field 1 is an item for storing the characters sent out on the battle field of one of the players (the first player) in the battle. That is, the characters stored in the item "battle field 1" represent the characters that the first player can operate in the battle. The item "battle field 1" stores, for example, the character names of the characters on the battle field. Note that the information stored in the item "battle field 1" is not limited to the character name as long as it can be understood that it is a predetermined character of the first player. For example, when identification information is issued when a record is created in the character table 2022, that identification information may be stored in the item "battle field 1".

[0098] Action 1 is an item that stores the actions taken by the character present on Battlefield 1. The item "Action 1" stores, for example, the skills used by the character, or the substitution of a predetermined character, etc. The actions performed within one turn are, for example, once.

[0099] Characters 1-1 to 1-3 are items that store the characters selected by the first player for actual use in battle from among the characters included in the team. In the items "Characters 1-1 to 1-3", for example, the character name, the HP of the character, the effects of predetermined skills of the character itself or other characters (for example, correction values for status), the infliction of abnormalities, etc. are stored.

[0100] Battlefield 2 is an item that stores the characters present on the battlefield of the other player (the second player) with whom the battle is being fought. That is, the characters stored in the item "Battlefield 2" represent the characters that the second player can operate in the battle. The item "Battlefield 2" stores, for example, the character names of the characters present on the battlefield. Note that the information stored in the item "Battlefield 2" is not limited to the character names as long as it can be understood that they are predetermined characters of the second player. For example, when identification information is issued when a record is created in the character table 2022, that identification information may be stored in the item "Battlefield 2".

[0101] Action 2 is an item that stores the actions taken by the character present on Battlefield 2. The item "Action 2" stores, for example, the skills used by the character, or the substitution of a predetermined character, etc.

[0102] Character 2-1 to Character 2-3 are items that store characters selected by the second player from among the characters included in the team to be actually used in the battle. The items "Character 2-1 to Character 2-3" store, for example, character names, character HP, effects of a specific technique of the player's character or another character (for example, correction values ​​for status), and the infliction of abnormalities.

[0103] The battle situation is an item that stores a numerical value that indicates the battle situation.

[0104] Records in the match information table 2023 are created when board state information for each turn is provided.

[0105] <3 operations> (Streaming of battle videos including battle situation display) The operation of the server 20 and the second terminal device 30 when distributing a battle video including a display of the battle situation to the first terminal device 10 will be described.

[0106] FIG. 9 is a diagram for explaining the operations of the server 20 and the second terminal device 30 when distributing a battle video including a display of the battle situation to the first terminal device 10. As shown in FIG.

[0107] First, the first and second players who will be playing the match operate, for example, the terminals to be used in the match and set the rules for the match. The terminals to be used in the match may be, for example, game consoles. Specifically, the first and second players operate, for example, the game consoles and set a desired match format and various rules for each match format. After setting the rules, the first and second players select, for example, six characters from a plurality of characters they own and form a team.

[0108] The first player and the second player send information about the six selected characters to the server 20. The first player and the second player send information about the six selected characters to the server 20 from, for example, the terminal used in the battle. Also, the first player and the second player may send information about the six selected characters to the server 20 from a device other than the terminal used in the battle. For example, the first player and the second player transfer information about the six selected characters from the terminal used in the battle (for example, a dedicated game machine) to a terminal device (for example, a smartphone, etc.) they own, and send it from the terminal device to the server 20.

[0109] In step S11, the server 20 registers information about the characters selected by the first player and the second player. Specifically, the management module 2033 creates records for the six characters respectively selected by the first player and the second player in the character table 2022. The management module 2033 stores the corresponding information among the information about the six selected characters in, for example, the character name, character ID, type, status, characteristics, skills, user ID, etc. of the created records.

[0110] Note that the information about the six selected characters may be sent to the server 20 via the second terminal device 30. The first player and the second player operate, for example, the terminal used in the battle and send information about the six selected characters to the second terminal device 30. The second terminal device 30 sends the information about the six characters to the server 20.

[0111] After sending the information about the selected characters to the server 20, the first player and the second player specify the characters to be actually used in the battle from within the team. Specifically, the first player and the second player specify three characters to be actually used in the battle and the character among the three characters to be placed on the battlefield first from the six characters included in the team.

[0112] The first player and the second player notify the second terminal device 30 of the designated three characters and the character to be fought first. The first player and the second player notify the second terminal device 30 of the designated three characters and the character to be fought first from, for example, the terminal used in the battle. Also, the first player and the second player may notify the second terminal device 30 of the designated three characters and the character to be fought first from outside the terminal used in the battle. For example, the first player and the second player notify the second terminal device 30 of the designated three characters and the character to be fought first from the terminal device (for example, a smartphone, etc.) they own. Also, the first player and the second player may notify the second terminal device 30 of the designated three characters and the character to be fought first to another device owned by the operator who operates the second terminal device 30. The operator, for example, checks the content of the notification to the device and operates the second terminal device 30.

[0113] In step S12, the second terminal device 30 transmits information about the characters notified from the first player and the second player to the server 20. Specifically, for example, the transmission / reception unit 192 issues an instruction to perform estimation based on the input of the first form or estimation based on the input of the second form. When causing the estimation based on the input of the first form to be performed, the transmission / reception unit 192 transmits, for example, the character names of the three characters designated by the first player and the second player and the character name of the character to be fought first to the server 20.

