Computer system and program

The computer system addresses player discomfort by harmonizing game and insert videos through adjustments in object depiction, light, environment, and camera settings, ensuring a smooth transition and improved gaming experience.

JP2025112069APending Publication Date: 2025-07-31BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2024006143
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-18
Publication Date
2025-07-31

AI Technical Summary

Technical Problem

In video games, the transition between normal gameplay video and insert videos can cause player discomfort due to discrepancies in character appearance, position, posture, and environmental differences, leading to a disjointed gaming experience.

Method used

A computer system that controls the generation and arrangement of game and insert videos to ensure harmony by adjusting game object depiction, light sources, scene environment, and camera settings to minimize discrepancies between video segments.

Benefits of technology

Reduces player discomfort by ensuring a seamless transition between game and insert videos, enhancing the gaming experience through consistent visual continuity.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a technology to reduce a concern of causing a player viewing a game image and an insert image continuously to have a feeling of discomfort related to image contents.SOLUTION: A server system generates a game image on the basis of a game progress status, and performs display control. When the game progress status satisfies a given activation condition, a given insert image is inserted in the middle of the game image. In that case, arrangement control is performed for arranging a part of the image of switching between the inserted insert image and the game image. The arrangement control is of the content that an insert image end part scene and a game image end part scene satisfy a given harmonization condition.SELECTED DRAWING: Figure 6
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Description

Technical Field

[0001] The present invention relates to a computer system or the like that controls the execution of a game.

Background Art

[0002] One of the important points regarding the play video of a video game is not to give the player a sense of discomfort.

[0003] For example, Patent Document 1 discloses a technique of superimposing a target image calculated by a computer on a background screen that can be seen by moving the viewing point reproduced using an LD player. According to the technique of Patent Document 1, a target that appears in accordance with the game progress is compositely displayed so as to overlap with the background image as a target image seen from a moving viewing point.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] Now, in some video games, as a play screen, while displaying a game video that renders the state of game objects arranged in a virtual three-dimensional space during normal times, when the game progress situation satisfies a given activation condition, an insert video is inserted and displayed for a type of production.

[0006] The insert video is a still image or a moving image prepared in advance. The still image or moving image may be created as a cell animation or may be created as a 3DCG (3 Dimensional Computer Graphics) animation.

[0007] The type of production that inserts insert video corresponds to the cut-in production in movies. The insert video complements video expressions that cannot be fully expressed in normal game videos, enhancing the game story, increasing the interest of the game, and promoting the player's immersion in the game world.

[0008] However, when the player views the game video and the insert video continuously, there is a possibility of discomfort. For example, assuming that the game object is the player character, if the player notices that the player character shown in the game video immediately before switching to the insert video and the player character shown in the insert video are different in terms of the type of character, position in the game space, posture of the character, display state of the character (e.g., equipment, dirt or damage on the appearance, etc.).

[0009] If the player feels discomfort in the connection between the game video and the insert video, the game may become uninteresting.

[0010] The problem to be solved by the present invention is to provide a technology that can reduce the concern of causing discomfort related to video content to a player who views the game video and the insert video continuously.

Means for Solving the Problem

[0011] The first invention for solving the above problem is game video generation control means (e.g., game video generation control unit 214 in FIG. 8, game video data 734 in FIG. 12, step S10 in FIG. 14) for performing generation control of a game video whose display is controlled based on the game progress situation, and insert control means (e.g., insert control unit 216 in FIG. 8, insert video definition data 530 in FIG. 10, step S78 and step S118 in FIG. 14) for performing control to insert a given insert video in the middle of the game video whose display is controlled when the game progress situation satisfies a given activation condition. A computer system comprising video arrangement control means (for example, the video arrangement control unit 220 in FIG. 8, the arrangement definition data 560 in FIG. 11, step S36 in FIG. 14) for performing arrangement control to arrange a switching video portion between the insert video inserted by the insert control means and the game video.

[0012] According to the first invention, the computer system can generate and display a game video based on game progress information, and can also insert and display an insert video when the activation condition is satisfied. At that time, the switching video portion between the insert video and the game video can be arranged. Therefore, by this arrangement, it is possible to reduce the concern of making a player who views the game video and the insert video continuously feel a sense of discomfort regarding the video content.

[0013] According to the second invention, in the above computer system, the video arrangement control means executes the arrangement control so that an insert video end scene, which is the switching video portion related to the insert video, and a game video end scene, which is the switching video portion related to the game video, satisfy a given harmony condition.

[0014] According to the second invention, the computer system can execute arrangement control so that the insert video end scene and the game video end scene satisfy the harmony condition.

[0015] According to the third invention, in the above computer system, prediction determination means (for example, the prediction determination unit 230 in FIG. 8) is further provided to predict the game video end scene based on an operation input of game play by a player, and to predict and determine that the predicted game video end scene and the insert video end scene do not satisfy the harmony condition. The video arrangement control means executes the arrangement control according to the prediction determination.

[0016] For example, in some games, there is a type that can temporarily store a plurality of operation inputs continuously input by a player and execute the stored operations in the order of input, which is a type corresponding to prior input. According to the third invention, even in such a game of the prior input corresponding type, when performing an effect of inserting and displaying an insert video during the game video, it is possible to reduce the concern of making a player who views the game video and the insert video continuously feel a sense of discomfort related to the video content.

[0017] A fourth invention is a computer system in the above computer system, wherein the video arrangement control means has game video arrangement control means (for example, the game video arrangement control unit 222 in FIG. 8, the arrangement content data 570 in FIG. 11, steps S52 to S70 in FIG. 16) for executing the arrangement control for the game video end scene.

[0018] According to the fourth invention, the computer system can realize arrangement control for the game video end scene.

[0019] A fifth invention is a computer system in the above computer system, wherein when a game object appears in the game video end scene and the game object appears in the insert video end scene, the game video arrangement control means makes the display scene of the game object controlled to be displayed in the game video end scene and the display scene of the game object controlled to be displayed in the insert video end scene satisfy a given approximation description condition indicating that they are approximations, which is one of the harmony conditions, and executes the arrangement control for the game video end scene (for example, steps S50 to S54 in FIG. 16).

[0020] According to the fifth invention, the computer system can reduce the concern of making a player feel a sense of discomfort related to the description of the game object.

[0021] The sixth invention is a computer system in which the game video arrangement control means executes the arrangement control for the game video end scene so as to satisfy the approximation description condition based on any one of the number, type, display position, display mode, and operation content of the game objects (for example, the game object description-related target satisfaction degree data 572 and the approximation description condition definition data 573 in FIG. 11, steps S52 to S54 in FIG. 16).

[0022] According to the sixth invention, the computer system can arrange any one of the number, type, display position, display mode, and operation content of the game objects so as to satisfy the approximation description condition in relation to the description of the game objects.

[0023] The seventh invention is a computer system in which the game video arrangement control means determines the setting of the virtual camera when generating the video of the game video end scene so as to satisfy a given approximation viewpoint condition indicating that the display scene controlled to be displayed in the game video end scene and the display scene controlled to be displayed in the insert video end scene approximate in terms of the viewpoint, which is one of the harmony conditions, and executes the arrangement control thereby (for example, the viewpoint-related target satisfaction degree data 578 and the approximation viewpoint condition definition data 579 in FIG. 11, steps S68 to S70 in FIG. 16).

[0024] According to the seventh invention, the computer system can arrange the setting of the virtual camera, that is, the viewpoint when generating the game video.

[0025] The eighth invention is a computer system in which the game video arrangement control means determines the setting of the light source related to the game video end scene so that the display scene controlled in the game video end scene and the display scene controlled in the insert video end scene satisfy a given approximate light source condition indicating that the light source setting, which is one of the harmony conditions, is approximated (for example, the light source-related target satisfaction degree data 574 and the approximate light source condition definition data 575 in FIG. 11, steps S60 to S62 in FIG. 16), thereby executing the arrangement control.

[0026] According to the eighth invention, the computer system can arrange the setting of the light source in the game space so as to satisfy the approximate light source condition.

