Information processing device, information processing method, program, and information processing system

By integrating real-space positioning with three-dimensional game objects and reflective boundary surfaces, the AR game technology enhances player engagement and satisfaction through dynamic interactions.

JP2025119252APending Publication Date: 2025-08-14MIXI INC
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Patent Information

Application Number
JP2024014034
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-02-01
Publication Date
2025-08-14

AI Technical Summary

Technical Problem

Conventional AR game technologies fail to fully integrate real and virtual spaces, lacking new excitement and engagement, leading to reduced player interest and satisfaction.

Method used

An information processing device and method that displays a three-dimensional game space with objects based on real-space position, using a movement control unit to reflect moving objects off boundary surfaces, enhancing the dynamic interaction between virtual and real environments.

Benefits of technology

Enhances the unique playing experience in AR games by providing visually dynamic interactions, increasing player interest and satisfaction through immersive gameplay.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide an information processing device, information processing method, program, and information processing system that can increase the enjoyment of a game by effectively enhancing the unique play experience of an augmented reality game world.SOLUTION: An information processing device 10 according to one embodiment of the present invention includes a display control unit 11 that controls a display device to display at least a portion of a three-dimensional game space in which a first object based on the position of a user terminal in real space and a three-dimensional second object arranged around the first object are located, and a movement control unit 13 that controls a moving object moving within the second object to reflect off the boundary surface when the moving object comes into contact with the boundary surface separating the inside and outside of the second object.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

[0002] With the improvement of processing power in various information processing devices, AR (Augmented Reality) technology, which displays virtual objects within the field of view of real space, is beginning to become widespread. Particularly in the field of games, it is expected that AR will increase the player's immersion in the game world and the enjoyment of the game by making appropriate characters and items appear within the player's field of view depending on the player's location in the real world.

[0003] For example, Patent Document 1 discloses a technology in which a marker is detected from within a captured image, and when a given object is compositely displayed within the captured image to control the progress of a game, an object associated with the marker appears within the captured image, and special control is executed when multiple markers are detected within the captured image and the arrangement of the detected markers satisfies given arrangement configuration conditions, which are the conditions for executing special control in the progress of the game.

[0004] Furthermore, Patent Document 2 discloses a technology in which, when an image of a virtual space in which a given object appears based on a marker detected in the photographed image is synthesized with the photographed image and displayed, the virtual space is set using a target marker shown in the photographed image, a reference marker shown in the photographed image is used to determine the direction of an action in the virtual space, a given action is executed, and the progress of the game is controlled based on the results of the action. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-182579 [Patent Document 2] Japanese Patent Application Laid-Open No. 2017-176635 Summary of the Invention [Problem to be solved by the invention]

[0006] According to conventional technology, characters or other objects can appear within the field of view of a game player and perform predetermined actions. However, it is difficult to say that the characteristics of AR technology are fully applied to the game world. As a result, the fusion of real and virtual spaces does not provide new excitement to the gameplay itself. Therefore, it is difficult to expect players to enjoy the game with new enjoyment or a sense of specialness, or to increase the frequency or satisfaction of playing the game.

[0007] Therefore, the present invention has been made in consideration of the above-mentioned problems, and aims to provide an information processing device, an information processing method, a program, and an information processing system that can effectively enhance the playing experience unique to the augmented reality game world, thereby increasing the interest in the game. [Means for solving the problem]

[0008] An information processing device according to one embodiment of the present invention is characterized by comprising: a display control unit that causes a display to display at least a portion of a three-dimensional game space in which a first object based on the position of a user terminal in real space and a second object of a three-dimensional shape arranged around the first object are arranged; and a movement control unit that causes a moving object moving within the second object to be reflected off a boundary surface that separates the inside and outside of the second object when the moving object comes into contact with the boundary surface. [Effects of the Invention]

[0009] According to one aspect of the present invention, the unique playing experience of the augmented reality game world can be effectively enhanced, thereby increasing the interest in the game. [Brief explanation of the drawings]

