Program and information processing system
The integration of AI in character profile generation and regeneration in games improves user engagement by offering customizable and dynamic character profiles, addressing the lack of interestingness in existing services.
Patent Information
- Application Number
- JP2024077688
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-05-13
- Publication Date
- 2025-07-08
- Estimated Expiration
- 2043-12-26
AI Technical Summary
Existing services, such as games, lack interestingness and engagement, particularly in character generation and development.
A computer system utilizing AI to automatically generate and regenerate character profiles based on user data and random data, allowing users to manually set characteristics and randomly modify profiles.
Enhances user engagement and interestingness by providing dynamic and customizable character profiles, allowing users to easily remake profiles to their liking without changing the underlying character data.
Smart Images

Figure 2025102609000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing system.
Background Art
[0002] Conventionally, in the field of games and the like, it has been known to generate characters such as avatars (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, in services such as games, it is required to improve the interestingness.
[0005] An object of the present invention is to improve the interestingness of services.
Means for Solving the Problems
[0006] According to one embodiment shown in the present disclosure, a computer is caused to function as a generation means for automatically generating a profile related to the character by AI based on data of the character used by the user, the generation means can regenerate the profile based on an instruction from the user, and the generation means regenerates the profile by AI based on the data of the character and specific data randomly determined. A program is provided.
Effects of the Invention
[0007] According to the present invention, it is possible to improve the interestingness of the service.
Brief Description of the Drawings
[0008]
Figure 1
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Embodiments for Carrying Out the Invention
[0009] Hereinafter, embodiments of the present invention will be described with reference to the drawings.
[0010] <Hardware Configuration of the Game System> As shown in FIG. 1, the game system 1 of the present embodiment includes a plurality of terminal devices 10, a server 20, and a blockchain system (in other words, a blockchain network) 3. The blockchain system 3 includes a plurality of node devices 30.
[0011] The terminal device 10, the server 20, and the blockchain system 3 (in other words, the node device 30) are connected to each other via the network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (such as 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination thereof.
[0012] The server 20 (in other words, a computer, an information processing device) may be a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components included in the server 20 are connected to each other by a communication bus.
[0013] The processor 21 controls the operation of the entire server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), and the like. The processor 21 reads a program from the storage 23 and expands it in the memory 22. The processor 21 executes the expanded program.
[0014] The memory 22 is a main memory device. The memory 22 is composed of a storage device such as, for example, a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 provides a working area for the processor 21 by temporarily storing the program and various data read by the processor 21 from the storage 23. The memory 22 also temporarily stores various data generated while the processor 21 is operating according to the program.
[0015] Note that in this embodiment, the program may be a program for realizing a game by the terminal device 10. Further, the program may be a program for realizing the game by the cooperation of the terminal device 10 and the server 20. Further, the program may be a program for realizing the game by the cooperation of the terminal device 10, the server 20, and the blockchain system 3. Note that, as an example, the game may be a game executed on a browser started on the terminal device 10. Further, the various data includes, for example, data related to the game such as user information and game information, and instructions and notifications transmitted and received between devices such as the terminal device 10 and the server 20.
[0016] The storage 23 is an auxiliary storage device. The storage 23 is composed of a storage device such as, for example, a flash memory or an HDD (Hard Disk Drive). Various data related to the game are stored in the storage 23.
[0017] The communication IF 24 controls the transmission and reception of various data via the network between the server 20 and the terminal device 10 and the like. Further, the communication IF 24 controls the transmission and reception of various data via the network between the server 20 and the blockchain system 3 (in other words, the node device 30).
[0018] The input / output IF 25 is an interface for the server 20 to receive data input and also an interface for the server 20 to output data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device for displaying and outputting images.
[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device, etc. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal when the user executes a game.
[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other by a communication bus.
[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and expands it in the memory 12. The processor 11 executes the expanded program.
[0022] The memory 12 is a main storage device. The memory 12 is composed of, for example, storage devices such as a ROM and a RAM. The memory 12 provides a working area for the processor 11 by temporarily storing the program and various data read by the processor 11 from the storage 13. The memory 12 also temporarily stores various data generated while the processor 11 is operating according to the program.
[0023] Storage 13 is an auxiliary storage device. Storage 13 is composed of a storage device such as a flash memory or an HDD, for example. Various data related to the game are stored in Storage 13.
[0024] Communication IF 14 controls the transmission and reception of various data via a network between the terminal device 10 and the server 20 or the like. Note that Communication IF 14 may control the transmission and reception of various data via a network between the terminal device 10 and the blockchain system 3 (in other words, the node device 30).
[0025] Input / output IF 15 is an interface for the terminal device 10 to receive data input and is also an interface for the terminal device 10 to output data. Input / output IF 15 may perform data input and output via, for example, USB (Universal Serial Bus) or the like. Input / output IF 15 may include an input unit 17 or a display unit 18 or the like.
[0026] Input unit 17 receives input from the user. Input unit 17 may be, for example, a pointing device such as a touch pad or a mouse. Display unit 18 displays an image. Display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display or the like. The terminal device 10 may include, for example, a touch screen which is an electronic component combining the input unit 17 and the display unit 18. In this case, input unit 17 may have a function of detecting the position input to the input surface by a user's operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation, etc.) and transmitting information indicating the detected position as an input signal.
[0027] Also, input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor or an angular velocity sensor, etc.), an operation stick, a camera, or a microphone, etc. Also, display unit 18 may be, for example, a projector or the like.
[0028] In this embodiment, the input unit 17 will be described as a keyboard and a mouse. In this embodiment, operations on various UIs such as buttons may be performed by, for example, moving the mouse cursor to the area where buttons etc. are displayed on the display unit 18 and clicking.
[0029] A plurality of node devices 30 constitute the blockchain system 3. Each node device 30 holds a distributed ledger. Each node device 30 stores the same data in the distributed ledger. Although details will be described later, in this embodiment, assets etc. held by users are managed by the distributed ledger of the blockchain system 3.
[0030] The node device 30 (in other words, a computer, an information processing device) may be a general-purpose computer such as a workstation or a personal computer, for example. The node device 30 includes a processor 31, a memory 32, a storage 33, a communication IF 34, and an input / output IF 35. These components included in the node device 30 are connected to each other by a communication bus.
[0031] The processor 31 controls the overall operation of the node device 30. The processor 31 may include a CPU, an MPU, a GPU, etc. The processor 31 reads a program from the storage 33 and expands it in the memory 32. The processor 31 executes the expanded program.
[0032] The memory 32 is a main storage device. The memory 32 is constituted by a storage device such as a ROM and a RAM, for example. The memory 32 provides a working area for the processor 31 by temporarily storing the program and various data read by the processor 31 from the storage 33. The memory 32 also temporarily stores various data generated while the processor 31 is operating according to the program.
[0033] Storage 33 is an auxiliary storage device. Storage 33 is constituted by a storage device such as a flash memory or an HDD, for example.
[0034] Communication IF 34 controls the transmission and reception of various data via the network between the node device 30 and the server 20. Note that communication IF 34 may control the transmission and reception of various data via the network between the node device 30 and the terminal device 10.
[0035] Input / output IF 35 is an interface for the node device 30 to receive data input and is also an interface for the node device 30 to output data. Input / output IF 35 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device for displaying and outputting images.
[0036] Note that the server 20 or the terminal device 10 may function as the node device 30. In other words, the blockchain system 3 may include the server 20 and the terminal device 10.
[0037] <Functional configuration of the game system> FIG. 2 is a block diagram showing the functional configurations of the server 20, the terminal device 10, and the node device 30. The server 20 in the present embodiment has, for example, a function of providing various data and programs necessary for realizing a game to each terminal device 10, and a function of collecting and managing data related to the game from each terminal device 10.
[0038] In the present embodiment, the server 20 uses the accounts of users registered in advance for each game to identify each user and the terminal device 10. The method of registering the accounts is not particularly limited. For example, another device such as the terminal device 10 or a personal computer may transmit information necessary for registering the user's account to the server 20 based on the user's operation, and the server 20 may create and save the accounts of each user based on the received information.
[0039] As shown in FIG. 2, the server 20 functions as a control unit 210 and a storage unit 220 through the cooperation of a processor 21, a memory 22, a storage 23, a communication IF 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. Examples of the various data include programs, game information, and user information. The program is a program for realizing a game. The game information and the user information are data that the control unit 210 refers to when executing the program.
[0040] The game information includes, for example, information for defining various virtual spaces (in other words, game spaces). The virtual space is, for example, a space in which objects such as characters that a user can operate (hereinafter also referred to as "player characters") are arranged. Also, the game information includes, for example, information regarding the arrangement positions and setting values of various objects such as buildings, trees, stones, and items arranged in the virtual space. Hereinafter, the object of the character arranged in the virtual space may be simply referred to as "character". Note that the character includes an avatar or the like.