[0027] [[ID=⑧]]The ninth invention is a computer system in which the game video arrangement control means determines the setting of the scene environment related to the game video end scene so that the display scene controlled in the game video end scene and the display scene controlled in the insert video end scene satisfy a given approximate environment condition indicating that the scene environment, which is one of the harmony conditions, is approximated (for example, the scene environment-related target satisfaction degree data 576 and the approximate environment condition definition data 577 in FIG. 11, steps S64 to S66 in FIG. 16), thereby executing the arrangement control.

[0028] According to the ninth invention, the computer system can arrange the environment in the game space so as to satisfy the approximate environment condition.

[0029] The tenth invention is a computer system in which there are a plurality of determination elements with different satisfaction degrees for satisfying the harmony condition in the harmony condition, and the game video arrangement control means determines the control content of the arrangement control based on the satisfaction degree for each determination element (for example, the determination element satisfaction degree condition 562b in FIG. 11, steps S52, S60, S64, and S68 in FIG. 16).

[0030] According to the tenth invention, the computer system can perform arrangement control based on the satisfaction level of each of a plurality of determination elements constituting the harmony condition.

[0031] The eleventh invention is a computer system in which the insert control means selects the insert video from among a plurality of types of insert video candidates, and the game video arrangement control means determines the control content of the arrangement control based on the insert video (for example, video classification condition 562a in FIG. 11, steps S52, S60, S64, S68 in FIG. 16).

[0032] According to the eleventh invention, the computer system can change the arrangement control according to which insert video is inserted.

[0033] The twelfth invention is the above computer system, in which the insert control means performs cancellation control to cancel the insert video during playback based on the player's operation (for example, steps S96 to S98 in FIG. 17), and the game video arrangement control means executes the arrangement control with the end portion of the insert video that is cancelled during the cancellation control as the insert video end scene (for example, steps S110 to S116 in FIG. 15).

[0034] According to the twelfth invention, the computer system enables the player to cancel the display of an arbitrary insert video during playback, and can also reduce the concern of making the player feel uncomfortable about the part where the video switches from the inserted insert video to the game video.

[0035] The 13th invention is a computer system which, in the above computer system, the video arrangement control means has insert video arrangement control means (for example, the insert video arrangement control unit 224 in FIG. 19) for executing the arrangement control for the insert video end scene.

[0036] According to the 13th invention, the computer system can perform arrangement control for the insert video end scene.

[0037] The 14th invention is a computer system which, in the above computer system, the insert video arrangement control means executes the arrangement control by inserting a given connecting video into the insert video end scene (for example, the connecting video 18 in FIG. 7, the connecting video definition data 516 in FIG. 9, steps S86 to S92 in FIG. 17).

[0038] According to the 14th invention, the computer system can insert a connecting video into the insert video end scene. By having the connecting video serve as a buffer connecting the game video end scene and the insert video end scene, it is possible to further reduce the concern of making the player feel uncomfortable.

[0039] The 15th invention is a computer system which, in the above computer system, the insert video arrangement control means executes the arrangement control by selecting a reproduced video portion to be used for the insertion from among the insert videos and determining the insert video end scene (for example, the reproduced video portion 19 in FIG. 18, step S164 in FIG. 20).

[0040] According to the 15th invention, the computer system can change the connection position with the game video by selecting the reproduced video portion from among the insert videos, thereby reducing the concern of making the player feel uncomfortable.

[0041] The 16th invention is a computer system in which the insert video arrangement control means selects the reproduced video portion of the insert videos based on the harmony condition for the game video end scene (for example, steps S160 to S164 in FIG. 20, step S95 in FIG. 21).

[0042] According to the 16th invention, the computer system can select a reproduced video portion that satisfies the harmony condition.

[0043] The 17th invention is a computer system in which the video arrangement control means uses a machine learning model learned based on teacher data that takes the switching video portion as input and outputs the control content of the arrangement control to determine the control content of the arrangement control (for example, generation AI (Artificial Intelligence) 50 in FIG. 22, machine learning model data 590 in FIG. 23).

[0044] According to the 17th invention, the computer system can realize arrangement control using a machine learning model.

[0045] The 18th invention is a program for causing a computer system to function as game video generation control means for performing generation control of game video whose display is controlled based on the game progress situation, insert control means for performing control to insert a given insert video in the middle of the game video whose display is controlled when the game progress situation satisfies a given activation condition, and video arrangement control means for performing arrangement control to arrange the switching video portion between the insert video inserted by the insert control means and the game video.

[0046] According to the 18th invention, a program that can obtain the same effect as the 1st invention can be realized.

Brief Explanation of Drawings

[0047]

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Mode for Carrying Out the Invention

[0048] Hereinafter, examples of embodiments of the present invention will be described, but it goes without saying that the forms to which the present invention can be applied are not limited to the following embodiments. FIG. 1 is a system configuration diagram showing a configuration example of the game system of the present embodiment. The game system 1000 is a computer system for executing a given game in which a player 2 using the player terminal 1500 operates a player character to play.

[0049] The game system 1000 is a computer system including a server system 1100 and player terminals 1500 for each player that are connected so as to be capable of data communication via a network 9. The player terminal 1500 is a man-machine interface (MMIF) in the game system 1000. In the example of FIG. 1, only one player terminal 1500 is drawn, but in actual operation, there may be a state in which a plurality of player terminals 1500 are connected to the server system 1100.

[0050] The network 9 means a communication path capable of data communication. That is, the network 9 includes, in addition to a dedicated line (dedicated cable) for direct connection and a LAN (Local Area Network) such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and the like.

[0051] The server system 1100 is a computer system that also functions as a game server that performs various processes such as providing a predetermined user registration procedure, managing information of registered users, generating and managing various data for executing a game, and the like.

[0052] The server system 1100 mounts a control board 1150 on the main body device. The control board 1150 is equipped with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), and various IC memories 1152 such as VRAM, RAM, and ROM, and a communication device 1153. Note that part or all of the functions mounted on the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field Programmable Gate Array), or a SoC (System on a Chip).

[0053] Although the server system 1100 is depicted as if it were a single server device, it may also be configured to be realized by a plurality of devices. For example, the server system 1100 may be configured to include a plurality of blade servers that share functions and are connected to be able to communicate with each other via an internal bus. Also, the server system 1100 may include a database and online storage.

[0054] The player terminal 1500 is a computer system used by player 2 to play a game, and is responsible for the function of the man-machine interface in the game system 1000.

[0055] The player terminals 1500 (1500a, 1500b, …) are computer systems that can be connected to the network 9, such as a personal computer, a smartphone, a wearable computer, a portable game device, a home game device, a tablet computer, and the like.

[0056] The player terminal 1500 includes an operation input device, an image display device, and a control board 1550. Examples of the operation input device include a touch panel 1506, a keyboard, a game controller, a mouse, and the like. Examples of the image display device include a touch panel 1506, a head-mounted display, a glass-type display, and the like.

[0057] The control board 1550 is equipped with a CPU 1551, various microprocessors such as a GPU and a DSP, various IC memories 1552 such as VRAM, RAM, and ROM, and a communication module 1553 connected to the network 9. These elements mounted on the control board 1550 are electrically connected via a bus circuit or the like, enabling data reading and writing and signal transmission and reception. Part or all of the control board 1550 may be configured with an ASIC, an FPGA, or a SoC.

[0058] The control board 1550 stores a program and various data for realizing the functions of the player terminal 1500 in the IC memory 1552. By executing a predetermined application program, the player terminal 1500 realizes functions as a man-machine interface of the game system 1000 and as a game client.

[0059] Note that the player terminal 1500 is configured to download programs and various data necessary for playing a game from the server system 1100, but it may also be configured to read from a storage medium such as a separately obtained memory card.

[0060] FIG. 2 is a diagram for explaining a display example of the play video 10 displayed on the player terminal 1500. The play video 10 is displayed on the player terminal 1500. The play video 10 includes a game video 12 and an insert video 14.

[0061] The game video 12 is a virtual space image obtained by arranging game objects (3D objects) such as player characters 4 (4a, 4b, …) and NPCs (Non-Player Characters) 6 in the game space 3 of a virtual three-dimensional space and shooting / rendering them with a virtual camera. The player 2 usually plays while watching the game video 12.