[0010] [Figure 1] FIG. 1 is a diagram illustrating an example of a network configuration of a game system. [Figure 2] FIG. 1 is a diagram illustrating an example of the configuration of a game server according to an embodiment of the present invention. [Figure 3] FIG. 1 is a diagram illustrating an example of the configuration of a user terminal according to an embodiment of the present invention. [Figure 4] FIG. 10 is a diagram illustrating an example of the configuration of a player management DB. [Figure 5] FIG. 10 is a diagram illustrating an example of the configuration of a game management DB. [Figure 6] FIG. 10 is a diagram illustrating an example of the configuration of a first object management DB. [Figure 7] FIG. 10 is a diagram illustrating an example of the configuration of a second object management DB. [Figure 8] FIG. 10 is a diagram illustrating an example of the configuration of a moving object management DB. [Figure 9] FIG. 10 illustrates an example of the configuration of an event management DB; [Figure 10] FIG. 10 is a diagram showing an example of the configuration of game effect control information. [Figure 11] 10 is a diagram showing an example of the configuration of second object shape control information. FIG. [Figure 12] FIG. 10 is a diagram illustrating an example of the configuration of movement parameter control information. [Figure 13] FIG. 1 is a diagram showing an information processing flow according to an embodiment of the present invention (part 1). [Figure 14] 1 is a diagram showing an example of an information display form according to an embodiment of the present invention (part 1). FIG. [Figure 15] 1 is a diagram showing an example of an information display form according to an embodiment of the present invention (part 1). FIG. [Figure 16] 1 is a diagram showing an example of an information display form according to an embodiment of the present invention (part 1). FIG. [Figure 17] FIG. 2 is a diagram showing an information processing flow according to an embodiment of the present invention (part 2). [Figure 18] FIG. 10 is a diagram showing an information processing flow according to an embodiment of the present invention (part 3). [Figure 19] FIG. 4 is a diagram showing an information processing flow according to an embodiment of the present invention (part 4). [Figure 20] FIG. 5 is a diagram showing an information processing flow according to an embodiment of the present invention (part 5). [Figure 21] FIG. 5 is a diagram showing an information processing flow according to an embodiment of the present invention (part 5). [Figure 22] FIG. 5 is a diagram showing an information processing flow according to an embodiment of the present invention (part 5). [Figure 23] FIG. 5 is a diagram showing an information processing flow according to an embodiment of the present invention (part 5). [Figure 24] FIG. 5 is a diagram showing an information processing flow according to an embodiment of the present invention (part 5). DETAILED DESCRIPTION OF THE INVENTION

[0011] Hereinafter, one embodiment of the present invention (hereinafter referred to as the present embodiment) will be described in detail with reference to the preferred embodiment shown in the accompanying drawings.

[0012] <<System and hardware configuration>> FIG. 1 is a diagram showing an example of the configuration of a game system 1 according to this embodiment. The game system 1 is an information processing system according to this embodiment, and is configured to include at least the game server 10 among a game server 10 and a plurality of user terminals 20. The game server 10 and each user terminal 20 are connected to each other so as to be able to communicate with each other via an appropriate network N such as the Internet or a mobile phone network. The network N may include a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, Ethernet (registered trademark), etc.

[0013] The game server 10 is an information processing device according to this embodiment, which manages various information relating to players of a game (hereinafter referred to as the game) that is distributed and provided via a network N, and works appropriately with user terminals 20 operated by players to execute some or all of the processing of the game.

[0014] The game server 10 is a computer equipped with a display control unit 11, a memory unit 12, a movement control unit 13, an effect control unit 14, and a play control unit 15 (described later), which generates, transmits, and receives data necessary for game progress, and executes various information processing related to game progress. The game server 10 is configured, for example, by an SNS server or a server computer for cloud services. Server computers for cloud services include server computers for ASPs (Application Service Providers), SaaSs (Software as a Service), PaaSs (Platform as a Service), or IaaSs (Infrastructure as a Service). The game server 10 may be a single computer or multiple computers distributed in parallel.