[0041] The user information is information managed for each game account. The user information includes, for example, information regarding the player character, information regarding the possessed assets, information indicating the progress of the game, and information regarding the mountains (mountains will be described later) acquired by the user (in other words, information regarding the rights related to the execution of the game in a specific virtual space), etc. The possessed assets can be said to be the value owned by the user in the virtual space. Examples of such value include electronic currency, tokens, items, characters, etc. Also, examples of the electronic currency include virtual currency (in other words, cryptocurrency) and in-game currency that can be used in the game. That is, in the storage unit 220, for example, information such as the electronic currency, tokens, items, or characters possessed by each user may be stored in association with the identification information that can identify each user.
[0042] The control unit 210 controls various processes related to the game by executing the programs stored in the storage unit 220. The control unit 210 includes a transmission / reception unit 211, a game control unit 212, an asset management unit 213, and a market management unit 214.
[0043] The transmission / reception unit 211 transmits or receives various data. For example, the transmission / reception unit 211 receives from each terminal device 10 requests for transmitting various data and programs, requests for synchronization processing to support the multiplayer function, data to be synchronized, etc., and passes them to the game control unit 212, the asset management unit 213, or the market management unit 214, etc. Also, the transmission / reception unit 211 transmits various data and programs to each terminal device 10 according to the control by the game control unit 212, the asset management unit 213, or the market management unit 214, etc.
[0044] In this embodiment, the multiplayer function is a function that allows game processing by multiple accounts to proceed in a synchronized state. The server 20 and the terminal devices 10 of the game system 1 execute various processes for supporting the multiplayer function when multiple accounts logged in to the game system 1 participate in the same game.
[0045] The game control unit 212 provides a game to the terminal device 10 by executing the arithmetic processing described in the programs stored in the storage unit 220.
[0046] The game control unit 212 defines the virtual space based on the information for defining the virtual space included in the game information. The game control unit 212 arranges objects in the virtual space based on the setting information of the objects included in the game information. The game control unit 212 controls the objects arranged in the virtual space. Specifically, the game control unit 212 changes the position, orientation, shape, color, etc. of the objects in the virtual space, or causes the objects to perform predetermined actions.
[0047] In addition, the game control unit 212 arranges the player character in the virtual space based on the play information transmitted from the terminal device 10. Also, the game control unit 212 performs various determination processes related to the progress of the game based on the play information transmitted from the terminal device 10. In other words, the game control unit 212 controls objects and performs various determination processes based on the user's input operation. The play information is output in response to the user's input operation. As an example, the play information may include the coordinate information of the player character as the operation content of the player character, information related to the action of the player character, information indicating the button operated by the user, and the like. Also, the play information may include information related to the setting of the player character. As an example, the coordinate information of the character is information indicating the position of the character in the game space. As an example, the action information is information related to the action of the character. As an example, the action of the character may include an action of swinging a picker, an action of using various items, or a jump, etc., which will be described later. As an example, the information related to the setting of the character may include information related to the equipment and appearance of the character. Also, the setting of the character can be changed by the user.
[0048] The game control unit 212 can arrange the player characters of each of the plurality of players in one virtual space and control the player characters of each player based on the play information transmitted from the terminal device 10 of each player. In other words, the game control unit 212 performs control to make the game space, which is an example of the virtual space, shareable by a plurality of users.
[0049] Also, when the game control unit 212 receives, via the transmission / reception unit 211, a request for synchronization processing or data to be subject to synchronization processing for supporting, for example, a multiplayer function from the terminal device 10, the game control unit 212 executes the synchronization processing for supporting the multiplayer function. Further, the game control unit 212 instructs the transmission / reception unit 211 to transmit game information or user information. For example, when the server 20 transmits information to a plurality of terminal devices 10, the game control unit 212 takes synchronization of the games in progress among the terminal devices 10 by transmitting the information to each terminal device 10 simultaneously. By executing the synchronization processing, it becomes possible to simultaneously reflect an in-game event caused by an operation input on one terminal device 10 on other terminal devices 10.
[0050] The asset management unit 213 manages the assets held by the user. Further, the asset management unit 213 manages part or all (in other words, at least part) of the assets held by the user in the distributed ledger of the blockchain system 3. In other words, the asset management unit 213 may store information regarding the assets held by the user in the storage unit 220 or in the distributed ledger. In the case of a configuration in which the server 20 functions as the node device 30, the asset management unit 213 may store information regarding the held assets in the distributed ledger stored in its own storage unit 220. In the case of a configuration in which the server 20 does not function as the node device 30, the asset management unit 213 may perform control such as transmitting a request for storage in the distributed ledger to the blockchain system 3.
[0051] The terminal device 10 has, for example, a function as an input device that receives a user's input operation, and a function as an output device that outputs game images and sounds.
[0052] The terminal device 10 functions as a control unit 110 and a storage unit 120 through the cooperation of a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. Examples of the various data include programs, game information, and user information. The program is a program for realizing a game on the terminal device 10 side. The game information and user information are data that the control unit 110 refers to when executing the program. The game information and user information stored in the storage unit 120 may include information similar to the game information and user information stored in the storage unit 220.
[0053] The control unit 110 controls various processes related to the game executed on the terminal device 10 by executing the program stored in the storage unit 120. The control unit 110 has, for example, an operation reception unit 111, a transmission / reception unit 112, a terminal processing unit 113, and a display control unit 114.
[0054] The operation reception unit 111 receives an operation input by the user via the input unit 17 (hereinafter also referred to as an "input operation"). Specifically, the operation reception unit 111 detects an input operation on a mouse or keyboard as the input unit 17. Note that the input operation is not limited to an operation that physically contacts the input unit 17 and may include a non-contact operation. Note that the operation reception unit 111 can also receive an input operation performed using an operation device connected via the input / output IF 15 in the same manner as an input operation on the input unit 17.
[0055] The transmission / reception unit 112 transmits or receives various data. The transmission / reception unit 112 transmits, for example, various data and various requests to the server 20. As an example, the data transmitted by the transmission / reception unit 112 to the server may include play information, game information, and user information. In other words, the transmission / reception unit 112 transmits information regarding the input operation received by the operation reception unit 111 to the server 20.
[0056] In addition, the transmission / reception unit 112 receives various data, programs, and various requests from the server. As an example, the data received by the transmission / reception unit 112 from the server 20 may include the types of objects (such as characters and items) to be placed in the game space, the coordinate information of the objects, the action information of the characters, information regarding the settings of the characters, and other information. Also, as an example, the data received by the transmission / reception unit 112 from the server may include data for synchronization to support the multiplayer function. The data for synchronization may include, for example, the data to be synchronized and the type of that data, data for specifying the timing of synchronization, and the like.
[0057] The terminal processing unit 113 executes various processes related to the progress of the game. The terminal processing unit 113 specifies the content of the user's instruction based on the input operation of the user detected by the operation reception unit 111. Also, the terminal processing unit 113 executes various determination processes related to the progress of the game based on the specified instruction content and the like. Further, the terminal processing unit 113 progresses the game while communicating with the server 20 based on the result of the determination process and the like.
[0058] The terminal processing unit 113 defines a virtual camera for designating the area to be presented to the user in the virtual space. The terminal processing unit 113 arranges the virtual camera in the virtual space by defining the position and orientation of the virtual camera in the virtual space. The terminal processing unit 113 instructs the display control unit 114 to generate an image obtained by drawing the visual field area defined by the virtual camera and the objects arranged in this visual field area. In other words, the terminal processing unit 113 instructs the display control unit 114 to display on the display unit 18 an image corresponding to the progress of the game.
[0059] The position and orientation of the virtual camera can be appropriately determined for each virtual space. For example, the terminal processing unit 113 arranges the virtual camera so that a specific object is located at the center of the visual field area in a specific orientation, based on the position and orientation of the specific object. At this time, the terminal processing unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle with respect to the specific object. The specific object may be, for example, a dynamic object such as a player character or a non-player character, or a static object such as a building, a tree, or a rock. The dynamic objects include player characters that operate based on the operations of each user and non-player characters that operate based on a program.
[0060] The display control unit 114 causes the display unit 18 to display an image related to the game. A specific example will be described below.
[0061] The display control unit 114 generates an image obtained by drawing the area of the visual field of the virtual camera defined by the terminal processing unit 113 and the objects existing in that area in the virtual space, and causes the display unit 18 to display it. The display control unit 114 can superimpose and draw objects related to the UI (User Interface) required for various operations of the game, such as icons, buttons, and menus indicating various parameters, on the image to be displayed on the display unit 18.