[0062] The insert video 14 is a production video that is inserted and displayed in the middle of the game video 12. A plurality of types of insert videos 14 are prepared, and activation conditions are set for each of them. When the game progress conditions during play satisfy the activation conditions, the insert video 14 is selected and inserted and displayed in the game video 12. In the example of FIG. 2, the insert video 14 whose activation conditions are satisfied is inserted in the game video 12 (12a).

[0063] When the display of the insert video 14 ends, the play video 10 returns to the display of the game video 12 (game video 12 (12b) in the example of FIG. 2). For the player 2, the play video 10 also seems like a movie composed of a plurality of cuts and scenes connected together. The video switching from the game video 12 to the insert video 14 can be said to correspond to the cut and scene switching in a movie.

[0064] The insert video 14 is designed and created to bring about a given production effect on the premise of a game progress situation that satisfies the assumed activation conditions. However, the higher the degree of freedom of game play, the more diverse the game progress situation becomes. The game progress situation that satisfies the activation conditions may be different from the situation assumed as a premise when creating the insert video 14.

[0065] For example, in the example of FIG. 2, player 2 is playing an action RPG (Role Playing Game) in which three player characters 4 (4a, 4b, …) are operated to engage in a battle encounter with enemy NPCs 6 (6a, 6b, …). Assume that player 2 inputs an activation operation for a special cooperation skill activated by the cooperation of the three player characters 4. Then, an insert video 14 with the activation operation input of the cooperation skill as the activation condition is inserted and displayed. In the insert video 14, a scene where the three player characters 4 gather at one place, hold up their weapons and bring their tips together to activate a special cooperation skill is depicted. The insert video 14 further continues to display a video up to the point where the activated cooperation skill inflicts heavy damage on the enemy boss character, NPC 6 (6b).

[0066] Focusing on the switching video portion 16 from the game video 12 to the insert video 14, in the game progress situation of the game video end scene 12t before switching, the three player characters 4 (4a, 4b, …) are in a positional relationship where they are separated from each other. The first player character 4a is equipped with a two-handed sword and is engaged in aerial combat using floating magic.

[0067] On the other hand, in the insert video end scene 14t, the three player characters 4 (4a, 4b, …) are gathered at one place on the ground. The first player character 4a is standing on the ground and holding a long sword. Also, an activation display body 30 for visually expressing the activation of the cooperation skill is displayed. Further, in order to emphasize the appearance of the activation display body 30, a spotlight is projected from diagonally above the front of the three player characters 4 (4a, 4b, …), and a thick shadow 32 appears on the ground. Also, clouds 34 are swirling around the activation display body 30 as an environmental effect for production purposes.

[0068] Player 2 who watches the game video 12 and the insert video 14 continuously may feel a sense of discomfort due to the difference between the display scene based on the game progress situation of the game video 12 and the display scene of the insert video 14.

[0069] In the example of FIG. 2, for example, player 2 may feel a sense of discomfort such as "When did the first player character 4a land on the ground?" or "Was the first player character 4a fighting with a two-handed sword?" Also, there is a possibility of feeling a sense of discomfort such as "Did the second player character 4b and the third player character 4c teleport to the first player character 4a?" "A strong light that shouldn't have been there suddenly appeared!" "That cloud suddenly appeared!"...

[0070] To reduce the concern of causing such a sense of discomfort, the server system 1100 temporarily takes measures not to accept the game operations of player 2 and performs arrangement control during that time.

[0071] "Arrangement control" is an automatic control for arranging the game video end scene 12t corresponding to the switching video part 16 between the game video 12 and the insert video 14. In arrangement control, various data describing the game progress situation in the game video end scene 12t are compared with various data describing the assumed game progress situation in the insert video end scene 14t. Then, automatic control is performed so that the difference between the two is reduced to the extent that the connection between the game video 12 and the insert video 14 as continuous cuts or scenes is not felt unnatural. The state reduced to the extent that it is not felt unnatural is called "the display scene is harmonious" or "the harmony condition is satisfied".

[0072] The places where player 2 feels a sense of discomfort when viewing continuous cuts or scenes can be roughly divided into: (1) the description of game objects appearing in the video, (2) the setting of light sources, (3) the scene environment, and (4) the virtual camera, that is, the perspective of the video. Focusing on the harmony condition, these can be said to be "judgment elements" for determining the satisfaction / non-satisfaction of the harmony condition included in the harmony condition.

[0073] For each determination element, the "satisfaction level" is calculated by comparing the data describing the display scene of the game video end scene 12t related to the determination element with the data describing the display scene of the insert video end scene 14t. If the data match, the "satisfaction level = 100" is calculated, and the satisfaction level is calculated so as to decrease as the difference in the data increases.

[0074] The satisfaction / non-satisfaction of the harmony conditions is comprehensively determined by the number and values of the satisfaction levels of a plurality of determination elements from (1) to (4) above.

[0075] However, it is not necessary for all determination elements to completely match between the data describing the display scene of the game video end scene 12t and the data describing the display scene of the insert video end scene 14t. Even if there are some differences in the display scenes of both end scenes, if player 2 can reasonably anticipate and recall the display scene in the insert video end scene 14t in the game video end scene 12t, the possibility of player 2 feeling discomfort is low.

[0076] Therefore, it can be said that the content of the arrangement control is to automatically change the parameter values related to the game progress control so as to satisfy the harmony conditions, and to make the display scene of the game video end scene 12t the same as or close to the display scene of the insert video end scene 14t. Specifically, it can be said that the content of the arrangement control is to increase the satisfaction level for each determination element.

[0077] Figure 3 is a diagram showing an example of arrangement control related to the depiction of game objects. As described above, in the game video end scene 12t and the insert video end scene 14t, the display form, display position, and action content of the first player character 4a are different (see Figure 2). Therefore, as the arrangement control related to the depiction of game objects, make these the same or bring the former closer to the latter.

[0078] Specifically, regarding the display form and operation content of the game object, the server system 1100 causes the first player character 4a to perform an equipment change operation from the two-handed sword 36 to the long sword 38 (AR1). The two-handed sword 36 and the long sword 38 are respectively the equipment of the first player character 4a, and it can be said that they are game objects that appear in the video together with the first player character 4a. Therefore, the number of game objects is also arranged and controlled along with the equipment change.

[0079] In addition, when there is an appearance difference related to the player character 4 between the game video end scene 12t and the insert video end scene 14t, control is performed to make the appearance match or approach that of the insert video end scene 14t. For example, when dirt is applied to the skin of the first player character 4a in the insert video end scene 14t, control may be performed to gradually apply the dirt to the skin of the first player character 4a in the game video end scene 12t over time.

[0080] Also, move the first player character 4a to the position in the insert video end scene 14t. Or move it so as to approach the position in the insert video end scene 14t. Specifically, move the first player character 4a, who is in the air, closer to the position in the insert video end scene 14t on the ground (AR2). Furthermore, it may be executed until the beginning part of the action of raising the tip of the long sword 38.

[0081] Also, in the game video end scene 12t and the insert video end scene 14t, the second player character 4b and the third player character 4c are fighting with guns and casting magic at locations away from the first player character 4a respectively (see Fig. 2). Therefore, the second player character 4b and the third player character 4c are made to move towards the first player character 4a who is descending to the ground (AR3, AR4). Furthermore, the second player character 4b may be made to execute up to the beginning part of the action of holding up a gun, and the third player character 4c may be made to execute up to the beginning part of the action of holding up a magic wand.

[0082] Due to these arrangements, with regard to the description of game objects, arrangement control has been executed for the game video end scene 12t so as to satisfy given approximate description conditions. The satisfaction degree of the determination elements related to the description of game objects is improved.

[0083] Fig. 4 is a diagram showing an example of arrangement control related to a light source and the environment. In the insert video end scene 14t, a thick shadow 32 is generated by the projection of an invisible spotlight 40 set in the game space 3. Therefore, the same spotlight 40 as in the insert video end scene 14t is set in the game space 3 of the game video end scene 12t, and it is controlled to gradually increase the light amount over time (AR5).