[0114] In step S13, the server 20 registers the information about the characters transmitted from the second terminal device 30. Specifically, for example, the management module 2033 creates a record for the 0th turn in the battle information table 2023. The management module 2033 stores, for example, the corresponding information among the information transmitted from the second terminal device 30 in the battle field 1, battle field 2, characters 1-1 to 1-3, characters 2-1 to 2-3, etc. of the created record.

[0115] In step S14, the server 20 estimates the game situation based on the current game board. Specifically, for example, the estimation module 2034 reads out the information at turn 0 stored in the battle information table 2023 and the information about the corresponding characters stored in the character table 2022. The estimation module 2034 inputs, for example, the information stored in the items: character 1-1 to character 1-3, character 2-1 to character 2-3, and the item: field in the battle information table 2023, and the information stored in the items: type, status, characteristics, skills, etc. in the character table 2022 into the learned model 2024, and causes the learned model 2024 to output the game situation.

[0116] Also, the estimation module 2034 estimates, for example, the action scores of the actions that the characters can take on the current game board. Specifically, for example, the estimation module 2034 inputs the information stored in the items: character 1-1 to character 1-3, character 2-1 to character 2-3, and the item: field in the battle information table 2023, and the information stored in the items: type, status, characteristics, skills, etc. in the character table 2022 into the learned model 2024, and causes the learned model 2024 to output the action scores of the actions that the characters arranged on battle field 1 and battle field 2 can take.

[0117] In step S15, the server 20 presents the battle situation, the action score, and the battle video to the operators of the first terminal device 10, the second terminal device 30, and the third terminal device 40. Specifically, for example, the presentation module 2038 presents the battle video to the operators of the first terminal device 10, the second terminal device 30, and the third terminal device 40. The presentation module 2038 associates the battle situation and the action score with the battle video. The presentation module 2038 presents the battle situation and the action score to the operators of the first terminal device 10, the second terminal device 30, and the third terminal device 40 in association with the battle video. The transmission control module 2032 transmits the data for displaying the battle video to the first terminal device 10, the second terminal device 30, and the third terminal device 40. The transmission control module 2032 transmits the data for displaying the battle situation and the action score associated with the battle video to the first terminal device 10, the second terminal device 30, and the third terminal device 40.

[0118] In step S16, the first terminal device 10, the second terminal device 30, and the third terminal device 40 display the battle video, the battle situation associated with the battle video, and the action score.

[0119] When the characters to fight first are selected, the first player and the second player start the battle. The first player operates the character placed on battlefield 1 and makes it fight against the character placed on battlefield 2 by the second player. In the first turn, the first player and the second player select the actions of their own characters. The character executes the actions selected by the player in an order based on, for example, a numerical value related to the character's speed. The character gives the impact based on the actions selected by the player to the character of the opponent in the battle.

[0120] In step S17, the second terminal device 30 receives the actions taken by the first player and the second player. Specifically, for example, the operator grasps the actions taken by the first player and the second player via the battle video. The second terminal device 30 displays a predetermined interface for inputting the board information to the server 20. The operator operates the second terminal device 30 and inputs the actions taken by the first player and the second player to the interface. The second terminal device 30 transmits the input information to the server 20.

[0121] Depending on the technique, there are also techniques in which an effect occurs with a predetermined probability. When the first player or the second player selects a technique in which an effect occurs with a probability, a command for inputting whether or not the effect has occurred may be displayed on the interface. When the effect of the technique occurs in the battle, the operator inputs that the effect of the technique has occurred to the command.

[0122] FIG. 10 is a schematic diagram showing an example of an interface 1411 for inputting board information to the server 20, which is displayed on the second terminal device 30. In the interface 1411 shown in FIG. 10, for example, a first area 14111, a second area 14112, a third area 14113, a fourth area 14114, a fifth area 14115, a sixth area 14116, a seventh area 14117, an eighth area 14118, and a ninth area 14119 are displayed.

[0123] The first area 14111 is an area for displaying the battle log. The presentation control unit 193 displays the actions taken during the battle and the results of those actions in the first area 14111. Specifically, for example, the presentation control unit 193 displays the action selected by the operator in the first area 14111 from the actions displayed in the third area 14113 and the fifth area 14115. The presentation control unit 193 displays the result of the action selected by the operator in the first area 14111. The result of the action selected by the operator is calculated, for example, by the server 20. For example, the second terminal device 30 transmits the action selected by the operator to the server 20, for example. The server 20 calculates the result based on the action selected by the operator and transmits it to the second terminal device 30.

[0124] The second area 14112 is an area that displays the status of the character placed in the battle field 1 of the first player. Specifically, for example, the second area 14112 displays the character name of the character placed in the battle field 1 and the current HP of the character. Also, the second area 14112 displays the influence of a predetermined skill of the character's own character or other characters that the character placed in the battle field 1 is receiving. The current HP of the character and the received influence are calculated, for example, by the server 20. The second terminal device 30 transmits, for example, the action selected by the operator to the server 20. The server 20 calculates the current HP of the character and the received influence based on the action selected by the operator and transmits them to the second terminal device 30. The presentation control unit 193 reflects the current HP and the influence in the second area 14112.