[0062] Note that the control unit 110 of the terminal device 10 may arrange objects in the virtual space and cause the display unit 18 to display a predetermined area of the virtual space based on the object data sent from the server 20, information indicating the positions of various objects in the virtual space, and the like. Further, the control unit 210 of the server 20 may arrange objects in the virtual space, control the virtual camera, generate an image to be displayed on the display unit 18, and transmit it to the terminal device 10, and the control unit 110 of the terminal device 10 may cause the display unit 18 to display the image. That is, various processes related to the control of objects based on the user's input operation, the control of the virtual camera, the generation of the image to be displayed on the display unit 18, and the like may be performed by the server 20 or the terminal device 10.
[0063] The node device 30 functions as a control unit 310 and a storage unit 320 by the cooperation of a processor 31, a memory 32, a storage 33, a communication IF 34, an input / output IF 35, and the like. The storage unit 320 stores a program including a part of the game program and a distributed ledger used in the blockchain system 3.
[0064] The control unit 310 controls the operation of the node device 30 by executing the program stored in the storage unit 320.
[0065] When the control unit 310 receives a registration request for information regarding the possession of items or specific tokens (described later) transmitted from the server 20 when a user acquires various items or specific tokens (for example, acquired from other users or the game operator (for example, acquired by mining described later)), the control unit 310 registers the information in the distributed ledger. The control unit 310 may register information on the transaction history of each item or specific token in the distributed ledger based on information regarding the transaction (in other words, transfer) of items or specific tokens transmitted from the server 20 or the terminal device 10. Specifically, a plurality of blocks including hash values and transactions are stored in the distributed ledger. A transaction may be, for example, information indicating the details of a transaction of an item or a specific token. A transaction includes, for example, input information indicating the transferor and output information indicating the transferee. A hash value is calculated from the information included in the previous block, and in the distributed ledger, the transaction history of items or specific tokens and the like are stored in a state where each block is connected like a chain by the hash value. By managing such a transaction history in the distributed ledger of each node device 30, information indicating which user holds which item and information indicating how many specific tokens a user holds can be stored on the blockchain. Note that, instead of the transaction history of items and the like, information regarding the possession state of items of each user may be managed in the distributed ledger, and information indicating which user holds which item may be stored on the blockchain. Thus, in the game of this embodiment, the possession information of items and specific tokens is stored on the blockchain. Note that there may be items or the like whose possession information is not stored on the blockchain.
[0066] Note that the functions of the terminal device 10, the server 20, and the node device 30 shown in FIG. 2 are merely examples. Each of the terminal device 10, the server 20, and the node device 30 may include at least a part of the functions provided by other devices. In other words, in this embodiment, the server 20 or the node device 30 may include part or all of the functional blocks provided by the terminal device 10, the terminal device 10 or the node device 30 may include part or all of the functional blocks provided by the server 20, and the terminal device 10 or the server 20 may include part or all of the functional blocks provided by the node device 30. Further, each device such as the terminal device 10, the server 20, and the node device 30 may not be realized by an integrated device, and may be realized, for example, by a plurality of devices connected via a network or the like. Further, the game system 1 may not include, for example, the terminal device 10, the server 20, or the node device 30.
[0067] <The processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10, the processor 21 of the server 20, or the processor 31 of the node device 30 executes the program stored in the game system 1 to perform each of the processes described later. However, at least a part of the processes performed by the processor 11 among the processes described later may be executed by a processor different from the processor 11 (for example, the processor 21 or the processor 31). Also, at least a part of the processes performed by the processor 21 among the processes described later may be executed by a processor different from the processor 21 (for example, the processor 11 or the processor 31). Further, at least a part of the processes performed by the processor 31 among the processes described later may be executed by a processor different from the processor 31 (for example, the processor 11 or the processor 21). In other words, the computer that executes the program in this embodiment may be any of the terminal device 10, the server 20, and the node device 30, or may be realized by a combination of a plurality of devices. Also, a part or all of various processes may be executed on the blockchain.
[0068] Here, the outline of the game of this embodiment will be described. In the game of this embodiment, there is a common map 40 among a plurality of users (specifically, all users) participating in the game. An example of the map 40 is shown in FIG. 3. A plurality of mountains are arranged on the map 40. In the map 40 shown in FIG. 3, the positions of the mountains are indicated by triangular symbols.
[0069] The user acquires (or alternatively, selects) a mountain for mining (or in other words, the virtual space in which the game is played) from the map 40. The acquisition of the mountain is performed, for example, as follows. For example, based on a predetermined input operation by the user, the display control unit 114 of the terminal device 10 causes the map 40 (or in other words, the list of mountains that the user can acquire) to be displayed on the display unit 18 as shown in FIG. 3. Then, on the map 40 displayed on the display unit 18, the specific mountain can be acquired by selecting the specific mountain (for example, a click operation on the displayed specific mountain). Specifically, for example, when an operation of selecting a specific mountain among the mountains displayed on the map 40 is performed, the display control unit 114 causes the acquisition button 41 for receiving an operation of acquiring the selected mountain to be displayed on the display unit 18. Then, based on the operation on the acquisition button 41, the game control unit 212 causes the user to acquire the mountain selected by the user.
[0070] Also, the user can mine a predetermined item in the mountain acquired by the user. In other words, when the user acquires a mountain, the user can play a game of mining in the acquired mountain. That is, in this embodiment, "acquisition of a specific mountain" can be rephrased as "acquisition of the right to mine a specific mountain", and further as "acquisition of the right to play a game in a specific virtual space". Note that it may be configured such that the user can perform mining in the mountain without acquiring the mountain (or in other words, without acquiring the right to mine).
[0071] In addition, in the game of this embodiment, Item A used for mining in the mountains is prepared. And in order to perform mining, the user needs to have Item A. In other words, Item A is an item necessary to participate in the game. In this embodiment, Item A is a pickaxe. Note that when not having Item A, it may be made impossible to acquire the mountain. In the game of this embodiment, a plurality of types of Item A with different characteristics are prepared. Also, Item A can be in a state of being NFT (Non-Fungible Token) -ized. The state of being NFT -ized means a state in which information proving that Item A is unique is stored on the blockchain. In other words, the state of being NFT -ized means a state in which an NFT corresponding to Item A is issued and managed on the blockchain. Note that hereinafter, digital assets such as items for which corresponding NFTs have been issued are also called NFTs. In this embodiment, the NFT -ization of Item A (in other words, the generation of Item A) is performed by the game operator, and it is not possible for the user to do so (in other words, minting by the user). In other words, in the game of this embodiment, it is made impossible for the user to obtain Item A in a state where it is not NFT -ized. However, it may be possible for the user to perform the NFT -ization of Item A.
[0072] In addition, in the game of this embodiment, the user can acquire Item B and Item C by mining. Details will be described later, but Item B can be in a state of being NFT -ized. Also, Item C is an item that can be exchanged for a predetermined token. Hereinafter, the token that can be acquired by exchanging with Item C is referred to as a "specific token".
[0073] In the game of this embodiment, there are multiple types of Item B, which is an item with a collection element. Specifically, Item B is the gemstone that the user collects. Also, Item C is a mineral different from the gemstone (hereinafter referred to as "pyroxene"). That is, the game of this embodiment has a gameplay of performing mining in the mountain using the pickaxe as Item A and obtaining the gemstone as Item B and the pyroxene as Item C.
[0074] Also, the specific token that can be obtained by exchanging with Item C is a crypto-asset (for example, virtual currency). In the game of this embodiment, the specific token can be used for raising the level of Item A, repairing Item A (in other words, mending), and NFT-izing Item B, etc.
[0075] Note that regardless of whether it is NFT-ized, the assets such as Item A, Item B, or Item C held by each user may be managed by a blockchain (in other words, a distributed ledger).
[0076] The mining in the mountain as a predetermined event is performed as follows, for example. For example, the display control unit 114 of the terminal device 10 causes the display unit 18 to display the home screen 42 illustrated in FIG. 4 based on a predetermined input operation by the user. On the home screen 42, a mining start button 43 for receiving an operation related to the start of mining in the mountain acquired by the user is displayed. Then, the game control unit 212 starts the mining in the mountain acquired by the user based on the operation on the mining start button 43.
[0077] Note that the home screen 42 is, for example, the first screen to be displayed when the present game (in other words, the application related to a predetermined service) is launched on the terminal device 10. Here, "the first screen to be displayed when launched" includes the case where the home screen 42 is displayed after various displays related to the launch (for example, title display, load-related display, etc.) are made. Note that the home screen 42 is displayed not only at the time of launch but also at a predetermined timing. For example, the home screen 42 may be displayed when an operation is performed on the home button 90, or when the mining in the mountain as an in-game activity is completed. A predetermined background image (for example, a background image including a player character, etc.) may be displayed on the home screen 42. Also, a plurality of menu items related to the game may be displayed on the home screen 42. Specifically, various UIs for receiving operations related to the display of various screens may be displayed on the home screen 42. For example, as the UI, a mine button 91, an item button 92, a shop button 94, and a home button 90 may be displayed. Then, based on an operation on the mine button 91, the display control unit 114 may cause the display unit 18 to display a screen for displaying the map 40 illustrated in FIG. 3 or a screen for displaying the list 44 of acquired mountains illustrated in FIG. 5. Also, based on an operation on the item button 92, the display control unit 114 may cause the display unit 18 to display a screen for displaying a list of items owned by the user. Also, based on an operation on the shop button 94, the display control unit 114 may cause the display unit 18 to display a screen related to the purchase of a predetermined item such as a pickel. Also, based on an operation on the home button 90, the display control unit 114 may cause the display unit 18 to display the home screen 42. Note that based on operations on the map display button 95 and the my mine display button 96 shown in FIGS. 3 and 5, respectively, the display control unit 114 may switch the display between the screen for displaying the map 40 illustrated in FIG. 3 and the screen for displaying the list 44 of acquired mountains illustrated in FIG. 5.