[0084] Due to this arrangement, arrangement control has been executed for the setting of the light source related to the game video end scene 12t so as to satisfy a given approximate light source condition indicating that the light source setting in the game space 3 is approximated. The satisfaction degree of the determination elements related to the light source is improved.

[0085] Also, in the insert video end scene 14t, clouds 34 are swirling around the activation display body 30. Therefore, as the harmony of the display scene, the display of the initial cloud 44 that has just started to roll is started in the insert video end scene 14t, and it is subjected to enlargement and movement control so as to gradually approach it in the insert video end scene 14t over time (AR6).

[0086] That is, due to the control related to the initial cloud 44, arrangement control is executed to determine the setting of the scene environment so as to satisfy a given approximate environmental condition indicating that the scene environment is approximated. The satisfaction degree of the determination elements related to the scene environment is improved.

[0087] Of course, the elements of the scene environment are not limited to the initial cloud 44. For example, the time zone of a day in the game world (e.g., dawn, daytime, around sunset, night, etc.), weather, sand dust, falling leaves fluttering in the air, etc. are also elements of the scene environment. Therefore, as the arrangement control related to the setting of the scene environment, it may be possible to change the time zone, weather, etc. in the game video end scene 12t.

[0088] For example, in the case of the time zone, arrange the control so that the amount and color of the ambient light gradually approach that of the insert video end scene 14t from that of the game video end scene 12t. Also, for example, in the case of the weather, if there are swirling clouds in the sky in the insert video end scene 14t, in the game video end scene 12t, control the appearance and movement of the environmental effect object so that clouds gradually appear or gather and start to swirl. If snow or sand dust is depicted in the insert video end scene 14t, it may be possible to gradually make it snow or start swirling sand dust in the game video end scene 12t.

[0089] FIG. 5 is a diagram showing an example of arrangement control related to the setting of the virtual camera (viewpoint setting). In the game video end scene 12t and the insert video end scene 14t, the setting of the position (relative position with the first player character 4a), shooting direction (posture), and shooting angle of view of the invisible virtual camera 45 in the game space 3 is different. Therefore, change the position, shooting direction, and shooting angle of view of the virtual camera 45 in the game video end scene 12t so as to gradually approach the setting of the virtual camera 45' in the insert video end scene 14t over time (AR7).

[0090] That is, due to the change in the setting from the virtual camera 45 to the virtual camera 45', arrangement control for determining the setting of the virtual camera is executed so as to satisfy a given approximate viewpoint condition indicating that the viewpoints approximate each other. The satisfaction degree of the determination elements related to the viewpoint is improved.

[0091] FIG. 6 is a diagram for explaining the connection between the game video 12 and the insert video 14 for which the arrangement control is performed. The game video end scene 12t has a second end scene 12t” that is automatically added by the arrangement control after the first end scene 12t’ (the same as the content of the game video end scene 12t in FIG. 2) before the arrangement control. Therefore, when continuously viewing the game video end scene 12t and the insert video end scene 14t, the connection of the cuts in both end scenes is more natural than when the arrangement control is not performed, and the concern of making the player 2 feel uncomfortable is reduced.

[0092] As shown in FIG. 7, the arrangement control may include control for inserting a connecting video 18 before the insert video end scene 14t. The connecting video 18 is, for example, a close-up cut of the key character (in this case, the first player character 4a that has become the key for activating the cooperative technique) in the insert video end scene 14t. Various types of connecting videos 18 are prepared in advance and are selected according to the situation and inserted and displayed before the insert video end scene 14t. For example, the connecting video 18 is selected according to the game progress situation in the game video end scene 12t, the game progress situation in the insert video end scene 14t, the type of the insert video 14, etc. Then, it is inserted and displayed before the insert video end scene 14t.

[0093] The arrangement control is also applicable to the switching video portion 17 from the insert video 14 to the game video 12(12b). The insert video end scene 14t in the arrangement control related to the switching video portion 17 is the last cut and the last scene for the insert video 14. Also, the game video end scene 12t in the arrangement control related to the switching video portion 17 is the first cut and the first scene for the game video 12(12b).

[0094] Also, when a predetermined abort operation by the player 2 is input during the insertion display of the insert video 14, the server system 1100 performs abort control to abort the insert video. Then, the arrangement control is executed with the end portion of the insert video 14 to be aborted as the insert video end scene 14t. Thereby, it becomes possible to reduce the concern of making the player 2 feel uncomfortable even when the play video 10 switches from the insert video 14 being aborted to the game video 12(12b).

[0095] Next, the functional configuration will be described. FIG. 8 is a block diagram showing a functional configuration example of the server system 1100. The server system 1100 includes an operation input unit 100s, a server processing unit 200s, a sound output unit 390s, an image display unit 392s, a communication unit 394s, and a server storage unit 500s.

[0096] The operation input unit 100s is a means for inputting various operations for the management of the server system 1100. For example, a keyboard, a touch panel, a mouse, etc. correspond to this.

[0097] The server processing unit 200s is implemented by electronic components such as an IC memory in addition to a processor that serves as an arithmetic circuit such as a CPU, GPU, ASIC, or FPGA, and performs input / output control of data with each functional unit including the operation input unit 100s and the server storage unit 500s. Then, based on a predetermined program, data, data received from an operation input signal from the operation input unit 100s, etc., it executes various arithmetic processes to integrally control the operation of the server system 1100.

[0098] The server processing unit 200s includes a user management unit 202, a game management unit 210, a timing unit 280s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s.

[0099] The user management unit 202 performs processes related to user registration procedures in the game system 1000 and storage management of various information associated with user accounts.

[0100] The game management unit 210 includes a game progress control unit 212, a game video generation control unit 214, an insert control unit 216, a video arrangement control unit 220, and a prediction determination unit 230. Of course, other functional units may also be included.

[0101] The game progress control unit 212 performs game progress control. For example, various objects are arranged in a virtual three-dimensional space to form a game space 3 (see Figure 2), and game objects such as the player character 4 and NPC 6 are arranged. For the player character 4, its movement is controlled according to the operation input by the player 2, and for the NPC 6, its movement is automatically controlled by a predetermined algorithm. Also, the determination of game results is performed. The game progress situation will change moment by moment due to game progress control.

[0102] The game video generation control unit 214 performs generation control of game videos that are display-controlled based on the game progress situation.

[0103] When the game progress status satisfies a given activation condition, the insert control unit 216 performs control to insert a given insert video into the middle of the game video 12 that is display-controlled. However, when a predetermined abort operation by the player 2 is detected during the insertion display of the insert video 14, the insert control unit 216 performs abort control to abort the insert video in the middle (see Fig. 7).

[0104] The video arrangement control unit 220 performs arrangement control to arrange at least one of the switching video portions 16 (see Fig. 6) and 17 (see Fig. 7) between the insert video 14 inserted by the insert control unit 216 and the game video 12.

[0105] Specifically, the video arrangement control unit 220 executes arrangement control so that the insert video end scene 14t, which is the switching video portion related to the insert video 14, and the game video end scene 12t, which is the switching video portion related to the game video 12, satisfy a given harmony condition.

[0106] The video arrangement control unit 220 includes a game video arrangement control unit 222. The game video arrangement control unit 222 executes arrangement control so that the satisfaction degree of each of the four determination elements included in the harmony condition improves for the game video end scene 12t. The conditions of each of the four determination elements are the approximate description condition, the approximate light source condition, the approximate environment condition, and the approximate viewpoint condition (see Figs. 3, 4, and 5).

[0107] Note that the game video arrangement control unit 222 executes arrangement control with the end portion of the insert video 14 that is aborted in the middle by the abort control by the player 2 as the insert video end scene 14t (see Fig. 7).

[0108] The prediction determination unit 230 predicts the game video end scene 12t based on the operation input of the game play by the player 2, and predicts and determines that the predicted game video end scene 12t and the insert video end scene 14t do not satisfy the harmony condition.

[0109] The timing unit 280s performs various timings such as the current date and time and the limit time using the system clock.

[0110] The sound generation unit 290s is realized by the execution of an IC or software that generates and decodes voice data. The sound generation unit 290s outputs the generated voice signal to the sound output unit 390s. The sound output unit 390s is realized by a speaker or the like and emits sound based on the voice signal.