[0125] The third area 14113 is an area that displays the actions of the characters placed in the battle field 1 of the first player that can be selected by the operator. The presentation control unit 193 reads out the skills of the characters displayed in the second area 14112 from the character table 2022 and displays the read skills in the third area 14113. The presentation control unit 193 may display the number of times the skill can be used in the third area 14113. The presentation control unit 193 displays character name 2 and character name 3 in the third area 14113 as substitution options. The second terminal device 30 receives the selection from the operator regarding the action taken by the first player among the actions displayed in the third area 14113.

[0126] The fourth area 14114 is an area that displays the status of the characters placed in the battle field 2 of the second player. Specifically, for example, the fourth area 14114 displays the character name of the character placed in the battle field 2 and the current HP of the character. Also, the fourth area 14114 displays the effects of predetermined skills of the character's own character or other characters that the character placed in the battle field 2 is receiving. The current HP of the character and the received effects are calculated, for example, by the server 20. The presentation control unit 193 reflects the current HP and the effects in the fourth area 14114.

[0127] The fifth area 14115 is an area that displays the actions of the characters placed in the battle field 2 of the second player that can be selected by the operator. The presentation control unit 193 reads out the skills of the characters displayed in the fourth area 14114 from the character table 2022 and displays the read skills in the fifth area 14115. The presentation control unit 193 may display the number of times the skill can be used in the fifth area 14115. The presentation control unit 193 displays character name 5 and character name 6 in the fifth area 14115 as options for substitution. The second terminal device 30 accepts a selection from the operator regarding the actions taken by the second player among the actions displayed in the fifth area 14115.

[0128] The sixth area 14116 is an area that displays information about the field. Specifically, for example, the sixth area 14116 displays weather information or information on the characteristics of the field. The weather information or information on the characteristics of the field is calculated, for example, by the server 20. The presentation control unit 193 reflects, for example, the weather information or information on the characteristics of the field obtained based on the actions selected by the operator in the sixth area 14116.

[0129] The seventh area 14117 is an area for displaying the battle situation. Specifically, the seventh area 14117 displays a diagram representing the battle situation estimated by the estimation module 2034 and numerical values representing the battle situation. Note that the seventh area 14117 may display a diagram representing the battle situation or numerical values representing the battle situation. The presentation control unit 193 receives the battle situation estimated by the server 20 from the server 20 and causes the information related to the received battle situation to be displayed on the display 141.

[0130] The eighth area 14118 is an area for displaying the action scores of actions that can be adopted by the characters placed on the battlefield 1. The server 20 assigns action scores to the actions described in, for example, the third area 14113. The presentation control unit 193 displays, for example, the actions with action scores in the eighth area 14118 in descending order of the action scores. The ninth area 14119 is an area for displaying the action scores of actions that can be adopted by the characters placed on the battlefield 2. The server 20 assigns action scores to the actions described in, for example, the fifth area 14115. The presentation control unit 193 displays, for example, the actions with action scores in the ninth area 14119 in descending order of the action scores.

[0131] In step S18, the server 20 calculates the action results. Specifically, for example, the reception control module 2031 receives the actions taken by the first player and the second player via the second terminal device 30. The management module 2033 creates a record for the first turn in the battle information table 2023. The management module 2033 stores the corresponding information among the information transmitted from the second terminal device 30 in the actions 1, 2, etc. of the created record. The calculation module 2035 calculates the results that occur based on the received actions. The management module 2033 stores the results generated by the actions taken by the first player and the second player in the characters 1-1 to 1-3, characters 2-1 to 2-3, etc. of the created record. The transmission control module 2032 transmits the results stored in the battle information table 2023 to the second terminal device 30. The second terminal device 30 reflects the results transmitted from the server 20 on the interface.

[0132] In step S19, the server 20 estimates the game situation based on the current game board. Specifically, for example, the estimation module 2034 reads out the information in the first turn stored in the battle information table 2023 and the information about the corresponding characters stored in the character table 2022. The estimation module 2034 inputs the information stored in the items: character 1-1 to character 1-3, character 2-1 to character 2-3, and the item: field in the battle information table 2023, and the information stored in the items: type, status, characteristics, skills, etc. in the character table 2022 into the learned model 2024, and outputs the game situation from the learned model 2024. Also, the estimation module 2034 estimates the action scores of the actions that the characters can take on the current game board. Specifically, for example, the estimation module 2034 inputs the information stored in the items: character 1-1 to character 1-3, character 2-1 to character 2-3, and the item: field in the battle information table 2023, and the information stored in the items: type, status, characteristics, skills, etc. in the character table 2022 into the learned model 2024, and outputs from the learned model 2024 the action scores of the actions that the characters arranged on the battle field 1 and the battle field 2 can take.

[0133] In step S110, the server 20 presents the game situation and the action scores to the operators of the first terminal device 10, the second terminal device 30, and the third terminal device 40. Specifically, for example, the presentation module 2038 transmits the data for displaying the game situation and the action scores estimated based on the results of the actions in turn 1 to the first terminal device 10, the second terminal device 30, and the third terminal device 40.

[0134] In step S111, the first terminal device 10, the second terminal device 30, and the third terminal device 40 display a battle video, a battle situation associated with the battle video, and an action score. Specifically, for example, the first terminal device 10, the second terminal device 30, and the third terminal device 40 update the battle situation and the action score displayed in association with the battle video with a newly estimated battle situation and action score.