[0078] Also, the mountain where the user conducts mining is determined as follows, for example. For example, based on a predetermined input operation by the user, the display control unit 114 of the terminal device 10 causes the display unit 18 to display a list 44 of mountains acquired by the user as shown in FIG. 5. Note that the list 44 of mountains may be, for example, a list shown on the map 40 displayed on the display unit 18 for the mountains acquired by the user. Further, when an operation (for example, a click operation on a specific mountain) to select a specific mountain among the mountains acquired by the user (in other words, the mountains listed) displayed on the display unit 18 is performed, the display control unit 114 causes the display unit 18 to display a mining target determination button 46 that accepts an operation to determine the selected mountain as the mountain for conducting mining. Also, based on an operation on the mining target determination button 46, the game control unit 212 sets the mountain selected by the user as the mountain for conducting mining. Then, when an operation is performed on the mining start button 43, mining starts on the mountain set as the mountain for conducting mining by the operation on the mining target determination button 46. That is, in the present embodiment, it is possible to select (in other words, change) the mountain for conducting mining by selecting the mountain for which mining is desired from the list 44 of mountains acquired by the user and performing an operation on the mining target determination button 46. Note that when an operation to select a specific mountain from the list 44 of mountains acquired by the user is performed, the mining start button 43 may be displayed instead of or in addition to the mining target determination button 46 (see FIG. 5), and when an operation is performed on the mining start button 43, mining starts on the specific mountain. As shown in FIG. 4, on the home screen 42 (in other words, the screen that accepts an operation related to the start of mining), a display 48 that can recognize the mountain set as the mountain for conducting mining (in other words, the mountain on which mining starts by the operation to start mining) may be displayed. Also, on the home screen 42, a display 49 that can recognize the pickaxe set as the pickaxe for mining (in other words, the pickaxe equipped on the player character) may be displayed.
[0079] When an operation on the mining start button 43 is performed, as shown in FIG. 6, the game control unit 212 places the player character 38 on the mountain 37 where mining is performed as a virtual space. Then, the game control unit 212 moves the player character 38 based on an input operation by the user. That is, the mountain 37 is a virtual space in which the user can play a predetermined game (specifically, a game of performing mining, in other words, a predetermined in-game event) by operating the player character 38 (in other words, a specific event can be executed). That is, the start of mining on a specific mountain 37 can be said to be the start of playing a game in a specific virtual space and can also be said to be entering a specific virtual space. The game control unit 212 moves the player character 38 within the virtual space or causes the player character 38 to perform an operation of using the pickaxe 39 (specifically, an operation of swinging the pickaxe 39) based on an input operation by the user. The operation method of the player character 38 within the virtual space can be the same as that of a conventional action game or the like, but for example, it may be as follows. The game control unit 212 may move the player character 38 within the mountain 37 based on operations on the "W", "A", "S", and "D" keys of the keyboard. Also, the game control unit 212 may cause the player character 38 to jump based on an operation on the space key of the keyboard. Further, the game control unit 212 may cause the player character 38 to perform a mining action of swinging the pickaxe 39 to dig the mountain 37 based on a left click operation on the mouse.
[0080] Gems and pyroxenes are buried (in other words, placed) in the mountain 37. And the user can acquire the gems and pyroxenes he has dug out (in other words, discovered). That is, when the player character 38 operated by the user digs out an item such as a gem or a pyroxene, the game control unit 212 gives (in other words, causes to acquire) the dug-out item to the user.
[0081] Note that the mining can also be interrupted midway. For example, the display control unit 114 of the terminal device 10 causes the display unit 18 to display a predetermined menu screen (not shown) based on a predetermined input operation by the user (for example, an operation on the Tab key of the keyboard). The menu screen displays an exit button for receiving an operation related to exiting the mountain. Then, the game control unit 212 causes the player character 38 to exit the mountain 37 (in other words, end the mining) based on the operation on the exit button. At this time, the game control unit 212 causes the storage unit 220 to store the progress state of the mining. And when the mining on the same mountain 37 is started next time, the game control unit 212 reads out the stored progress state and resumes the mining from where it left off. That is, when resuming the mining, the part of the mountain 37 that was dug last time will be in the dug state, and among the gems etc. buried in the mountain 37, the gems etc. that were dug out last time will be in the dug state. In other words, when entering and then re - entering the mountain 37 as a specific virtual space, the state reflects the changes made by the user when entering last time. In other words, in this embodiment, it is possible to interrupt the game in a specific virtual space and resume it midway.
[0082] Also, the user can arbitrarily dispose of the mountains they have acquired. For example, as shown in FIG. 5, when an operation to select a specific mountain among the mountains acquired by the user (in other words, the mountains listed) displayed on the display unit 18 is performed, the display control unit 114 causes the display unit 18 to display a disposal button 47 for receiving an operation related to the disposal of the selected mountain. Then, the game control unit 212 disposes of the selected mountain (in other words, releases the user's acquisition state for the selected mountain) based on the operation on the disposal button 47. The disposed mountain disappears from the list 44 of the mountains acquired by the user, and mining on that mountain becomes impossible.
[0083] In this embodiment, the picker used in mining is to be selected before starting mining by operating the mining start button 43. Such an operation related to the selection of the picker can be the same as the operation of selecting a weapon (in other words, equipping the player character 38) in a conventional game. Note that the picker being used may be changeable during mining.
[0084] Note that various items (for example, item A, item B, and item C) in this embodiment may be read as objects. Objects include characters, items, and the like. That is, item B and item C given by playing a game (in other words, executing an event) on a mountain as a specific virtual space may be characters or the like.
[0085] In this embodiment, the map is updated (in other words, newly generated) at a predetermined interval (specifically, once a day). Also, in accordance with the update of the map, the mountains that can be acquired are updated (in other words, newly generated) at a predetermined interval (specifically, once a day). Also, one mountain can only be acquired by one user, and once a certain user acquires a certain mountain (in other words, the right to mine the certain mountain), no other user can acquire the certain mountain. In other words, the acquisition of a mountain is first come, first served. Note that the update of the map and the update of the mountains that can be acquired may be such that the past map and mountains are refreshed (in other words, new maps and mountains are generated and the past maps disappear or the past mountains cannot be acquired), or the past map may be expanded or new mountains may be added in addition to the mountains generated in the past (in other words, the mountains that can be acquired increase), etc.
[0086] Here, the flow of acquisition and consumption of assets in the game of this embodiment will be described.
[0087] As described above, in the game of this embodiment, in order to participate in the game, the user needs to have a pickaxe. In this embodiment, the pickaxe can be purchased in the in-game marketplace, and the user purchases the pickaxe in the marketplace. Note that the pickaxe can be purchased with specific tokens. Transactions in the marketplace are managed by the marketplace management unit 214. Specifically, for example, the operation reception unit 111 of the terminal device 10 receives an operation for selecting an item that the user wants to purchase. Then, information regarding the operation is sent to the marketplace management unit 214 of the server 20 via the transmission / reception units 112 and 211, and the marketplace management unit 214 performs processing to deliver the item selected by the user to the user and to deliver the consideration therefor from the user to the person who sold the item.
[0088] Next, the user uses the acquired pickaxe to perform mining in the mountains. In mining, it is possible to acquire a plurality of types of items including gems and pyroxenes.
[0089] The pyroxenes acquired by the user can be exchanged for specific tokens. Note that the exchange of pyroxenes for specific tokens may be performed automatically or may be performed based on an operation for instructing the user to exchange. For example, all of the pyroxenes owned by the user may be periodically converted into specific tokens. Specifically, every day, at a predetermined time, all of the pyroxenes owned by the user may be automatically converted into specific tokens, and at that time, all of the pyroxenes owned by the user may be gone. Also, for example, pyroxenes may be automatically exchanged for specific tokens at a specific timing such as the timing of exiting the mountains. Note that in this embodiment, pyroxenes are given to the user by mining in the mountains and are exchanged for specific tokens, but instead of or in addition to pyroxenes, specific tokens may be directly given to the user by mining in the mountains.