[0111] The image generation unit 292s generates images of various management screens for the system management of the server system 1100 and outputs the image data to the image display unit 392s. Also, it generates part or all of the images to be displayed on the player terminal 1500. The image display unit 392s is realized by a device that displays images, such as a flat panel display, a head-mounted display, or a projector.

[0112] The communication control unit 294s executes data processing related to data communication and realizes data exchange with an external device via the communication unit 394s. The communication unit 394s is connected to the network 9 to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, etc. In the example of FIG. 1, the communication device 1153 corresponds to this.

[0113] The server storage unit 500s stores programs, various data, etc. for realizing various functions for integrally controlling the server system 1100 by the server processing unit 200s. Also, the server storage unit 500s is used as a work area for the server processing unit 200s and temporarily stores calculation results and the like executed by the server processing unit 200s according to various programs. These functions are realized by, for example, an IC memory such as a RAM or ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or DVD, an online storage, etc. In the example of FIG. 1, the storage media such as the IC memory 1152 and the hard disk mounted on the server system 1100 correspond to this.

[0114] FIG. 9 is a diagram showing an example of programs and data stored in the server storage unit 500s. The server storage unit 500s stores a server program 501, a distribution client program 503, game initial setting data 510, user management data 600, play data 700, and a current date and time 900. The server storage unit 500s also stores other programs and data (for example, timers, counters, various flags, etc.) as appropriate.

[0115] The server program 501 is a program for realizing the functions of the user management unit 202 and the game management unit 210 .

[0116] The distribution client program 503 is an original client program that is provided to the player terminal 1500 and executed.

[0117] The game initial setting data 510 includes various initial setting data related to the game. For example, the game initial setting data 510 includes game space initial setting data 512, game object initial setting data 514, transition image definition data 516, insert image definition data 530, and arrangement definition data 560. Of course, data other than these may also be included as appropriate.

[0118] The game space initial setting data 512 stores various data that define the game space 3. For example, data on the placement and control of background objects, environmental effect objects such as snow, clouds, and dust, etc. is stored.

[0119] The game object initial setting data 514 is prepared for each object used in game play, such as the player character 4, the NPC 6, and the equipment objects equipped by them.

[0120] The stitching video definition data 516 is created for each stitching video 18 (see FIG. 7). One connection video definition data 516 stores by associating application requirements with connection video data. The application requirements define the conditions to be satisfied for the connection video to be selected and applied. The application requirements are described, for example, by conditions regarding the type of insert video and conditions regarding the game progress status in the game video end scene 12t and / or the insert video end scene 14t. Of course, conditions regarding other elements such as game scores may be used in the description of the application requirements.

[0121] Figure 10 is a diagram showing an example of the data configuration of the insert video definition data 530. The insert video definition data 530 is created for each insert video 14. Since the insert video definition data 530 defines one candidate of the insert video 14 selected according to the game progress status, it can also be said to be the insert video candidate data 531.

[0122] One insert video definition data 530 includes an insert video ID 532, a video classification 534, activation condition data 536, insert video data 538, and insert video cut setting data 540.

[0123] The video classification 534 indicates the classification category of the insert video 14. For example, it may indicate the importance level in three stages (low, medium, high). It may include classifications such as still image / moving image.

[0124] The activation condition data 536 is described by a combination of value ranges and thresholds of various parameters describing the game progress status. Of course, other elements such as game scores may be used in the description.

[0125] The insert video cut setting data 540 is created for each cut or scene when the insert video 14 is composed of a plurality of cuts or scenes. One insert video cut setting data 540 includes a video cut number 541 and a cut frame range 543. It also includes insert video shooting description setting data 545, insert video shooting light source setting data 546, insert video shooting scene environment setting data 547, and insert video shooting viewpoint setting data 548. Of course, other data may also be included as appropriate.

[0126] FIG. 11 is a diagram showing an example of the data configuration of the arrangement definition data 560. The arrangement definition data 560 is prepared according to the content of the arrangement control. One arrangement definition data 560 includes application requirement data 562 and arrangement content data 570. Of course, other data may also be included as appropriate.

[0127] The application requirement data 562 describes and defines the conditions to be satisfied in order to apply the definition data using AND or OR of one or more sub-conditions. As sub-conditions, for example, a video category condition 562a for the video category 534 of the insert video 14 that satisfies the activation condition, a determination element satisfaction condition 562b, etc. may be used. In addition, other conditions such as game results may also be used as sub-conditions.

[0128] The determination element satisfaction condition 562b is a condition regarding the result of comparing the parameter value describing the display scene in the game video end scene 12t and the parameter value describing the display scene in the insert video end scene 14t.

[0129] Specifically, there are four determination elements: "description related to game objects (see FIG. 3)", "light source setting (see FIG. 4)", "scene environment setting (see FIG. 4)", and "viewpoint setting (see FIG. 5)". The satisfaction degree of the determination element is "satisfaction degree = 100" if the compared parameter values are the same. It is calculated so that the satisfaction degree decreases as the difference in the parameter values widens.

[0130] The arrangement content data 570 specifies the satisfaction level targeted for arrangement control for each parameter that describes the determination elements. Specifically, the arrangement content data 570 includes game object description-related target satisfaction data 572, light source-related target satisfaction data 574, scene environment-related target satisfaction data 576, and viewpoint-related target satisfaction data 578. Of course, it is not limited to these, and the target satisfaction data may be appropriately set according to the number and content of the determination elements.

[0131] That is, the determination element satisfaction conditions 562b for each determination element respectively indicate "a state where the approximate description condition is not satisfied", "a state where the approximate light source condition is not satisfied", "a state where the approximate environment condition is not satisfied", and "a state where the approximate viewpoint condition is not satisfied". And the arrangement content data 570 specifies what kind of control should be performed to satisfy the approximate conditions (approximate description condition, approximate light source condition, approximate environment condition, approximate viewpoint condition) of each determination element in those "states".

[0132] Therefore, it can be said that the game object description-related target satisfaction data 572 is the approximate description condition definition data 573. Similarly, it can be said that the light source-related target satisfaction data 574 is the approximate light source condition definition data 575, the scene environment-related target satisfaction data 576 is the approximate environment condition definition data 577, and the viewpoint-related target satisfaction data 578 is the approximate viewpoint condition definition data 579.

[0133] The user management data 600 is prepared for each user who has completed the registration procedure to become player 2, and stores the registration information of the user and various data associated with the user. One user management data 600 includes, for example, a user account, game save data, etc. Of course, other data can also be included as appropriate.

[0134] The play data 700 is created for each game play and includes various data related to the game progress control of the game play. One piece of play data 700 includes, for example, as shown in FIG. 12, a play ID 701, a player account 703, game progress status data 710, game play operation history data 730, predicted game progress status data 732, and game video data 734. Of course, other data can be appropriately included. Note that FIG. 12 shows an example of a single-player game. In the case of a multiplayer game, the player account 703, the game play operation history data 730, the predicted game progress status data 732, and the game video data 734 will be prepared for each player.

[0135] The game progress status data 710 stores the values of various parameters that describe the latest status of various objects and the virtual camera in the game space 3 at that time, that is, various data that describe the latest game progress status. Since the game video 12 reflects the latest status of the game space 3, it can be said that the game progress status data 710 is the game video display scene content data 720.

[0136] The game progress status data 710 includes game object control data 711, light source setting data 713, scene environment setting data 715, and viewpoint setting data 717.

[0137] The game object control data 711 is created for each game object and stores data that describes the latest state of the game object, that is, the state depicted in the game video 12. For example, it stores the type of the game object, its position, equipment data (type of equipment and equipment position), skin, type of action being executed, action control data, etc. Therefore, it can also be said that the game object control data 711 is the data for determining approximate description conditions 721.

[0138] The light source setting data 713 is created for each light source and stores data describing the latest state of the light source, i.e., the light depicted in the game video 12. For example, the data stores the type of light source, the direction of light projection, the light source intensity, the light color, etc. Data regarding light source effects that represent beams of light and rays may also be included. Therefore, the light source setting data 713 can also be said to be approximate light source condition determination data 723.