[0135] FIG. 11 is a schematic diagram showing an example of a battle video 1412 associated with a battle situation and an action score. In the battle video 1412 shown in FIG. 11, for example, a first area 14121, a second area 14122, a third area 14123, a fourth area 14124, a fifth area 14125, a sixth area 14126, a seventh area 14127, an eighth area 14128, and a ninth area 14129 are displayed.

[0136] The first area 14121 is an area representing the battle video. The operator can, for example, refer to the battle video displayed in the first area 14121 to grasp what actions were taken by the first player and the second player. Note that the operator may refer to a video that can more accurately grasp the movements of the first player and the second player instead of the battle video for distribution.

[0137] The second area 14122 is an area representing the standby characters of the first player. In the example shown in FIG. 11, for example, two characters are displayed as standby. The presentation control unit 193 refers to the battle information table 2023 and displays the standby characters in the second area 14122. The presentation control unit 193 may display the current HP of the standby characters, the type of the standby characters, etc. in the second area 14122. The third area 14123 is an area for displaying the first player. The first player displayed in the third area 14123 may be the actual image of the first player, an image obtained by performing predetermined processing on the actual image, or an avatar image of the first player.

[0138] The fourth area 14124 is an area representing the standby characters of the second player. In the example shown in FIG. 11, for example, two characters are displayed as standbys. The presentation control unit 193 refers to the battle information table 2023 and displays the standby characters in the fourth area 14124. The presentation control unit 193 may display the current HP of the standby characters, the type of the standby characters, etc. in the fourth area 14124. The fifth area 14125 is an area for displaying the second player. The second player displayed in the fifth area 14125 may be the actual image of the second player, an image obtained by subjecting the actual image to predetermined processing, or an avatar image of the second player.

[0139] The sixth area 14126 is an area for displaying the battle situation. Specifically, the sixth area 14126 displays a diagram representing the battle situation estimated by the estimation module 2034 and numerical values representing the battle situation. Note that the sixth area 14126 may display a diagram representing the battle situation or numerical values representing the battle situation. The presentation control unit 193 receives the battle situation estimated by the server 20 from the server 20 and causes the information related to the received battle situation to be displayed on the display 141. In the server 20, the battle situation is estimated for each turn, and the presentation control unit 193 updates the sixth area 14126, for example, each time the battle situation is estimated. The seventh area 14127 is an area for displaying the transition of the battle situation.

[0140] The eighth area 14128 is an area for displaying the action scores of the actions available to the characters arranged in the battle field 1. The presentation control unit 193 displays the actions in the eighth area 14128, for example, in descending order of the action scores. The ninth area 14129 is an area for displaying the action scores of the actions available to the characters arranged in the battle field 2. The presentation control unit 193 displays the actions in the ninth area 14129, for example, in descending order of the action scores.

[0141] The first terminal device 10, the server 20, and the second terminal device 30 repeat steps S17 to S111 shown in FIG. 9 for each turn.

[0142] The first player and the second player select the actions of the characters. When the HP of a character placed on Battlefield 1 or Battlefield 2 reaches zero, the character is replaced with a reserve character whose HP remains. The first player and the second player continue the battle until the HP of three characters of the opponent becomes zero or the HP of three characters of their own becomes zero.

[0143] When the HP of three characters of one player reaches zero, the battle situation becomes, for example, 0 to 100. At this time, it means that the player has lost the battle.

[0144] In step S12, for example, the second terminal device 30 may issue an instruction to perform an estimation based on the input of the second form instead of the estimation based on the input of the first form. In this case, the transmission / reception unit 192 transmits, for example, the character names of the characters to be fought first, specified by the first player and the second player, to the server 20.

[0145] In step S13, the server 20 registers the information related to the characters transmitted from the second terminal device 30. Specifically, for example, the management module 2033 creates a record for the 0th turn in the battle information table 2023. The management module 2033 stores, for example, the corresponding information among the information transmitted from the second terminal device 30 in the battlefields 1 and 2, characters 1-1, characters 2-1, etc. of the created record.

[0146] In step S14, the server 20 estimates the battle situation based on the current game board. Specifically, for example, the estimation module 2034 reads out the information at turn 0 stored in the battle information table 2023 and the information about the corresponding character stored in the character table 2022. The estimation module 2034 inputs, for example, the information stored in the items: character 1-1, character 2-1 of the battle information table 2023, and the information stored in the item: field, and the information stored in the items: type, status, characteristics, skills, etc. of the character table 2022 into the learned model 2024, and causes the learned model 2024 to output the battle situation.

[0147] Also, the estimation module 2034 estimates, for example, the action scores of the actions that the characters can take on the current game board. Specifically, for example, the estimation module 2034 inputs the information stored in the items: character 1-1, character 2-1 of the battle information table 2023, and the information stored in the item: field, and the information stored in the items: character name, type, status, characteristics, skills, etc. of the character table 2022 into the learned model 2024, and causes the learned model 2024 to output the action scores of the actions that the characters arranged on battle field 1 and battle field 2 can take.

[0148] When only one of the three characters actually used in the battle is disclosed, the interface 1411 is displayed, for example, as follows.

[0149] FIG. 12 is a schematic diagram showing another example of the interface 1411 for inputting the game board information to the server 20, which is displayed on the second terminal device 30. The third area 14113, the fifth area 14115, the eighth area 14118, and the ninth area 14119 shown in FIG. 12 are displayed, for example, as follows.