[0090] In addition, in this embodiment, the specific token is a virtual currency managed by a blockchain. The specific token may be a token that can be exchanged for other cryptographic assets at a predetermined exchange (for example, a decentralized exchange). Further, the specific token may be an original token related to the game of this embodiment, a token with a set issuance limit, or a virtual currency or the like that can be used outside the game.
[0091] In addition, the gems acquired by the user can be tokenized as NFTs by meeting predetermined conditions. That is, in this embodiment, it is possible to issue NFTs corresponding to the gems and manage them on the blockchain. Specifically, for example, after the user acquires a gem, a process of tokenizing the gem may be started triggered by the user's operation on the acquired gem, or a process of automatically tokenizing the gem may be started without going through the user's operation on the acquired gem. For example, the operation reception unit 111 of the terminal device 10 may receive an operation in which the user selects a gem to be tokenized in the game. Then, information regarding the operation is sent to the asset management unit 213 of the server 20 via the transmission / reception units 112 and 211, and the asset management unit 213 may perform a process of tokenizing the selected gem based on the operation. Also, a fee (for example, a predetermined amount of specific tokens) is required for tokenization, and when tokenizing a gem by the operation, the fee may be consumed from the user's held assets. In addition, the gem may be taken out of the game after being tokenized and can be bought and sold on a marketplace outside the game. In other words, tokenizing an item can also be said to make it possible to buy and sell on a marketplace outside the game. Also, tokenizing an item can also be said to enable taking it out of the game. Note that the gem may be buyable and sellable in the in-game marketplace regardless of whether it is tokenized or not. Specifically, for example, the operation reception unit 111 of the terminal device 10 may receive an operation in which the user selects a gem to sell (specifically, a tokenized gem). Then, information regarding the operation is sent to the market management unit 214 of the server 20 via the transmission / reception units 112 and 211, and the market management unit 214 may put up for sale the gem selected by the user based on the operation. And when there is another user who wishes to purchase, the market management unit 214 may perform a process of delivering the gem to the other user and passing the consideration from the other user to the user who sold the gem. In other words, the tokenized item B may be able to transact with other users.
[0092] Also, the gemstones may be exchangeable for specific tokens. Specifically, the operation reception unit 111 of the terminal device 10 may receive an operation in which the user selects gemstones to be exchanged for specific tokens in the game. Then, information regarding the operation is sent to the server 20 via the transmission / reception units 112 and 211, and the asset management unit 213 may grant the user specific tokens in exchange for the selected gemstones based on the operation. In other words, the gemstones may be items that can be NFTized and exchanged for specific tokens. Note that the exchange between the gemstones and the specific tokens may be performed only in either one of before and after the NFTization of the gemstones, or may be performed in both cases.
[0093] (Character generation) In the game of this embodiment, the user can create their own character (specifically, a player character). Such a game that enables the creation of characters is well-known in the art and can be realized by known methods. For example, it may be realized as follows.
[0094] An example of a character makeup screen 70 as a screen for character creation is shown in FIG. 7.
[0095] In this embodiment, the user can set various items for the character, such as name, place of origin (in other words, the land related to the character, where the land may be an actual existing location or a location in a virtual space), gender, skin color, hairstyle, items to wear (in other words, clothing or equipment, in this embodiment, clothes and gloves), eyebrows, eyes, nose, mouth, and contour. Also, depending on the item, for example, the shape, color, or position (for example, the position within the face) can be set. Specifically, in this embodiment, it is possible to set the shape for the hairstyle, items to wear, eyebrows, eyes, nose, mouth, and contour. Also, it is possible to set the color for the hairstyle, items to wear, eyebrows, and eyes. Also, it is possible to set the position for the eyebrows, eyes, nose, and mouth.
[0096] In other words, the user can set the appearance features and non - appearance features of the character.
[0097] On the character makeup screen 70, as a UI for receiving operations related to the settings of these various items, there are displayed a name input field 71 for receiving operations related to name setting, a place - of - origin input field 72 for receiving operations related to place - of - origin setting, a gender setting UI 73 for receiving operations related to gender setting, a skin - color setting UI 74 for receiving operations related to skin - color setting, a hairstyle setting UI 75 for receiving operations related to hairstyle setting, an item setting UI 76 for receiving operations related to items to wear setting, an eyebrow setting UI 77 for receiving operations related to eyebrow setting, an eye setting UI 78 for receiving operations related to eye setting, a nose setting UI 79 for receiving operations related to nose setting, a mouth setting UI 80 for receiving operations related to mouth setting, and a contour setting UI 81 for receiving operations related to contour setting.
[0098] In this embodiment, it is possible to set an arbitrary name for a character by operating on the name input field 71 (for example, inputting an arbitrary character string into the name input field 71 by keyboard operation). The control unit 110 receives the operation on the name input field 71 as an operation for setting the name of the character.
[0099] Also, it is possible to set an arbitrary place of origin for a character by operating on the place-of-origin input field 72 (for example, inputting an arbitrary character string into the place-of-origin input field 72 by keyboard operation). The control unit 110 receives the operation on the place-of-origin input field 72 as an operation for setting the place of origin of the character. Note that, instead of or in addition to the place of origin, a place of residence or the like may be settable.
[0100] Also, by operating on the gender setting UI 73, it is possible to select the gender of the character from a plurality of options. Specifically, by operating on the arrow buttons included in the gender setting UI 73, it is possible to switch the gender to be set. The control unit 110 receives the operation on the gender setting UI 73 as an operation for setting the gender of the character.
[0101] Also, each of the skin color setting UI 74, hairstyle setting UI 75, item setting UI 76, eyebrow setting UI 77, eye setting UI 78, nose setting UI 79, mouth setting UI 80, and contour setting UI 81 may be configured to perform settings by selecting from a plurality of options for the item to be set, or may be configured to perform settings by specifying parameters through operations such as operating a slider or inputting a numerical value. Taking the case of setting eyebrows as a predetermined item as an example, this will be described with reference to FIG. 8. Note that the same applies to the settings of skin color, hairstyle, items to be worn, eyes, nose, mouth, and contour.
[0102] Based on a click operation on the eyebrow setting UI 77, the control unit 110 causes the display unit 18 to display a plurality of options 83 related to the shape of the eyebrows, a slider 84 related to the setting of the color of the eyebrows, and a slider 85 related to the setting of the position of the eyebrows.
[0103] Then, the control unit 110 accepts an operation by the user of selecting a specific option (in other words, a specific shape) from among a plurality of options 83 related to the shape of the eyebrows as an operation for setting the shape of the eyebrows.
[0104] Also, the control unit 110 accepts an operation on the slider 84 related to setting the color of the eyebrows as an operation for setting the color of the eyebrows. In the present embodiment, the slider 84 related to setting the color of the eyebrows includes a slider that accepts an operation related to setting the hue of the eyebrows, a slider that accepts an operation related to setting the saturation of the eyebrows, and a slider that accepts an operation related to setting the brightness of the eyebrows. By dragging and sliding the slider 84 related to setting the color of the eyebrows, it is possible to change the parameters related to the color of the eyebrows and set the color of the eyebrows. Note that in the present embodiment, it is also possible to directly input numerical values for the parameters related to the color of the eyebrows to set the color of the eyebrows.
[0105] Also, the control unit 110 accepts an operation on the slider 85 related to setting the position of the eyebrows as an operation for setting the position of the eyebrows. By dragging and sliding the slider 85 related to setting the position of the eyebrows, it is possible to change the parameters related to the position of the eyebrows and set the position of the eyebrows. Note that in the present embodiment, it is also possible to directly input numerical values for the parameters related to the position of the eyebrows to set the position of the eyebrows.
[0106] Note that the setting of the color and position of each part may be performed by selecting from among a plurality of options presented to the user.
[0107] Also, on the character makeup screen 70, an image of the player character (in other words, the appearance of the player character being created) 82 reflecting the settings made by the user is displayed.
[0108] On the makeup screen 70, when settings are made for each item and an operation is performed on the execution button 86 that accepts an operation related to the execution of creating a character, the game control unit 212 creates a character according to the settings made by the user on the makeup screen 70 as the player character used by the user.
[0109] Thus, in this embodiment, the user can manually create a player character. Also, the game control unit 212 automatically generates a profile of the player character based on the operation on the execution button 86. That is, the operation on the execution button 86 can also be said to be an operation related to the generation of the profile.
[0110] (Profile Generation) In this embodiment, the game control unit 212 automatically generates a profile regarding the character based on the data of the character (in other words, the player character) used by the user by AI (Artificial Intelligence).
[0111] Various proposals have been made for AI that can generate text based on predetermined information, and the generation of the profile in this embodiment can be realized by a known AI that can generate text. Note that the AI may be either a machine learning type or a non-machine learning type (rule-based). Also, the AI that generates the profile may be possessed by the game system 1 or an AI provided by an external service may be used. Specifically, for example, generative AIs such as ChatGPT, Google Bard (registered trademark), and Claude may be used.