[0015] As shown in FIG. 2, the game server 10 has, as hardware devices, an auxiliary storage device 101, a main storage device 103, a processing device 104, and a communication device 105, which are electrically connected via a bus.

[0016] Of these, the auxiliary storage device 101 is a device that stores a series of information related to the game progress when a player plays the game on the user terminal 20, player account information, and the like. Specifically, it is configured by a flash memory, a hard disc drive (HDD), a solid state drive (SSD), a flexible disc (FD), a magneto-optical disc (MO disc), a compact disc (CD), a digital versatile disc (DVD), a secure digital card (SD card), a universal serial bus memory (USB memory), or the like. The auxiliary storage device 101 may be implemented as a device built into the housing of the game server 10, or may be implemented as an external device attached to the outside of the housing, or may be implemented as a network attached storage (NAS), or the like.

[0017] The auxiliary storage device 101 stores data generally held by an information processing device (e.g., an operating system), as well as information such as a player management DB 12A, a game management DB 12B, a first object management DB 12C, a second object management DB 12D, a moving object management DB 12E, an event management DB 12F, game effect control information 12G, second object shape control information 12H, and movement parameter control information 121. Details of these databases and information will be described later.

[0018] The auxiliary storage device 101 may be configured as a third computer, such as a database server or online storage, communicatively connected to the game server 10. In this case, the game server 10 constitutes the information processing device of the present invention together with the third computer constituting the auxiliary storage device 101. When electronic data relating to value such as billing information and payment methods is recorded and managed in the auxiliary storage device 101, a distributed ledger technology such as a blockchain may be used to prevent unauthorized data tampering.

[0019] The main storage device 103 is configured with semiconductor memories such as a ROM (Read Only Memory) and a RAM (Random Access Memory), and holds a program 102 that is loaded from the auxiliary storage device 101 and executed by the arithmetic unit 104 .

[0020] The arithmetic device 104 (corresponding to a processor) is configured by a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), ASIC (Application Specific Integrated Circuit), etc. When the arithmetic device 104 executes the program 102, the display control unit 11, memory unit 12, movement control unit 13, effect control unit 14, and play control unit 15, which are functional units required for the game server 10 of the present invention, are implemented.

[0021] The communication device 105 is configured by, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication device 105 is not particularly limited, and examples include communication by a wireless LAN based on Wi-fi (registered trademark), communication by a mobile communication system of 3G to 5G or later generations, or communication based on LTE (Long Term Evolution).

[0022] <<User terminal configuration>> On the other hand, the user terminal 20 is a terminal through which a player accesses the game server 10 via the network N and plays the game distributed by the game server 10. In other words, the player can play the game by the user terminal 20 communicating with the game server 10 via the network N. The user terminal 20 is, for example, a computer such as a mobile phone (including a smartphone), a tablet terminal, a personal computer, an arcade game device, or a consumer game device.

[0023] In this embodiment, the game server 10 executes a series of information processing steps related to the progress of the game while the player is playing the game on the user terminal 20, and the user terminal 20 inputs information to be handed over to the game server 10 and outputs information distributed from the game server 10.

[0024] Fig. 3 is a diagram showing an example of the configuration of a user terminal 20 according to this embodiment. As shown in Fig. 3, the user terminal 20 has, as hardware devices, an auxiliary storage device 21, a main storage device 23, a calculation device 24, a communication device 25, an input / output device 26, a camera unit 27, a gyro sensor 28, and a GPS unit 29, which are electrically connected via a bus.

[0025] An application program for the game (hereinafter, game application 21A) is installed in the auxiliary storage device 21, and the game application 21A is launched in response to a launch operation by the player. This starts the game. The user terminal 20 is operated by the player while playing the game, generates data in accordance with the operation, and transmits the generated data to the game server 10.

[0026] Specifically, the auxiliary storage device 21 is composed of a flash memory, an HDD (Hard Disc Drive), an SSD (Solid State Drive), an FD (Flexible Disc), an MO disk (Magneto-Optical disc), a CD (Compact Disc), a DVD (Digital Versatile Disc), an SD card (Secure Digital card), or a USB memory (Universal Serial Bus memory), etc.