[0150] For example, in the third area 14113, the skills of the characters displayed in the second area 14112 and, as an alternative for substitution, the other five characters organized in the team are displayed as selectable actions. This is because only one of the three characters actually used in the battle is disclosed, so the substitution target is not clear. In the fifth area 14115, for example, the skills of the characters displayed in the fourth area 14114 and, as an alternative for substitution, the other five characters organized in the team are displayed as selectable actions.

[0151] In the eighth area 14118, the skills of the characters arranged on the battle field 1 and, as an alternative for substitution, the other five characters organized in the team are each displayed with an action score estimated by the server 20. In the ninth area 14119, the skills of the characters arranged on the battle field 2 and, as an alternative for substitution, the other five characters organized in the team are each displayed with an action score estimated by the server 20.

[0152] When, for example, three characters actually used in the battle are disclosed due to substitution or the like, the management module 2033 stores information in the columns of the character 1-2, 1-3, 2-2, 2-3 in the battle information table 2023 where the information is not stored. When information is disclosed in any of the columns of the characters 1-2, 1-3, 2-2, 2-3, the estimation module 2034 estimates the battle situation using the information of the disclosed characters. Further, the estimation module 2034 estimates the action scores of the actions that the characters arranged on the battle field 1 and the battle field 2 can take, including substitution to the disclosed characters.

[0153] As described above, in the above embodiment, the transmission control module 2032 acquires information regarding a team composed of a plurality of predetermined characters used by a plurality of players in a battle in a battle game. The estimation module 2034 inputs the current state in the battle into the learned model 2024 that has been learned to output the battle situation based on the states of the characters related to the battle, and causes the current battle situation to be output. The presentation module 2038 presents the battle situation output from the learned model 2024 to the spectators of the battle. The estimation module 2034 inputs the state before the action of the character designated by the plurality of players from the information regarding the team into the learned model 2024, and causes the battle situation before the first action to be output.

[0154] Thereby, the server 20 can estimate the battle situation based on the state of the battle at a predetermined timing including the beginning of the battle. Which character the player selects first is an important factor when judging the battle situation. For an experienced spectator, it is possible to estimate the battle situation when the character selected by the player is confirmed. On the other hand, for beginners, it is difficult to estimate the battle situation only by grasping the characters that have appeared. Since the server 20 estimates the battle situation also based on the character selected first, it is possible for beginners to grasp the battle situation from the beginning of the battle. That is, it is possible to provide an exciting viewing experience even for spectators without prior knowledge.

[0155] Therefore, according to the server 20 according to the present embodiment, in a game in which teams composed of predetermined characters fight against each other, the battle situation of the battle can be estimated in real time and with high accuracy.

[0156] Also, in the above embodiment, the estimation module 2034 inputs the states of the characters recognized as being actually used in the battle into the learned model 2024 and outputs the current battle situation. As a result, the battle situation is estimated considering only the characters disclosed as being actually used in the battle. For this reason, since the battle situation changes at the timing when the player discloses the character, the viewer can watch the battle with a greater sense of immersion. Also, since the viewer cannot grasp which character the player has selected until the character actually appears, it is possible to watch the battle with excitement.

[0157] Also, in the above embodiment, the estimation module 2034 inputs the states of all the characters specified by a plurality of players into the learned model 2024 and outputs the current battle situation. As a result, the battle situation is estimated considering all the characters specified by the players. For this reason, even when the character operated by the player is not disclosed, it is possible to correctly estimate the battle situation of the battle.

[0158] Also, in the above embodiment, the learned model 2024 is learned to output the scores of the actions that can be adopted by the characters in the battle based on the states of the characters related to the battle. The estimation module 2034 inputs the current state in the battle into the learned model 2024 and outputs the scores of the next actions of the characters. The presentation module 2038 presents the actions that can be adopted by the characters and the scores output from the learned model 2024 to the viewer. As a result, it becomes possible to grasp based on the scores which action is likely to be taken in the current situation. Therefore, it is possible to watch the battle while recognizing the validity or unexpectedness of the actions taken by the player.

[0159] Also, in the above embodiment, the estimation module 2034 inputs the state of the character recognized as being actually used in the battle into the learned model, and causes the learned model to output the score of the next action of the character. Thereby, the score of the next action of the character is estimated in consideration of only the characters disclosed as being actually used in the battle. For this reason, since the viewer cannot grasp which character the player has selected until the character actually appears, it is possible to watch the battle with excitement.

[0160] Also, in the above embodiment, the estimation module 2034 inputs the states of all the characters designated by a plurality of players into the learned model, and causes the learned model to output the score of the next action of the character. Thereby, the score of the next action of the character is estimated in consideration of all the characters designated by the player. For this reason, even when the character operated by the player is not disclosed, it is possible to estimate strong candidate moves in a given situation of the battle.

[0161] Also, in the above embodiment, the presentation module 2038 presents to the viewer the score of the actions available to the character and the viewer's prediction for the action. Thereby, the viewer can compare the score estimated by the server 20 with the viewer's prediction, and can enjoy the agreement or difference between the AI and the general will of the viewers.

[0162] Also, in the above embodiment, the estimation module 2034 inputs, into the learned model, the state after adopting an action not adopted in the battle under a given situation in the battle, and outputs a virtual battle situation. The presentation module 2038 presents the virtual battle situation to the viewer. Thereby, it is possible to confirm, during or after the battle, how the battle situation has changed due to an action not adopted by the player in the actual battle. For this reason, it is possible to verify the actions of the player during the battle. Also, it is possible to estimate the subsequent battle situation when different actions are taken.