[0112] Hereinafter, the AI that generates the profile is referred to as the "profile generation AI".
[0113] The game control unit 212 inputs predetermined data (hereinafter referred to as input data) to the profile generation AI and causes it to generate a profile. The input data input to the profile generation AI includes data indicating the characteristics of the player character (hereinafter referred to as "character data") and random data described later. That is, the game control unit 212 inputs character data to the profile generation AI and causes it to generate a profile. More specifically, the game control unit 212 inputs character data and random data to the profile generation AI and causes it to generate a profile.
[0114] In this embodiment, the game control unit 212 inputs, as character data, data related to the characteristics of the hairstyle of the player character, data related to the characteristics of the eyebrows, data related to the characteristics of the eyes, data related to the characteristics of the nose, data related to the characteristics of the mouth, data related to the characteristics of the contour, and data related to the characteristics of the items worn, etc. to the profile generation AI. In other words, the character data includes data related to the appearance of the player character. More specifically, the character data includes data related to the characteristics of the appearance set by the user for the player character. Further, the game control unit 212 inputs, as character data, data related to the name of the player character, data related to the gender, data related to the associated land, etc. to the profile generation AI. In other words, the character data includes data related to characteristics other than the appearance of the player character. The character data can also be said to be data indicating the characteristics set by the user for the player character.
[0115] An example of character data is shown in FIG. 9. The character data may directly or indirectly indicate the characteristics of the player character set by the user. For example, as the hair color of the player character, among multiple types of colors including type A (for example, black hair), type B (for example, brown hair), and type C (for example, blond hair), when type A is set, data such as "has black hair" is input to the profile generation AI as character data, and when type B is set, data such as "has brown hair" may be input to the profile generation AI as character data. Also, for example, as the eye shape of the player character, among multiple types of shapes including type A, type B, and type C, when the shape of type A is set, data such as "has kind eyes" is input to the profile generation AI as character data, and when the shape of type B is set, data such as "has strong eyes" may be input to the profile generation AI as character data.
[0116] The selection of character data according to the settings of the player character may be performed, for example, as follows. For example, for a predetermined item regarding a player character that can be selected and set from among a plurality of options (for example, a plurality of options such as type A, type B, and type C exemplified here), character data corresponding to each option is preset (in other words, the correspondence between each selectable option on the character makeup screen 70 and the input data is registered in the storage unit 220), and the game control unit 212 may input the character data corresponding to the option set for the player character to the profile generation AI. Also, for a predetermined item regarding a player character for which parameters can be specified and set, character data corresponding to the numerical values of the parameters is preset (in other words, the correspondence between the parameters and the input data is registered in the storage unit 220), and the game control unit 212 may input the character data corresponding to the parameters set for the player character to the profile generation AI. Specifically, for example, when a predetermined parameter related to hair color is within the first range (for example, the range determined to be black), the first character data (for example, data indicating "black hair") may be input, and when the predetermined parameter related to hair color is within the second range (for example, the range determined to be brown), the second character data (for example, data indicating "brown hair") may be input. Thus, the correspondence between the parameters and the input data to be input may be preset. Also, the game control unit 212 may input the image of the player character to a predetermined AI that analyzes the image, extract features regarding the appearance of the player character, and use the extracted result as input data, etc.
[0117] In addition, the game control unit 212 inputs, as character data, data on a plurality of items related to the player character to the profile generation AI. Specifically, the game control unit 212 inputs, to the profile generation AI, data indicating the characteristics of each item for a plurality of items such as the hairstyle, eyebrows, eyes, nose, mouth, contour, items to be worn, name, gender, or related land of the player character (specifically, a plurality of items that can be set by the user). Note that which item data is input to the profile generation AI may be determined in advance and fixed, or may be determined by the game control unit 212 when executing profile generation (for example, each time). Also, the determination of items by the game control unit 212 here may be performed according to a predetermined rule or randomly. Also, data for all items set by the user may be input to the profile generation AI, or data for some items may not be input to the profile generation AI.
[0118] In addition, the game control unit 212 inputs, as random data, data indicating the occupation of the player character. The random data input when executing profile generation is randomly extracted by the game control unit 212 from a plurality of candidates. Random data can also be said to be data indicating characteristics that the user has not set for the player character. Also, random data can be said to be data that cannot be specified by the user (in other words, data that has not been specified) among the input data used for profile generation.
[0119] An example of random data is shown in FIG. 10. The random data may be, for example, data such as "is an actor", "is an astronaut", "is an archaeologist", "is an app developer", "is an architect", "is a baker", "is a cake maker", etc. The game control unit 212 randomly determines the data to be used as input data from a plurality of candidates (a plurality of occupations in this embodiment) and inputs it to the profile generation AI.
[0120] In this embodiment, data indicating occupations that actually exist in the real world is used as random data. However, data indicating occupations according to the worldview within the game or roles within the game may also be used. Further, for example, as random data, data indicating the personality of the player character, data indicating the past of the player character, etc. may be input. What is shown here is merely an example, and the random data can be appropriately selected according to the direction of the profile that the AI is to generate. In other words, the random data is data that is randomly determined and is not particularly limited as long as it brings about a change in the content of the generated profile. The random data may be, for example, related to features other than the appearance of the player character.
[0121] The generation of the profile based on the character data and the random data can be performed, for example, as follows. That is, for example, to a known generation AI, an input such as "Please create a text describing the character based on the following input data." is input as a prompt, and the various input data described above is input to generate it.
[0122] Also, the profile may have its composition defined. Specifically, for example, the composition of the profile may be defined to include one or more of items such as "portrait", "experience", "biggest event in life", "greatest pride", "biggest failure and what was learned", "lines of the player character", etc. In other words, the game control unit 212 may give an instruction regarding the composition of the profile to the profile generation AI and cause the profile to be generated according to the instruction. The instruction may be given, for example, by inputting an instruction regarding the composition as a prompt. Also, the profile generation AI itself may be designed to generate a profile with a predetermined composition.
[0123] In addition, the matters included in the profile configuration may include matters related to the purpose in the game (mining in this embodiment), such as the purpose of the user or the purpose of the player character. The purpose in the game, as an example, includes obtaining a predetermined object (such as an object or a person in the virtual space), searching for a predetermined object, defeating a predetermined character, reaching a predetermined destination, winning in a battle, and the like. For example, in the game of this embodiment, obtaining gems exists as one of the purposes of the user (in other words, the player character). In particular, in this embodiment, the gem is an object that can be NFTized and can be taken out of the game or traded in the marketplace (in other words, it leads to a profit in the real world for the user), so the acquisition of gems becomes one of the important purposes for the user. Therefore, the game control unit 212 may instruct the profile generation AI to include matters related to the acquisition of gems in the profile configuration (in other words, the text). Specifically, the game control unit 212 may instruct to include in the profile configuration "the enthusiasm of the player character for gem mining (in other words, the line)", or may instruct to include "the reason for mining gems (for example, the trigger for challenging the mining)". According to such a configuration, the profile will include matters related to the purpose in the game (see FIG. 11), and it will be easier to give the user a sense of immersion in the game.
[0124] In addition, certain restrictions may be imposed on the content of the profile when generating the profile. Specifically, for example, restrictions may be imposed so that the profile does not include facial features or sentences that touch on appearance. That is, even when data indicating appearance features is input as input data, an instruction may be given not to touch on appearance features in the profile text. In other words, the game control unit 212 may issue an instruction to restrict the content of the profile to the profile generation AI and cause the profile to be generated according to the instruction. The restriction may be performed, for example, by inputting an instruction related to the restriction as a prompt. Also, the profile generation AI itself may be designed to generate a profile according to a predetermined restriction. Note that when causing the AI to generate a profile, for example, even if an instruction (in other words, a restriction) is given not to touch on facial features, there is a possibility that a sentence touching on facial features may be generated.
[0125] The game control unit 212 transmits information for causing the terminal device 10 to display the generated profile on the display unit 18. Also, as shown in FIG. 11, the control unit 110 of the terminal device 10 causes the generated profile to be displayed on the display unit 18 based on the information. In other words, the control unit 110 causes the display unit 18 to display a result display screen 87 that displays the result of generating the profile. On the result display screen 87, the generated profile, a regeneration button 88 as a UI for accepting an operation related to regenerating the profile, and a completion button 89 as a UI for accepting an operation related to finalizing the profile (in other words, completing the creation of the player character) are displayed. When an operation on the regeneration button 88 is performed, the profile is regenerated. When an operation on the completion button 89 is performed, the profile is finalized and the creation of the player character is completed. Then, it becomes possible to play a game (for example, mining, etc.) using the created player character.