[0027] The main storage device 23 is configured with semiconductor memories such as a ROM (Read Only Memory) and a RAM (Random Access Memory), and holds a program 22 that is loaded from the auxiliary storage device 21 and executed by the arithmetic unit 24 .

[0028] The arithmetic device 24 (corresponding to a processor) is configured by a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), ASIC (Application Specific Integrated Circuit), etc. The arithmetic device 24 executes the program 22, thereby implementing the functions required for the user terminal 20 of the present invention.

[0029] The communication device 25 is configured by, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication device 25 is not particularly limited, and examples thereof include communication by a wireless LAN based on Wi-fi (registered trademark), communication by a mobile communication system of 3G to 5G or later generations, or communication based on LTE (Long Term Evolution).

[0030] The input / output device 26 is assumed to be, for example, a touch panel. While the player is playing the game, the user terminal 20 displays a game screen, which is a display screen for the game, on the touch panel. The user terminal 20 also accepts operations such as taps by the player on the touch panel, and responds to the game server 10 with the details of the operations as necessary. The user terminal 20 also expands display data sent from the game server 10 at any time, and displays images, text information, and the like indicated by the display data on the game screen.

[0031] Furthermore, the camera unit 27 is a photographing means for the player to photograph the surroundings in real space. A specific example of the camera unit 27 can be a digital camera that is already equipped in a smartphone, which is an example of the user terminal 20. The photographed images taken by such a camera unit 27 have real objects existing in the player's surrounding environment as their subjects. These photographed images are then analyzed for generating second objects and for various control operations of moving objects. Specific examples of real objects are not particularly limited, but can be man-made structures such as buildings, various facilities, stairs, slopes, and roads, or natural objects such as hills and forests.

[0032] The gyro sensor 28 is a sensor that detects the attitude of the user terminal 20. A specific example of the gyro sensor 28 is a gyro sensor that is already provided in a smartphone, which is an example of the user terminal 20. The gyro sensor 28 measures the rotational angular velocity of the user terminal 20, thereby detecting the rotation and orientation occurring in the user terminal 20 as the attitude. The attitude data detected by the gyro sensor 28 is used to control a moving object.

[0033] The GPS unit 29 is a unit that determines the current position of the user terminal 20. The GPS unit 29 can be assumed to be one that is already provided in a smartphone, which is an example of the user terminal 20. The GPS unit 29 receives positioning radio waves from multiple GPS satellites orbiting above the user terminal 20, and calculates its own position based on the time information indicated by the radio waves. The current position data determined by the GPS unit 29 can be used to control the first and second objects and the moving object.

[0034] <<About this game>> Next, an overview of the game provided by the game server 10 in this embodiment will be described. In this embodiment, the game is, for example, an online game, and a player can acquire an account for playing the game and log in with that account to play the game. Online games include browser games that use a web browser, social games provided on SNS (Social Networking Service), games that can be played by downloading dedicated application software such as mobile games, and regularly updated online games such as play-by-web (PBW).

[0035] The game in this embodiment is a so-called AR game. A user terminal 20 for playing the AR game transmits and receives in real time various information obtained from various sensors (e.g., information about the surrounding environment and the position and attitude of the player's device) and display data such as virtual objects corresponding to the information to and from the game server 10. Through such transmission and reception, game information and characters that are virtual objects are displayed superimposed on real space on the display of the user terminal 20.

[0036] The type of AR game assumed here is, for example, a combination of a location-based type that utilizes current location information of the user terminal 20 and a vision-based type that recognizes real objects in real space (for example, buildings, facilities, natural objects, etc.) in real time. In other words, this is a game that uses location information from the GPS unit 29, images captured by the camera unit 27, and attitude information detected by the gyro sensor 28 to display first and second objects and moving objects, which are virtual objects, in real time in an image of real space.

[0037] The first object is a virtual object of an enemy character to be defeated in this game. The second object is a virtual object of a wall structure surrounding the enemy character. The moving object is a ball-shaped virtual object that is used to attack the enemy character in the space surrounded by the wall structure. In the following description, the first object will be referred to as the enemy character, the second object as the wall structure, and the moving object as the attack ball.