[0163] Also, in the above embodiment, the extraction module 2036 extracts scenes to be noted based on the game situation in the battle. As a result, the server 20 can automatically acquire the scenes where the outcome of the battle has started moving. Specifically, the extraction module 2036 extracts the scenes with large fluctuations in the game situation as the scenes to be noted. As a result, the server 20 can acquire the scenes where the situation of the battle has changed with high accuracy. Also, the extraction module 2036 extracts the scenes to be noted based on the scores assigned to the actions taken by the characters in the battle. As a result, it is also possible to extract the scenes to be noted in the battle based on the actions taken.

[0164] Also, in the above embodiment, the extraction module 2036 extracts the scenes to be noted from a plurality of battles. As a result, the server 20 can automatically acquire the exciting battles in an event including a plurality of battles such as a tournament.

[0165] <Modification Example> In the above embodiment, the first form of estimating the game situation in a state where the characters actually used in the battle are recognized from the beginning and the second form of estimating the game situation based on the characters gradually disclosed as the battle progresses were described. However, the above embodiment is not limited to the first form and the second form. The transmission / reception unit 192 transmits, for example, the character names of three characters specified by the first player and the second player and the character name of the character to be fought first to the server 20, but the server 20 may limit the information used for estimating the game situation to the information regarding the disclosed characters.

[0166] That is, the management module 2033 creates, for example, a record for the 0th turn in the battle information table 2023, and stores the corresponding information among the information transmitted from the second terminal device 30 in the battle fields 1 and 2, characters 1-1 to 1-3, characters 2-1 to 2-3, etc. of the created record. The estimation module 2034 inputs, for example, the information stored in the items: character 1-1, character 2-1 of the battle information table 2023, and the information stored in the item: field, and the information stored in the items: type, status, characteristics, skills, etc. of the character table 2022 into the learned model 2024, and causes the learned model 2024 to output the battle situation.

[0167] By doing so, the battle situation and the strong candidate moves displayed for the spectator are estimated based on the information about the disclosed characters, but the information displayed on the interface 1411 is based on the three characters specified by the player. As a result, it is possible to output the battle situation based on the information grasped by the spectator, and it is possible to reduce the burden on the operator's input.

[0168] Also, in the above embodiment, the case where the result of the action selected by the operator is calculated by the server 20 has been described as an example. However, the result of the action selected by the operator may be calculated by the second terminal device 30. Specifically, for example, the second terminal device 30 receives the action selected by the operator. The second terminal device 30 calculates, for example, the generated result based on the received action. The second terminal device 30 reflects the calculated result on the interface 1411. The second terminal device 30 transmits the calculated result to the server 20.

[0169] In the above embodiment, an example has been described in which the operator refers to the battle video and transmits the board information to the server 20. However, the operator does not have to transmit the board information to the server 20. For example, the server 20 may obtain the board information by analyzing the battle video. Specifically, for example, the server 20 obtains the battle video. The control unit 203 of the server 20 reads the program stored in the storage unit 202 by the processor 29 and executes the instructions included in the program, thereby exhibiting the function as an image analysis module. The image analysis module uses, for example, a learned model trained to detect the actions taken by the player when the battle video is input. The learned model may be trained to detect the actions taken by the player and the effects generated by those actions based on the battle video. Further, the input to the learned model is not limited to a video, and may be a still image captured from the video. The image analysis module may also detect the actions taken by the player and the like based on the text information included in the battle video.

[0170] Also, for example, when the terminals (e.g., dedicated game machines) used by the first player and the second player in the battle can be communicatively connected to the server 20, the board information may be transmitted from the dedicated game machine to the server 20. Specifically, for example, when the first player and the second player operate the dedicated game machine to input the actions of the characters, information regarding the actions is transmitted from the dedicated game machine to the server 20. The server 20 calculates the results generated by the actions from the received information regarding the actions. Further, information regarding the actions and the results generated by the actions may be transmitted from the dedicated game machine to the server 20.

[0171] In the above embodiment, an example of the mode in which each function is provided by the second terminal device 30 or the server 20 has been described, but the present invention is not limited to this mode, and the second terminal device 30, the server 20, or a configuration in which both the second terminal device 30 and the server 20 provide some or all of the functions in a mode different from the above embodiment may be used.

[0172] Further, the above-described embodiment may be realized as a program that causes an information processing apparatus to execute the functions provided in the second terminal device 30 or the server 20 described above, or may be realized as a computer-readable non-transitory recording medium that stores the program.

[0173] In the above embodiment, the case where there are two players has been described. However, the number of players may be three or more.

[0174] <4 Basic Hardware Configuration of Computer> FIG. 13 is a block diagram showing a basic hardware configuration of a computer 90. The computer 90 includes at least a processor 94, a main memory device 95, an auxiliary storage device 96, and a communication IF 99 (Interface). These are electrically connected to each other by a bus.

[0175] The processor 94 is hardware for executing an instruction set described in a program. The processor 94 is composed of an arithmetic unit, registers, peripheral circuits, and the like.

[0176] The main memory device 95 is for temporarily storing a program and data processed by the program and the like. For example, it is a volatile memory such as a DRAM (Dynamic Random Access Memory).