[0126] Note that, as described above, the game control unit 212 generates a profile by adding random data to the characteristics of the player character set by the user (in other words, character data). The addition of random data can also be said to be the addition of a tag to the player character (in this embodiment, an occupation tag). That is, it can be said that the game control unit 212 generates a profile by AI based on the characteristics of the player character set by the user and the tag randomly added. Also, the game control unit 212 can be said to randomly add a predetermined characteristic (occupation in this embodiment) to the player character (in other words, the characteristics of the player character set by the user) and generate a profile based on the characteristics of the player character.
[0127] (Regeneration of Profile) The game control unit 212 can regenerate a profile based on an instruction from the user. Specifically, the game control unit 212 executes the regeneration of the profile based on the user's operation on the regeneration button 88. Specifically, the game control unit 212 inputs the character data and the random data to the profile generation AI and causes the profile to be generated in the same manner as when generating the profile for the first time (in other words, in the same manner as when generating based on the operation on the execution button 86).
[0128] As shown in FIG. 12, the game control unit 212 uses the same data for the character data whether generating a profile for the first time or regenerating it. In other words, the game control unit 212 uses the same data for the character data, at least in part (for example, without changing it at all). Also, the game control unit 212 randomly determines the random data for each of the case of generating a profile for the first time and the case of regenerating it. In other words, the random data used for generating the first profile and the random data used for regenerating the profile are each randomly extracted from a plurality of candidates. In other words, the game control unit 212 uses different data for the random data whether generating a profile for the first time or regenerating it. However, as a result of random determination, it may be possible that the same data (in other words, the same occupation) is selected as the random data. Also, at the time of regeneration, the game control unit 212 may control so that the same random data as the previously selected random data is not selected. Specifically, when determining the random data to be used for regenerating the profile, the game control unit 212 may extract the random data from a plurality of candidates excluding the previously selected random data. More specifically, for example, the random data has a type set (in other words, is classified into a plurality of types), and when regenerating the profile, the game control unit 212 may use random data of a type different from the random data used at the time of the previous generation to generate the profile. In other words, when determining the random data to be used for regenerating the profile, the game control unit 212 may exclude the random data of the same type as the type set in the previously selected random data from the candidates and determine the random data to be used for regeneration.For example, for the data "is a bakery" and the data "is a cake shop", a category of "food-related" is set. When the data "is a bakery" was used as random data in the generation of the previous profile, during regeneration, the game control unit 212 may control so as not to select as random data the data "is a bakery" and the data "is a cake shop" for which the category of "food-related" is set. Note that the random data may be data randomly selected when generating the profile for the first time (in other words, the m-th time (m is a natural number)) and when regenerating (in other words, generating the (m + 1)-th time). Note that the random data may not be added when generating the profile for the first time.
[0129] When the game control unit 212 regenerates the profile, it transmits to the terminal device 10 information for causing the display unit 18 to display the generated profile. The control unit 110 of the terminal device 10 causes the display unit 18 to display the generated (specifically, regenerated) profile based on the information. In other words, the control unit 110 causes the result display screen 87 to display the result of the profile regeneration. Also, when an operation on the regeneration button 88 is performed, the profile is regenerated again. When an operation on the completion button 89 is performed, the profile is finalized and the creation of the player character is completed. Then, it becomes possible to play a game (for example, mining, etc.) using the created player character. And the user can repeatedly regenerate the profile until a satisfactory profile is generated.
[0130] As described above, the game control unit 212 may change, for each generation of a profile (e.g., between the m-th generation and the (m + 1)-th generation), which data among a plurality of items of the hairstyle, eyebrows, eyes, nose, mouth, outline, items to be worn, name, gender, or related land, etc. (specifically, a plurality of items that can be set by the user) is input to the profile generation AI. Further, the game control unit 212 may change the weighting for each of these plurality of items for each generation of the profile. That is, when inputting character data for each of a plurality of features of the player character (e.g., hairstyle feature, eye feature, related land, etc.) to the profile generation AI, the game control unit 212 may instruct the profile generation AI for each generation of the profile which feature to prioritize in generating the profile, and may change the weighting for each feature for each generation of the profile. In other words, when automatically changing the profiles generated at the m-th time and the (m + 1)-th time, the game control unit 212 may change the profile by changing which data among the items is input to the profile generation AI instead of or in addition to adding random data, or by changing the weighting for each item. The game control unit 212 may determine which data of which item to input and how to set the weighting for each item randomly or according to a predetermined rule.
[0131] (Additional randomness) The game control unit 212 may be able to change the profile configuration when generating the profile for the first time (in other words, the m-th time) and when regenerating it (in other words, the (m + 1)-th time). In other words, the game control unit 212 may perform control to impart randomness to the profile configuration. Specifically, as described above, when generating a profile, the game control unit 212 may give an instruction to the profile generation AI regarding items to be included in the profile configuration. And the game control unit 212 may be able to vary the instruction regarding the items to be included in the profile configuration for each profile generation. For example, the game control unit 212 may determine the items to be included in the profile configuration randomly or according to a predetermined rule. That is, for example, when generating the profile for the first time, the game control unit 212 may instruct the profile generation AI to include "portrait", "experience", "biggest event in life", and "lines of the player character" in the profile, and when regenerating the profile, it may be possible to instruct the profile generation AI to include "portrait", "experience", "proudest thing", and "lines of the player character" in the profile. Note that the profile configuration (in other words, the instruction regarding the configuration) may be determined in advance and fixed.
[0132] (Generation of profiles in other languages) In the game of this embodiment, each user can select the language they use and play the game. Specifically, for example, each user can select the language they use from a plurality of languages such as Japanese, English, Spanish, Chinese, etc. and play the game. Also, each user can view the profile of another user's player character during the game. And the profile of another user's player character is displayed in the language the user has selected.
[0133] Here, a first user who has selected a first language (e.g., Japanese) as the language to be used creates a profile for his / her player character, and the case where a second user who has selected a second language (e.g., English) as the language to be used views the profile of the first user's player character will be described. Note that the profile of the first user's player character is displayed on the second user's terminal device 10 when the second user performs a predetermined operation on the second user's terminal device 10. Since a method of displaying information of characters owned by other users on the terminal device 10 is well known, the description thereof will be omitted.
[0134] When the game control unit 212 generates a profile of the first user's player character based on the operation of the first user (specifically, an operation on the execution button 86 or the regeneration button 88), the profile is generated in the first language selected by the first user as the language he / she uses. Then, the profile generated in the first language is presented to the first user.
[0135] Regarding such a profile generated in the first language, when presenting it to the second user, it is necessary to present a version translated into the second language so that the second user can understand it. In the present embodiment, the work of translating (in other words, converting) the profile generated in the first language into the second language is performed using AI. In other words, the game control unit 212 automatically generates a profile generated in the second language based on the profile generated in the first language by AI. The AI used here may be the same AI (e.g., a known generation AI) as the AI used when generating the profile in the first language.
[0136] Specifically, the game control unit 212 first instructs the AI to extract a plurality of keywords from the profiles generated in the first language. Also, in the present embodiment, the game control unit 212 instructs the AI to extract the keywords in the second language. Further, the game control unit 212 may instruct the AI regarding what types of keywords to extract (for example, regarding what matters to extract keywords). That is, the instruction for keyword extraction to the AI may be, for example, input as a prompt to the generative AI such as "Please extract three keywords in English (in other words, the second language) from the profile.", or may be input as a prompt such as "Please extract three keywords each regarding the portrait of a person and three keywords regarding experience in English (in other words, the second language) from the profile."
[0137] In addition, the game control unit 212 instructs the AI to generate a profile in the second language based on the keyword. Specifically, the game control unit 212 instructs the AI to generate a profile of the player character of the first user in the second language based on the keyword, character data indicating the characteristics of the player character of the first user, and random data. Such an instruction may be, for example, to input, as a prompt, "Please create an article describing the character in English (in other words, the second language) based on the following input data." to a known generative AI, and input the keyword (specifically, the keyword extracted from the profile in the first language), character data, and random data as the input data. Here, the character data may relate to the same characteristics (for example, characteristics such as "black hair" or "the eye shape is type A") as the character data input when generating the profile in the first language. In other words, the character data may be the same data as the data used when generating the profile in the first language, or may be different data. Also, the random data may relate to the same characteristics (for example, the same occupation) as the random data input when generating the profile in the first language. Note that here, regarding the character data and the random data, "relating to the same characteristics" may mean that exactly the same data is input as the input data when generating the profile in the first language and when generating the profile in the second language, or data indicating specific characteristics (for example, characteristics such as "black hair", "the eye shape is type A", or data indicating the characteristic of "being a baker") may be registered in the storage unit 220 respectively for the data used when generating the profile in the first language and the data used when generating the profile in the second language, and input as the input data when generating the profiles in each language.
[0138] That is, the random data used when generating the profile of the second language based on the profile of the first language may be the same data as the random data selected from among a plurality of candidates when generating the profile of the first language, or may be different data. In other words, the game control unit 212 performs a process of randomly extracting random data from among a plurality of candidates when generating the profile of the first language. However, when generating the profile of the second language, random data corresponding to the extraction result when generating the profile of the first language may be used, or a process of randomly extracting random data from among a plurality of candidates may be performed again.