[0038] In this game, players can select from among multiple characters they own and create a deck with them, then use the created deck to complete quests to obtain new characters and items. Here, a quest refers to a task that can be completed by meeting certain predetermined conditions, and is also commonly referred to as a quest, task, or mission. A quest is an example of an event (game event) that can be played in the game.

[0039] A deck is a term that refers to a group of multiple characters. When a player performs a quest, the player selects characters with the appropriate abilities to complete the quest, organizes a deck, and performs the quest. The game server 10 can store multiple decks organized by players. When performing a quest, the player can select one deck from the multiple decks stored in the game server 10 and perform the quest.

[0040] One possible mission of a quest is to defeat an enemy character that appears when the player visits a specific location in real space. In this case, the enemy character appears in a game space surrounded by a virtual wall structure in augmented reality. The player performs a specific operation on the user terminal 20 to fire an attack ball at the enemy character within the wall structure. As a result of attacks with this attack ball, the hit points of the enemy character gradually decrease, and when they finally reach zero, the enemy character either disappears or becomes a character owned by the player. In other words, the enemy character is defeated (the mission is accomplished) and the quest ends.

[0041] For example, the attack ball appears from a predetermined position in the real space in the augmented reality in response to the appearance of the enemy character or in response to a player's operation. The appeared attack ball is shot toward the enemy character in response to a predetermined operation by the player, passes through the outer surface (boundary surface) of the wall structure, and enters the wall structure. Once inside the wall structure, the attack ball bounces off the enemy character or the inner surface of the wall structure. Once inside the wall structure, the attack ball continues to bounce off the wall structure until it reaches the end of its predetermined lifespan.

[0042] The lifespan of an attack ball may be determined, for example, by the number of turns (1 to n) a player takes in the game. Alternatively, the lifespan may be determined by parameters such as the number of hits on enemy characters, the number of bounces within a wall structure, and the length of time the ball is present within the wall structure. In this way, attacks on enemy characters using the attack ball are repeatedly performed until the attack ball disappears due to its lifespan. Players will enjoy the dynamic movement of the attack ball as it repeatedly bounces at high speed within the wall structure, as well as the resulting spectacular attack patterns and powerful effects on enemy characters, and will become deeply interested in the game.

[0043] <<Configuration of database etc. according to one embodiment of the present invention>> Next, the configuration of databases and the like according to this embodiment will be described with reference to Figures 4 to 12. Figure 4 is a diagram showing an example of the configuration of a player management DB 12A according to this embodiment. The player management DB 12A is a database that manages various information related to players of this game, and is made up of records including values such as player IDs, account information, game data, owned item information, location information, and multiplayer information.

[0044] Among these, the player ID is the player's identification information. The account information is the player's registration details for the game, including login information, payment information, contact information, etc. The game data is data such as the player's score in the game, the stages they have cleared, and various game-related settings.

[0045] The owned item information is information about items owned by the player in the game. These items may include game content that produces various game effects, as well as enemy characters obtained in quests. The location information is information about coordinate values obtained from the GPS unit 29 provided in the user terminal 20 of the player. The multiplayer information is information about the game in which the player is playing together and about other players.

[0046] 5 is a diagram showing an example of the configuration of the game management DB 12B in this embodiment. The game management DB 12B is a database that stores various information about the games played by players. This game management DB 12B is made up of records including values such as a target period, a game ID, a player ID, a play type, a group to which the player belongs, and game space position information.

[0047] The target period indicates the period during which the player's game play status was observed. In the example of Figure 5, the target period is set to one day, but it can be set to any unit such as minutes, hours, weeks, or months depending on the length of game play time.

[0048] The player ID is the identification information of the player who played the game during the relevant period. The play type is the identification information of whether the player is playing the game alone or together with others. Solo play is called "solo," and collaborative play is called "multi."