[0177] The auxiliary storage device 96 is a storage device for storing data and programs. For example, it is a flash memory, an HDD (Hard Disc Drive), a magneto-optical disk, a CD-ROM, a DVD-ROM, a semiconductor memory, or the like.

[0178] The communication IF 99 is an interface for inputting and outputting signals for communicating with other computers via a network using a wired or wireless communication standard.

[0179] The network is composed of various mobile communication systems constructed by the Internet, LAN, wireless base stations, etc. For example, the network includes 3G, 4G, 5G mobile communication systems, LTE (Long Term Evolution), wireless networks (e.g., Wi-Fi (registered trademark)) that can be connected to the Internet by a predetermined access point, etc. When connecting wirelessly, communication protocols such as Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), etc. are included. When connecting by wire, the network also includes those directly connected by a USB (Universal Serial Bus) cable, etc.

[0180] Note that all or part of each hardware configuration can be distributed and provided in a plurality of computers 90, and the computers 90 can be virtually realized by connecting them to each other via a network. In this way, the computer 90 is a concept that includes not only a single housing and the computer 90 housed in a case, but also a virtualized computer system.

[0181] <Basic Functional Configuration of Computer 90> The functional configuration of the computer realized by the basic hardware configuration of the computer 90 shown in FIG. 13 will be described. The computer includes at least functional units of a control unit, a storage unit, and a communication unit.

[0182] Note that the functional units included in the computer 90 can also be realized by distributing all or part of each functional unit to a plurality of computers 90 interconnected by a network. The computer 90 is a concept that includes not only a single computer 90, but also a virtualized computer system.

[0183] The control unit is realized by the processor 94 reading out various programs stored in the auxiliary storage device 96 and expanding them in the main storage device 95, and executing processing according to the programs. The control unit can realize functional units that perform various information processes according to the types of programs. As a result, the computer is realized as an information processing device that performs information processing.

[0184] The storage unit is realized by the main storage device 95 and the auxiliary storage device 96. The storage unit stores data, various programs, and various databases. Also, the processor 94 can secure a storage area corresponding to the storage unit in the main storage device 95 or the auxiliary storage device 96 according to the program. Further, the control unit can cause the processor 94 to execute addition, update, and deletion processing of the data stored in the storage unit according to various programs.

[0185] The database refers to a relational database and is for managing by associating data sets called table formats, which are structurally defined by rows and columns, with each other. In a database, a table is called a table, a column of a table is called a column, and a row of a table is called a record. In a relational database, the relationship between tables can be set and associated.

[0186] Normally, a column serving as a key for uniquely identifying a record is set in each table, but setting a key for a column is not essential. The control unit can cause the processor 94 to execute addition, deletion, and update of records in a specific table stored in the storage unit according to various programs.

[0187] The communication unit is realized by the communication IF 99. The communication unit realizes the function of communicating with other computers 90 via a network. The communication unit can receive information transmitted from other computers 90 and input it to the control unit. The control unit can cause the processor 94 to execute information processing on the received information according to various programs. Also, the communication unit can transmit the information output from the control unit to other computers 90.

[0188] The functions realized by the components described in this specification may be implemented in circuitry or processing circuitry, including a general-purpose processor, a special-purpose processor, an integrated circuit, ASICs (Application Specific Integrated Circuits), a CPU (a Central Processing Unit), conventional circuits, and / or combinations thereof, programmed to realize the described functions. A processor includes transistors and other circuits and is regarded as circuitry or processing circuitry. The processor may be a programmed processor that executes a program stored in a memory. In this specification, circuitry, unit, and means are hardware programmed to realize the described functions or hardware that executes. The hardware may be any hardware disclosed in this specification or any hardware known as being programmed or executing to realize the described functions. When the hardware is a processor regarded as being of the circuitry type, the circuitry, means, or unit is a combination of the hardware and software used to configure the hardware and / or the processor.

[0189] Some embodiments of the present disclosure have been described above. However, these embodiments can be implemented in various other forms, and various omissions, replacements, and changes can be made without departing from the gist of the invention. These embodiments and their modifications are to be included in the scope and gist of the invention, and are also to be included in the invention described in the claims and the scope of equivalents thereof.