[0139] The scene environment setting data 715 stores data describing the latest environment of the game space 3. For example, it stores world time, weather type, environmental effect data, etc. Therefore, the scene environment setting data 715 can also be said to be data 725 for determining approximate environmental conditions.

[0140] The viewpoint setting data 717 is created for each virtual camera (viewpoint) used to generate the game video 12, and stores data describing the latest status of the virtual camera. For example, the data stores the virtual camera ID, shooting position, shooting direction, shooting angle of view, etc. Therefore, the viewpoint setting data 717 can also be said to be approximate viewpoint condition determination data 727.

[0141] The game play operation history data 730 is prepared for each player 2, and accumulates information on game play operations that are input in advance as a FIFO (First In First Out) stack before the action of the player character 4 corresponding to an already input game play operation is completed. A game play operation whose corresponding action has been completed is deleted from the history data.

[0142] The predicted game progress data 732 stores data describing the predicted game progress assuming that all game play operations stored as unexecuted in the game play operation history data 730 have been executed. The content of the data is the same as that of the game progress data 710.

[0143] FIG. 13 is a functional block diagram showing an example of the functional configuration of the player terminal 1500. As shown in FIG. The player terminal 1500 includes an operation input unit 100 , a terminal processing unit 200 , a sound output unit 390 , an image display unit 392 , a communication unit 394 , and a terminal storage unit 500 .

[0144] The operation input unit 100 outputs operation input signals corresponding to various operation inputs made by the player to the device processing unit 200. For example, it can be realized by a push switch, a touch panel, a joystick, a touchpad, a trackball, an acceleration sensor, a gyro, or the like.

[0145] The device processing unit 200 is realized by electronic components such as a microprocessor such as a CPU or GPU, and an IC memory, and controls data input / output between the device processing unit 200 and each functional unit including the operation input unit 100 and the device storage unit 500. The device processing unit 200 controls the operation of the player terminal 1500 by executing various arithmetic processes based on predetermined programs and data, operation input signals from the operation input unit 100, and various data received from the server system 1100.

[0146] The device processing unit 200 includes a client control unit 260 , a timing unit 280 , a sound generation unit 290 , an image generation unit 292 , and a communication control unit 294 .

[0147] The client control unit 260 performs various controls to make the player terminal 1500 function as a man-machine interface, as a control unit acting as a client in the game system 1000. Specifically, the client control unit 260 has an operation input information providing unit 261 and a display control unit 262.

[0148] The operation input information providing unit 261 controls transmission of operation input information to the server system 1100 in response to input from the operation input unit 100 .

[0149] The display control unit 262 performs control to display various images based on the data received from the server system 1100 .

[0150] The timing unit 280 uses the system clock to perform timing such as the current date and time and the time limit.

[0151] The sound generation unit 290 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec capable of playing back an audio file, etc., generates sound signals of music, sound effects, various operation sounds, and outputs them to the sound output unit 390. The sound output unit 390 is realized by a device that outputs (plays) sound based on the sound signal input from the sound generation unit 290 such as a speaker.

[0152] The image generation unit 292 generates and outputs an image signal for displaying an image based on the control of the client control unit 260 to the image display unit 392. In the example of FIG. 1, a GPU (Graphics Processing Unit) mounted on the control board 1550, a graphic controller, a graphic board, etc. correspond to this. The image display unit 392 is realized by a device that displays an image such as a flat panel display, a head-mounted display, a projector, etc.

[0153] The communication control unit 294 executes data processing related to data communication and realizes data exchange with an external device via the communication unit 394. The communication unit 394 is connected to the network 9 to realize communication. For example, it is realized by a wireless communication device, a modem, a TA (Terminal Adapter), a jack of a wired communication cable, a control circuit, etc. In the example of FIG. 1, the communication module 1553 corresponds to this.

[0154] The terminal storage unit 500 stores programs for realizing given functions in the terminal processing unit 200, various data, etc. Also, it is used as a working area of the terminal processing unit 200 and temporarily stores calculation results executed by the terminal processing unit 200 according to various programs, input data input from the operation input unit 100, etc. Such functions are realized by, for example, an IC memory such as a RAM or a ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD. In the example of FIG. 1, the IC memory 1552 mounted on the control board 1550 corresponds to this.

[0155] Specifically, the terminal storage unit 500 stores a client program 800 (application program) for causing the player terminal 1500 to function as the client control unit 260. It also stores received data 810 received from the server system 1100 and a current date and time 900. Of course, data other than these can also be stored as appropriate.

[0156] 14 and 15 are flowcharts for explaining the flow of processing executed by the server system 1100 in relation to one game play. 14, the server system 1100 starts controlling the game progress (step S10). Accordingly, the server system 1100 starts taking and rendering images of the game space 3 with a virtual camera, and displays the game video 12 as the gameplay video 10, and starts accepting advance input of game play operations.

[0157] During the game progress control, the server system 1100 constantly monitors whether there is an insert video 14 whose activation condition has been satisfied. If there is an insert video 14 that satisfies the activation condition (YES in step S12), the server system 1100 refers to the game play operation history data 730 (see FIG. 12). If there are game play operations that have been input in advance but not yet executed (YES in step S20), the server system 1100 predicts a predicted game progress state assuming that all unexecuted game play operations have been executed sequentially (step S22). The server system 1100 then sets this predicted game progress state, i.e., predicted game progress state data 732, as the target for the next harmony condition determination (step S24).

[0158] If there is no game play operation that has been input in advance but not yet executed (NO in step S20), the server system 1100 sets the current game progress status, i.e., the game progress status data 710, as the target for the next harmony condition determination (step S26).

[0159] Next, the server system 1100 determines the satisfaction level for each determination element of the harmony condition (step S30). For example, regarding the approximate description condition, refer to the insert video cut setting data 540 of the insert video end scene 14t (the first cut · the first scene) of the insert video 14 for which the activation condition is satisfied (see FIG. 10). Then, the satisfaction level regarding the approximate description condition is determined between the insert video shooting time description setting data 545 and the game object control data 711 in the object for which the harmony condition determination was previously set.

[0160] Similarly, the satisfaction level regarding the approximate light source condition is determined between the insert video shooting time light source setting data 546 and the light source setting data 713 in the object for which the harmony condition determination was previously set. Also, the satisfaction level regarding the approximate environment condition is determined between the insert video shooting time scene environment setting data 547 and the scene environment setting data 715 in the object for which the harmony condition determination was previously set. Further, the satisfaction level regarding the approximate viewpoint condition is determined between the insert video shooting time viewpoint setting data 548 and the viewpoint setting data 717 in the object for which the harmony condition determination was previously set.

[0161] Next, the server system 1100 determines whether the harmony condition is satisfied or not satisfied for the game video end scene 12t and the insert video end scene 14t based on the satisfaction level for each determination element (step S32).

[0162] And if the harmony condition is not satisfied (NO in step S34), the server system 1100 executes game video arrangement control (step S36). During the execution of the game video arrangement control, it is assumed that the input of the game play operation by the player 2 is not temporarily accepted.

[0163] FIG. 16 is a flowchart for explaining the processing flow in the game video arrangement control. In game video arrangement control, the server system 1100 determines whether a game object appears in the game video end scene 12t and whether a game object appears in the insert video end scene 14t (step S50).

[0164] If the determination is affirmative (YES in step S50), the server system 1100 determines the content of the arrangement control to change the game object control data 711 so as to improve the satisfaction degree of the approximation description condition (step S52). Then, the arrangement control of the said content is started (step S54).

[0165] Specifically, referring to the game object description-related target satisfaction degree data 572 of the arrangement definition data 560 (see FIG. 11) that satisfies the application requirements, the control to gradually change the game object control data 711 until the target satisfaction degree is realized is started.

[0166] Next, the server system 1100 determines the content of the arrangement control to change the light source setting data 713 so as to improve the satisfaction degree of the approximation light source condition (step S60), and starts the arrangement control of the said content (step S62).

[0167] Specifically, referring to the light source-related target satisfaction degree data 574 of the arrangement definition data 560 that satisfies the application requirements, the control to gradually change the light source setting data 713 until the target satisfaction degree is realized is started.