[0049] The group to which the player belongs is identification information for the player group with which the player is playing together. The game space position information is position information for the game space generated for each player of the game. The game space is an area that includes enemy characters and wall structures in augmented reality, and the position information is information about the placement position of the game space in real space (for example, values such as latitude and longitude).

[0050] 6 is a diagram showing an example of the configuration of the first object management DB 12C in this embodiment. The first object management DB 12C is a database that stores information about enemy characters that occur or have occurred in the augmented reality game space. This first object management DB 12C is composed of records containing values such as object ID, object name, characteristics, occurrence location, occurrence date and time, occurrence target game, status, and display data.

[0051] Of these, the object ID is identification information that indicates the enemy character. The object name is the name of the enemy character. The characteristics are information such as the enemy character's attributes, leader characteristics when building a deck, hit points, and possessed items used for offense, defense, recovery, etc. in the game. The spawn location is information about the location where the enemy character spawns. This spawn location information is information that specifies a specific area on a map in real space. In other words, it is key information that enables an enemy character to appear when the player enters a specific area in real space.

[0052] The occurrence date and time is the date and time when the enemy character occurred. The occurrence target game is identification information of the game in which the enemy character occurred. The status is information indicating the hit point status of the enemy character. The display data is three-dimensional display data of the enemy character.

[0053] In the example of Figure 6, for example, information is stored about an enemy character with object ID "E001," such as its characteristic being "water attribute," its target game being "G078," and its hit point status being "425 / 5000." Also, for an enemy character with object ID "E002," information is stored about its characteristic being "fire attribute," its target game being "-" (not yet triggered), and its hit point status being "2000 / 2000."

[0054] 7 is a diagram showing an example of the configuration of the second object management DB 12D in this embodiment. The second object management DB 12D is a database that stores information about the wall structure surrounding an enemy character in the game space. This second object management DB 12D is composed of records containing values such as an object ID, location of occurrence, date and time of occurrence, target game of occurrence, characteristics, and display data.

[0055] Of these, the object ID is identification information that uniquely identifies the wall structure. The occurrence location is position information (e.g., latitude and longitude values) where the wall structure is located in real space in augmented reality. The occurrence date and time is date and time information when the wall structure was created. The occurrence target game is identification information of the game in which the wall structure occurred. The characteristics are information such as the shape of the wall structure and the surface hardness (reflection coefficient). The display data is three-dimensional display data of the wall structure.

[0056] In the example of FIG. 7, for example, it is shown that a wall structure with object ID "W001" occurred in game "G005."

[0057] 8 is a diagram showing an example of the configuration of the moving object management DB 12E in this embodiment. The moving object management DB 12E is a database that stores various information related to the attack ball, which is a moving object. This moving object management DB 12E is made up of records including values such as the object ID, location of occurrence, date and time of occurrence, target game of occurrence, operating player, remaining lifespan, and display data.

[0058] Of these, the object ID is identification information that uniquely identifies the attack ball. The location of occurrence is information about the location where the attack ball occurred in the real space in augmented reality. The date and time of occurrence is information that indicates the date and time when the attack ball occurred. The target game of occurrence is identification information of the game in which the attack ball occurred as a means of attacking an enemy character. The operating player is identification information of the player operating the attack ball. The example in Figure 8 indicates that the attack ball "B001" has occurred as an attack ball operated by player "0002" in game "G001."

[0059] The remaining lifespan is the remaining time that the attack ball can exist in the game space of the target game. This remaining lifespan information is defined, for example, by the number of turns from 1 to n for the operating player. Of course, this definition is just one example, and the lifespan may also be defined by parameters such as the number of hits on enemy characters (e.g., 1 remaining), the number of reflections within a wall structure (e.g., 1 remaining), or the duration of existence within a wall structure (e.g., 5 minutes remaining). The display data is three-dimensional display data for the attack ball.

[0060] 9 is a diagram showing an example of the configuration of the event management DB 12F in this embodiment. The event management DB 12F is a database that stores information about events in this game. This event management DB 12F is made up of records containing values such as an event ID, occurrence date and time, the event target game, event content, and target player.