[0139] Note that the game control unit 212 may simply cause the AI to translate the profile generated in the first language into the second language. However, when performing translation by such a method, there is a possibility that the translated text may become unnatural or difficult to read due to the appearance of expressions specific to the first language in the profile of the second language. On the other hand, as in the present embodiment, by extracting keywords from the profile generated in the first language and configuring to newly generate the profile of the second language based on the keywords, it becomes possible to generate a natural profile according to the language.
[0140] (Flow of processing) Next, an example of the process executed by the game system 1 will be described with reference to the flowchart shown in FIG. 13.
[0141] The control unit 110 of the user's terminal device 10 receives an operation for setting the characteristics of the character by the user (step S101). Specifically, the control unit 110 receives an operation for setting various items such as the name, place of origin, gender, skin color, hairstyle, items to be worn, eyebrows, eyes, nose, mouth, and outline of the character on the character makeup screen 70.
[0142] Next, the control unit 110 receives an operation related to the generation of a profile by the user (step S102). Specifically, the control unit 110 receives an operation on the execution button 86 as an operation related to the generation of a profile.
[0143] When an operation related to the generation of a profile is performed, the game control unit 212 automatically generates a profile for the character by AI based on the character data as data indicating the characteristics of the character set by the user in step S101. Specifically, when an operation related to the generation of a profile is performed, the game control unit 212 randomly extracts random data used for the generation of a profile from a plurality of candidates (step S103). In other words, the game control unit 212 randomly determines the occupation of the character. Next, the game control unit 212 instructs the profile generation AI to generate a profile for the character based on the character data as data indicating the characteristics of the character set by the user in step S101 and the random data randomly extracted in step S103 (in other words, the occupation randomly determined) (step S104).
[0144] Next, the game control unit 212 presents the profile generated by the profile generation AI to the user (step S105). Specifically, the game control unit 212 instructs the user's terminal device 10 to display the profile generated by the profile generation AI on the display unit 18. Based on this instruction, the control unit 110 of the terminal device 10 causes the display unit 18 to display the profile generated by the profile generation AI. Here, "presenting the profile generated by the profile generation AI to the user" may mean presenting the output result of the profile generation AI to the user as it is without changing the content (in other words, displaying it on the display unit 18), or it may mean presenting the user with the output result after editing the content. Specifically, the game control unit 212 may present the user with the output result after editing such as removing prohibited phrases. Also, "without changing the content" may include cases where the main text of the profile as the output result is not edited, but headings for each item in the profile (for example, headings such as "Portrait" and "Experience" when the profile includes items such as "Portrait" and "Experience") are deleted or added.
[0145] Next, the control unit 110 of the user's terminal device 10 receives an operation related to regenerating the profile (step S106). Also, the game control unit 212 determines whether an operation related to regenerating the profile has been performed (step S107). In other words, the game control unit 212 determines whether an operation related to regenerating the profile (for example, an operation on the regeneration button 88) has been performed, or whether an operation related to confirmation (for example, an operation on the completion button 89) has been performed.
[0146] If an operation related to regeneration has not been performed (NO in step S107), the game control unit 212 does not regenerate the profile and determines the profile presented to the user as the character's profile (step S108).
[0147] When the operation related to regeneration is performed (YES in step S107), the game control unit 212 regenerates the profile related to the character by AI based on the character data as the data indicating the characteristics of the character set by the user in step S101. Specifically, the game control unit 212 returns to the process of step S103 and repeats the processes of steps S103 to S107.
[0148] In this embodiment, items, tokens, and various logics (in other words, smart contracts) managed on the blockchain are managed on the same blockchain, but some of them may be managed on different blockchains. Note that existing blockchains such as Ethereum and Bitcoin may be used for the blockchain. Note that NFTs corresponding to item A and item B (in other words, item A and item B that have been NFTified) may be bridged from the issued blockchain to other blockchains.
[0149] Each configuration according to this embodiment can also be applied to services (in other words, content) other than the game according to this embodiment. For example, each configuration according to this embodiment may be used to generate a profile of a character (in other words, an avatar) used by a user in a service other than a game.
[0150] Note that the present invention is not limited to the above-described embodiments, and can be implemented with various modifications without departing from the gist thereof. Within the scope of the present invention, free combinations of each component, deformation of any component, substitution of any component, omission of any component, or addition of other components are possible. Also, the flow of the processes described in this specification is merely an example, and the order and configuration of each process may be different. Also, there may be processes not described in this specification. In other words, the flow of the processes and specific determination processes etc. may be different from those exemplified in this specification.
[0151] <Supplementary Note> The configuration of this embodiment may be used, for example, to improve the interestingness of a service. Further, the configuration of this embodiment may be used, for example, to provide a service that can be comfortably used. The matters described in the above embodiments may also be described as follows in the appended claims.
[0152] (Appended Claim 1) Cause a computer to function as a generation means (for example, the game control unit 212) that automatically generates a profile regarding the character based on data of the character used by the user by AI, the generation means is capable of regenerating the profile based on an instruction by the user, the generation means regenerates the profile by AI based on the data of the character and specific data determined at random Program. According to such a configuration, regarding the profile automatically generated by AI, changes can be brought about by the data determined at random. Therefore, for example, when the user requests regeneration of the profile, it becomes possible to change the profile without changing the character itself. Therefore, it becomes easy to remake the profile to one's liking and the interestingness of the service can be improved.
[0153] (Appended Claim 2) the character can be manually generated by the user The program according to Appended Claim 1. According to such a configuration, in a configuration where a profile is automatically generated for a character manually generated, when the user requests regeneration of the profile, it becomes possible to change the profile without asking the user to change the character. Therefore, the user can easily remake the profile to one's liking without involuntarily changing the part set by the user regarding the character. Therefore, the interestingness of the service can be improved.
[0154] (Appendix 3) When the generating means regenerates the profile, it generates the profile using specific data different from the specific data used at the previous generation. The program according to Appendix 1. According to such a configuration, randomness can be brought to both the previous profile and the current profile by specific data, and the interestingness of the service can be improved.
[0155] (Appendix 4) The specific data is classified into a plurality of types. When the generating means regenerates the profile, it generates the profile using specific data of a different type from the specific data used at the previous generation. The program according to Appendix 1. According to such a configuration, it is possible to make it easier for the profile to differ before and after regeneration, and the interestingness of the service can be improved.
[0156] (Appendix 5) The data of the character includes data related to the appearance of the character. The program according to any one of Appendices 1 to 3. According to such a configuration, the profile can be made according to the appearance of the character.
[0157] (Appendix 6) When the generating means regenerates the profile, while making the data related to the appearance of the character used for generating the profile the same as that used at the previous generation, by randomly determining the specific data, a change is given to the generated profile. The program according to Appendix 5. According to such a configuration, the user can easily remake the profile to their liking without involuntarily changing the appearance of the character since the last profile generation. Therefore, the interestingness of the service can be improved.
[0158] (Appendix 7) An information processing system comprising generation means for automatically generating a profile regarding the character based on the data of the character used by the user by AI, wherein the generation means is capable of regenerating the profile based on an instruction by the user, and the generation means regenerates the profile by AI based on the data of the character and specific data randomly determined. information processing system. According to such a configuration, the same operational effects as the program described in Appendix 1 can be achieved.
[0159] Note that the problem-solving means configured by the above-described program (for example, each configuration described in the appendix, etc.) can be appropriately diverted to an apparatus, a system, a method, a medium, or the like.
Explanation of Reference Numerals
[0160] 1 game system, 3 blockchain system, 10 terminal device, 11 processor, 12 memory, 13 storage, 14 communication IF, 15 input / output IF, 17 input unit, 18 display unit, 20 server, 21 processor, 22 memory, 23 storage, 24 communication IF, 25 input / output IF, 30 node device, 31 processor, 32 memory, 33 storage, 34 communication IF, 35 input / output IF, 110 control unit, 111 operation reception unit, 112 transmission / reception unit, 113 terminal processing unit, 114 display control unit, 120 storage unit, 210 control unit, 211 transmission / reception unit, 212 game control unit, 213 asset management unit, 214 market management unit, 220 storage unit, 310 control unit, 320 storage unit
Claims
Claim 1 A computer, functioning as a generation means for automatically generating, by AI, a profile regarding an object based on data of the object in a game, wherein the generation means is capable of regenerating the profile based on an instruction by a user, and the generation means regenerates the profile by AI based on the data of the object and specific data randomly determined program. Claim 2 An information processing system comprising a generation means for automatically generating, by AI, a profile regarding an object based on data of the object in a game, wherein the generation means is capable of regenerating the profile based on an instruction by a user, and the generation means regenerates the profile by AI based on the data of the object and specific data randomly determined system.
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