[0168] Next, the server system 1100 determines the content of the arrangement control to change the scene environment setting data 715 so as to improve the satisfaction degree of the approximation environment condition (step S64), and starts the arrangement control of the said content (step S66).

[0169] Specifically, referring to the scene environment-related target satisfaction degree data 576 of the arrangement definition data 560 that satisfies the application requirements, the control to gradually change the scene environment setting data 715 until the target satisfaction degree is realized is started.

[0170] Next, the server system 1100 determines the content of the arrangement control for changing the viewpoint setting data 717 so as to improve the degree of satisfaction of the approximate viewpoint conditions (step S68), and starts the arrangement control of the content (step S70).

[0171] Specifically, the viewpoint-related target satisfaction level data 578 of the arrangement definition data 560 that satisfies the application requirements is referenced, and control is started to gradually change the viewpoint setting data 717 until the target satisfaction level is achieved.

[0172] Next, the server system 1100 sets the duration of the arrangement control based on the video category 534 of the insert video 14 for which the activation condition has been satisfied (step S72). For example, the duration is set so that it increases in the order of video category 534: "low," "medium," and "high." Then, the server system 1100 starts counting down the set duration (step S74).

[0173] The arrangement control continues until the countdown ends. When the countdown ends (YES in step S76), the server system 1100 ends the game image arrangement control. In addition, the server system 1100 releases the suspension of acceptance of game play operations by player 2.

[0174] Returning to FIG. 14, next, the server system 1100 executes the insert control (step S78).

[0175] FIG. 17 is a flowchart for explaining the flow of insert control. In the insert control, the server system 1100 first determines whether or not the splice video 18 can be inserted (step S86). Specifically, the server system 1100 searches for splice video definition data 516 (see FIG. 9) that meets the applicable requirements, and if there is a match, determines that insertion is permitted. Alternatively, the server system 1100 may randomly determine whether or not insertion is permitted.

[0176] When the determination of insertability is made (YES in step S88), the server system 1100 selects the connecting video 18 to be inserted (step S90), and inserts and displays the connecting video 18 in the middle of the game video 12 as the playing video 10 (step S92).

[0177] When the insertion and display of the connecting video 18 are completed, the server system 1100 starts the insertion and display of the insert video 14 for which the activation condition is satisfied (step S94).

[0178] During the insertion and display of the insert video 14, if a predetermined abort operation is input by the player 2 (YES in step S96), the server system 1100 aborts the display of the insert video 14 being displayed (step S98) and ends the insert control.

[0179] Moving on to FIG. 15, when the insert video 14 is aborted (YES in step S110), the server system 1100 sets the cut at the time of abortion - the scene at the time of abortion as the insert video end scene 14t (step S112). Then, game video arrangement control for the switching video portion 17 (see FIG. 7) is executed (step S116).

[0180] When the insert video 14 is not aborted (NO in step S110), the server system 1100 sets the last cut - the last scene of the insert video 14 as the insert video end scene 14t (step S114). Then, game video arrangement control for the switching video portion 17 (see FIG. 7) is executed (step S116).

[0181] On the other hand, when the harmony condition is satisfied (YES in step S36; see FIG. 14), the server system 1100 executes the insert control without performing the arrangement control (step S118).

[0182] The server system 1100 repeats steps S12 to S118 until the game ends (NO in step S140). When the game ends (YES in step S140), a predetermined game end process is executed (step S142), and the flow of the series of processes ends.

[0183] As described above, according to the present embodiment, when performing an effect of inserting and displaying the insert video 14 in the middle of the game video 12, it is possible to reduce the concern of making the player 2 who views the game video 12 and the insert video 14 continuously feel a sense of discomfort regarding the video content.

[0184] 〔Second Embodiment〕 Next, the second embodiment will be described. In the first embodiment, an arrangement was made for the game video end scene 12t, but in the second embodiment, arrangement control is performed for the insert video 14 when the activation condition is satisfied. In the description of the second embodiment, mainly the differences from the first embodiment will be described, and the same elements as those in the first embodiment will be given the same reference numerals as in the first embodiment, and duplicate descriptions will be omitted.

[0185] FIG. 18 is a diagram for explaining the arrangement control in the present embodiment. The insert video 14 is a moving image composed of a plurality of cuts. For each cut, insert video cut setting data 540 (see FIG. 10) is set for each cut, and the setting data describes the content of the display scene of that cut.

[0186] Server system 1100B determines whether the harmony condition is satisfied between the display scene of the relevant cut and the display scene of the game video end scene 12t in order from the first cut of the insert video 14 for which the activation condition is satisfied. Then, the cut that satisfies the harmony condition and has the youngest cut number is set as the first cut of the playback video portion 19. Then, the playback video portion 19 is inserted and displayed in the middle of the game video 12. On the play video 10, the second cut and subsequent cuts of the insert video 14 for which the activation condition is satisfied are inserted and displayed in the middle of the game video 12.

[0187] In the example of FIG. 18, the harmony condition is not satisfied for the first cut of the insert video 14, and the harmony condition is satisfied for the second cut. Therefore, the server system 1100B of the present embodiment sets the second cut as the first cut of the playback video portion 19. Conversely, it can be said that the server system 1100B selects the playback video portion 19 from the insert video 14 and determines the insert video end scene 14t.

[0188] FIG. 19 is a diagram showing a functional configuration example of the server system 1100B in the present embodiment. The video arrangement control unit 220 of the present embodiment has an insert video arrangement control unit 224 instead of the game video arrangement control unit 222 (see FIG. 8).

[0189] The insert video arrangement control unit 224 executes arrangement control for the insert video end scene 14t. Specifically, the playback video portion 19 of the insert video 14 is selected based on the harmony condition for each cut (or each scene) of the insert video 14 with respect to the game video end scene 12t.

[0190] Note that in the present embodiment as well, the connecting video 18 (see FIG. 7) can be inserted and displayed prior to the insertion and display of the playback video portion 19. Therefore, it can be said that the insert video arrangement control unit 224 executes arrangement control by inserting a given connecting video 18 into the insert video end scene 14t.

[0191] The processing flow in the server system 1100B is basically the same as that in the first embodiment, but instead of the game video arrangement control (step S36; FIG. 14) in the first embodiment, insert video arrangement control is executed. Also, instead of the insert control (steps S78 and S118; FIG. 14) in the first embodiment, partial insert control is executed.

[0192] FIG. 20 is a flowchart for explaining the flow of insert video arrangement control. In the insert video arrangement control, the server system 1100B determines the satisfaction degree for each determination element of the harmony condition for each cut (or scene) of the insert video 14 for which the activation condition is satisfied (step S160). Then, based on the determined satisfaction degree, it determines whether the harmony condition for each cut is satisfied or not satisfied (step S162).

[0193] Next, the server system 1100B sets a reproduced video portion 19 starting with the cut that satisfies the harmony condition and has the smallest cut number (step S164).

[0194] FIG. 21 is a flowchart for explaining the flow of partial insert control. The flow of the partial insert control is basically the same as that of the insert control, but instead of step S94, among the insert videos 14 for which the activation condition is satisfied, the reproduced video portion 19 set in step S164 is inserted and displayed (step S95).

[0195] According to the second embodiment, the same effects as those of the first embodiment can be obtained.

[0196] 〔Third Embodiment〕 Next, the third embodiment will be described. In the third embodiment, arrangement control is executed on the game video end scene 12t in the same manner as in the first embodiment. However, in the third embodiment, the arrangement control is realized by a machine learning model. In the description of the third embodiment, mainly the differences from the first embodiment will be described, and the same elements as those in the first embodiment will be given the same reference numerals and redundant explanations will be omitted.

[0197] FIG. 22 is a diagram for explaining the arrangement control in the present embodiment. The server system 1100C has a function as a generation AI (Artificial Intelligence) 50. The generation AI 50 is a machine learning model that is machine-learned based on teacher data with the switching video portion 16 as an input and the control content of the arrangement control as an output. That is, the generation AI 50 takes the first end scene 12t' before the arrangement control of the game video end scene 12t as the first input and the insert video end scene 14t as the second input, and outputs the content of the arrangement control that satisfies the harmony condition of both scenes.