[0190] <Supplementary Note> The matters described in each of the above embodiments are appended below. (Supplementary Note 1) A program for causing a computer including a processor and a memory to execute. The program causes the processor to perform steps of: obtaining information about a team composed of a plurality of characters used by a plurality of players in a battle in a battle game; inputting a current state in the battle into a learned model trained to output a battle situation based on the states of the characters related to the battle, and causing the learned model to output the current battle situation; and presenting the battle situation output from the learned model to spectators of the battle. In the step of causing the learned model to output the battle situation, the program inputs, into the learned model, the state of a character designated by a plurality of players from the information about the team before the first action in the battle of the character, and causes the learned model to output the battle situation before the first action in the battle. (Appendix 2) The program according to (Appendix 1), wherein in the step of causing the learned model to output the battle situation, the program inputs the state of a character recognized as actually used in the battle into the learned model, and causes the learned model to output the current battle situation. (Appendix 3) The program according to (Appendix 1), wherein in the step of causing the learned model to output the battle situation, the program inputs the states of all the characters designated by a plurality of players into the learned model, and causes the learned model to output the current battle situation. (Appendix 4) The program according to any one of (Appendix 1) to (Appendix 3), wherein in the step of causing the learned model to output the battle situation, the learned model is trained to output scores of actions available to a character in the battle based on the states of the characters related to the battle. The program inputs the current state in the battle into the learned model, causes the learned model to output the scores of the next actions of the character, and in the presenting step, presents the actions available to the character and the scores output from the learned model to the spectators. (Appendix 5) The program according to (Appendix 4), wherein in the step of causing the learned model to output the scores of the next actions of the character, the program inputs the state of a character recognized as actually used in the battle into the learned model, and causes the learned model to output the scores of the next actions of the character. (Appendix 6) In the step of outputting, input the states of all characters specified by a plurality of players into a learned model, and output the scores of the next actions of the characters (Program described in Supplementary Note 4). (Supplementary Note 7) In the step of presenting, present to the viewer the scores of the actions available to the character and the predictions of the viewer for the actions (Program described in any one of Supplementary Notes 4 to 6). (Supplementary Note 8) In a predetermined situation in the battle, cause the processor to execute the step of inputting the state after adopting an action not adopted in the battle into a learned model and outputting a virtual battle situation, and in the step of presenting, present the virtual battle situation to the viewer (Program described in any one of Supplementary Notes 1 to 7). (Supplementary Note 9) In the battle, cause the processor to execute the step of extracting scenes to be noted based on the battle situation (Program described in any one of Supplementary Notes 1 to 8). (Supplementary Note 10) In the step of extracting, extract as a scene to be noted a scene where the change in the battle situation is large (Program described in Supplementary Note 9). (Supplementary Note 11) In the battle, cause the processor to execute the step of extracting scenes to be noted based on the scores assigned to the actions adopted by the character (Program described in Supplementary Note 4). (Supplementary Note 12) In the step of extracting, extract scenes to be noted from a plurality of battles (Program described in any one of Supplementary Notes 9 to 11). (Supplementary Note 13) A method executed by a computer including a processor and a memory, wherein the processor executes all steps executed in the invention according to any one of Supplementary Notes 1 to 12. (Supplementary Note 14) An information processing apparatus including a processor and a memory, wherein the processor executes all steps executed in the invention according to any one of Supplementary Notes 1 to 12. (Appendix 15) A system comprising means for performing all steps executed in the invention according to any one of (Appendix 1) to (Appendix 12).

Explanation of Signs

[0191] 1…System 10…First terminal device 12…Communication IF 120…Communication unit 13…Input device 131…Button 14…Output device 141…Display 15…Memory 150…Position information sensor 16…Storage 160…Camera 17…Audio processing unit 171…Microphone 172…Speaker 180…Storage unit 19…Processor 190…Control unit 20…Server 30…Second terminal device 40…Third terminal device

Claims

1. A program for causing a computer including a processor and a memory to execute, the program causing the processor to acquire information regarding a team composed of a plurality of characters used by a plurality of players in a battle in a battle game; input a current state in the battle into a learned model trained to output a battle situation based on the states of the characters involved in the battle, and cause the current battle situation to be output; present the battle situation output from the learned model to spectators of the battle; and execute, in the step of causing the battle situation to be output, input a state before the first action in the battle of the character designated by the plurality of players from the information regarding the team into the learned model, and cause the battle situation before the first action in the battle to be output. A program.

2. The program according to claim 1, wherein in the step of causing the output, a state of a character recognized as actually being used in the battle is input into the learned model, and the current battle situation is caused to be output.

3. The program according to claim 1, wherein in the step of causing the output, states of all characters designated by the plurality of players are input into the learned model, and the current battle situation is caused to be output.

4. In the step of causing the output, the learned model is trained to output scores of actions that can be taken by the character in the battle based on the states of the characters involved in the battle. Input the current state in the battle into the learned model, and cause the scores of the next actions of the character to be output. The program according to claim 1, wherein in the presenting step, the actions that can be taken by the character and the scores output from the learned model are presented to the spectators.

5. The program according to claim 4, wherein in the step of causing the output, a state of a character recognized as actually being used in the battle is input into the learned model, and the scores of the next actions of the character are caused to be output.

6. The program according to claim 4, wherein in the step of causing the output, states of all characters designated by the plurality of players are input into the learned model, and the scores of the next actions of the character are caused to be output.

7. The program according to claim 4, wherein, in the step of presenting, the score of the actions available to the character and the prediction of the viewer for the action are presented to the viewer.

8. In a predetermined situation in the battle, causing the processor to execute a step of inputting a state after adopting an action not adopted in the battle into the learned model and outputting a virtual battle situation. The program according to claim 1, wherein, in the step of presenting, the virtual battle situation is presented to the viewer.

9. The program according to claim 1, causing the processor to execute a step of extracting a scene to be noted based on the battle situation in the battle.

10. The program according to claim 9, wherein, in the step of extracting, a scene with a large change in the battle situation is extracted as the scene to be noted.

11. The program according to claim 4, causing the processor to execute a step of extracting a scene to be noted based on the score attached to the action adopted by the character in the battle.

12. The program according to claim 9, wherein, in the step of extracting, the scene to be noted is extracted from a plurality of battles.

13. A method executed by a computer including a processor and a memory, wherein the processor executes all the steps executed in the invention according to any one of claims 1 to 12.

14. An information processing apparatus including a processor and a memory, wherein the processor executes all the steps executed in the invention according to any one of claims 1 to 12.

15. A system including means for executing all the steps executed in the invention according to any one of claims 1 to 12.

Citation Information

Patent Citations

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    JP2023155679A