[0198] As shown in FIG. 23, the server storage unit 500s of the server system 1100C includes machine learning model data 590 for realizing the generation AI 50 instead of the arrangement definition data 560.

[0199] The processing flow in the server system 1100C is basically the same as that in the first embodiment. In the first embodiment, in step S36 (see FIG. 14), the content of the arrangement control was determined based on the arrangement definition data 560 (see FIG. 11). In the third embodiment, in step S36, the generation AI 50 determines the content of the arrangement control.

[0200] According to the third embodiment, the same effects as those in the first embodiment can be obtained. Note that the generation AI 50 may be configured to generate an image of the game video end scene 12t” instead of determining the content of the arrangement control.

[0201] [Modification Example] The above has described examples of embodiments to which the present invention is applied. However, the applicable forms of the present invention are not limited to the above forms, and components can be added, omitted, or changed as appropriate.

[0202] (Modification Example 1) In the above embodiment, a single-player action RPG was given as an example of a game. However, the games to which the present invention is applicable are not limited to this. Any game in which the insert video 14 is inserted and displayed during the game video 12 is acceptable, regardless of the number of players participating in one play, the number of player characters operated by one player, the game genre, or the PvP format / PvC format.

[0203] (Modification Example 2) In the above embodiment, an example of realizing an online game with a client-server configuration was shown, but it is not limited to this. For example, a game may be realized in a system in which a plurality of player terminals 1500 are P2P (peer-to-peer) connected. In that case, any one of the player terminals 1500 constituting the P2P functions as the server system 1100.

[0204] (Modification Example 3) The above embodiment can also be applied when a game is executed on a stand-alone game device. For example, as shown in FIG. 24, the player terminal 1500C may execute the game program 802 to realize the function of the game management unit 210 in the terminal processing unit 200 and function as a stand-alone game device.

[0205] In this case, the terminal storage unit 500 of the player terminal 1500C stores the game program 802, the game initial setting data 510, the user management data 600, the play data 700, and the current date and time 900.

[0206] Even in this modification example, the same effects as those of the first embodiment can be obtained.

[0207] (Modification Example 4) In the game video arrangement control (step S36; see FIG. 14), the contents of the arrangement control are determined by searching and referencing arrangement definition data 560 (see FIG. 11) that satisfies the application requirements, but this is not limitative.

[0208] For example, a predicted time required to achieve each target satisfaction level indicated by the arrangement content data 570 is calculated for each arrangement definition data 560. Then, the arrangement definition data 560 whose predicted time required is within a predetermined time may be searched and referenced to determine the content of the arrangement control. [Explanation of symbols]

[0209] 12...Game footage 12t...End scene of game video 14... Insert video 14t...insert video end scene 16...Video transition 18...continuous video 19...Playback video section 45...Virtual camera (viewpoint) 200s...Server processing section 214...Game image generation control unit 216...insert control section 220...Video arrangement control unit 222...Game video arrangement control section 224...Insert video arrangement control section 230...Prediction and judgment section 500s...Server storage section 501...Server program 514...Game object initial setting data 516...Connected video definition data 530...Insert video definition data 531... Insert video candidate data 536...Activation condition data 538... Insert video data 540...Insert video cut setting data 560...Arrangement definition data 562...Applicable requirements data 570…Arrangement content data 573…Approximate description condition definition data 575…Approximate light source condition definition data 577…Approximate environment condition definition data 579…Approximate viewpoint condition definition data 590…Machine learning model data 700…Play data 710…Game progress status data 711…Game object control data 713…Light source setting data 715…Scene environment setting data 717…Viewpoint setting data 720…Game video display scene content data 721…Approximate description condition judgment data 723…Approximate light source condition judgment data 725…Approximate environment condition judgment data 727…Approximate viewpoint condition judgment data 730…Game play operation history data 732…Predicted game progress status data 734…Game video data 1000…Game system 1100…Server system 1500…Player terminal

Claims

1. Game video generation control means for performing generation control of a game video whose display is controlled based on the game progress status, Insert control means for performing control to insert a given insert video in the middle of the game video whose display is controlled when the game progress status satisfies a given activation condition, Video arrangement control means for performing arrangement control to arrange the switching video portion between the insert video inserted by the insert control means and the game video, A computer system comprising:

2. The video arrangement control means executes the arrangement control so that an insert video end scene which is the switching video portion related to the insert video and a game video end scene which is the switching video portion related to the game video satisfy a given harmony condition. The computer system according to Claim 1.

3. Prediction determination means for predicting the game video end scene based on the operation input of the game play by the player and predicting and determining that the predicted game video end scene and the insert video end scene do not satisfy the harmony condition, Further comprising: The video arrangement control means executes the arrangement control according to the prediction determination. The computer system according to Claim 2.

4. The video arrangement control means has game video arrangement control means for executing the arrangement control for the game video end scene. The computer system according to Claim 2.

5. When a game object appears in the game video end scene and the game object appears in the insert video end scene, the game video arrangement control means determines the display scene of the game object controlled to be displayed in the game video end scene and the display scene of the game object controlled to be displayed in the insert video end scene. The arrangement control for the game video end scene is executed so as to satisfy a given approximate description condition indicating that they are approximate descriptions which are one of the harmony conditions. The computer system according to Claim 4.

6. The game video arrangement control means executes the arrangement control for the game video end scene so as to satisfy the approximate description condition based on any one of the number, type, display position, display mode and operation content of the game object. The computer system according to claim 5.

7. The game video arrangement control means executes the arrangement control by determining the setting of the virtual camera when generating the video of the game video end scene so that a given approximate viewpoint condition indicating that the display scene controlled to be displayed in the game video end scene and the display scene controlled to be displayed in the insert video end scene approximate in viewpoint, which is one of the harmony conditions. The computer system according to claim 4.

8. The game video arrangement control means executes the arrangement control by determining the setting of the light source related to the game video end scene so that a given approximate light source condition indicating that the display scene controlled to be displayed in the game video end scene and the display scene controlled to be displayed in the insert video end scene approximate in light source setting, which is one of the harmony conditions. The computer system according to claim 4.

9. The game video arrangement control means executes the arrangement control by determining the setting of the scene environment related to the game video end scene so that a given approximate environment condition indicating that the display scene controlled to be displayed in the game video end scene and the display scene controlled to be displayed in the insert video end scene approximate in scene environment, which is one of the harmony conditions. The computer system according to claim 4.

10. The harmony conditions include a plurality of determination elements having different degrees of satisfaction for satisfying the harmony conditions. The game video arrangement control means determines the control content of the arrangement control based on the degree of satisfaction for each of the determination elements. The computer system according to claim 4.

11. The insert control means selects the insert video from among a plurality of types of insert video candidates. The game video arrangement control means determines the control content of the arrangement control based on the insert video. The computer system according to claim 4.

12. The insert control means performs stop control to end the insert video based on the operation of the player. The game video arrangement control means executes the arrangement control using the end portion of the insert video that is ended midway by the stop control as the insert video end scene. The computer system according to claim 4.

13. The video arrangement control means includes insert video arrangement control means for performing the arrangement control on the insert video end scene. The computer system according to claim 2.

14. The insert video arrangement control means executes the arrangement control by inserting a given connecting video into the insert video end scene. The computer system according to claim 13.

15. The insert video arrangement control means executes the arrangement control by selecting a playback video portion to be used for the insertion from among the insert videos and determining the insert video end scene. The computer system according to claim 13.

16. The insert video arrangement control means selects the playback video portion of the insert videos based on the harmony condition for the game video end scene. The computer system according to claim 15.

17. The video arrangement control means determines the control content of the arrangement control using a machine learning model that is machine-learned based on teacher data having the switching video portion as an input and the control content of the arrangement control as an output. The computer system according to claim 1.

18. A program for causing a computer system to function as game video generation control means for performing generation control of a game video that is display-controlled based on the game progress situation, insert control means for performing control to insert a given insert video in the middle of the game video that is display-controlled when the game progress situation satisfies a given activation condition, and video arrangement control means for performing arrangement control to arrange a switching video portion between the insert video inserted by the insert control means and the game video. ​

Citation Information

Patent Citations

  • Shooting type game device

    JP1994213595A