[0061] Among these, the event ID is identification information that uniquely identifies an event in the game. The occurrence date and time is information that indicates the date and time of the event. The occurrence target game is identification information of the game in which the event occurred. The event content is information that indicates the content of the event. The target player is identification information of the player participating in the event.

[0062] 9 shows an example in which an event "I001" occurs in a game "G001," the event is a "Friendship Combo," and the target players are "0002" and "0026." Note that a "Friendship Combo" is an event that, for example, when an attack ball (hereinafter referred to as a first attack ball) operated in a certain turn (hereinafter referred to as a first turn) remains inside a wall structure, and a second attack ball operated in a second turn after the first turn moves inside the wall structure and collides with the first attack ball, a game effect corresponding to the combination of the first attack ball and the second attack ball is activated.

[0063] Examples of the above game effects include increasing the damage an enemy character takes when an attack ball hits it, or the appearance of items that are advantageous for attacking enemy characters or recovering damage to your own character.

[0064] Furthermore, a "collision combo" can be considered an event in which, when attack balls collide with each other, such as during the above-mentioned friendship combo, if at least one of the colliding attack balls is about to be destroyed (for example, its remaining life is up to the current turn), the game effect is increased compared to a friendship combo. Note that when attack balls collide with each other and a game effect is generated, such as in the above-mentioned friendship combo or collision combo, it is possible to consider an operation in which each of the colliding attack balls is destroyed.

[0065] 10 is a diagram showing an example of the configuration of game effect control information 12G in this embodiment. The game effect control information 12G is a table that stores information about game effects that occur due to the friendship combos, collision combos, etc. This game effect control information 12G is made up of records that include values such as cases, target events, activation conditions, and game effects.

[0066] Among these, the case is identification information indicating the case of the game effect. The target event is information indicating the game event in which the game effect is activated. The activation condition is information on the condition under which the game effect is activated in the game event. The game effect is information indicating the content of the activated game effect.

[0067] In the example of Figure 10, for example, in the target event "Friendship Combo," if the activation condition "collision of moving objects of multiple players during multiplayer" is met, the game effect "increase in attack power by moving objects by 50%" is activated.

[0068] Also, for example, in the target event "players approach," if the activation condition "multiple players in multiplayer approach within a reference distance range" is met, the game effect "increase in attack power by attack balls by 10%" is activated.

[0069] 11 is a diagram showing an example of the configuration of second object shape control information 12H in this embodiment. The second object shape control information 12H is a table that stores information related to shape control of the wall structure, which is the second object. This second object shape control information 12H is made up of records that include values such as case, condition, object shape, and shape control data.

[0070] Of these, the case is identification information that indicates the shape control case of the wall structure. The condition is information about the conditions for applying shape control. The object shape is information that specifies the shape to be applied to a wall structure that satisfies the "condition." The shape control data is data that specifies the shape of the wall structure (which may include not only the outer shape but also the surface properties, etc.) that corresponds to the value in the "object shape" column.

[0071] In the example of FIG. 11, for example, when the condition of case "1" is "the terminal location is in the city center," the object shape of the wall structure is specified as "cube." Also, when the condition of case "2" is "the terminal location is in the suburbs," the object shape of the wall structure is specified as "sphere." Also, when the condition of case "3" is "the terminal location is on a slope / staircase," the object shape of the wall structure is specified as "slope / step shape." And, when the condition of case "4" is "there is a photographed image of the actual object," the object shape of the wall structure is specified as "the outer surface shape of the actual object."

[0072] 12 is a diagram showing an example of the configuration of movement parameter control information 12I in this embodiment. The movement parameter control information 12I is a table that stores information about the movement parameters of the offense ball in the game space. This movement parameter control information 12I is made up of records that include values such as cases, conditions, and parameters.

[0073] Among these, the case is identification information relating to the case of the movement parameter, the condition is information relating to the application condition of the parameter in the case, and the parameter is information relating to the parameter to be applied to the movement control of the attack ball when the condition is satisfied.

[0074] In the example of Figure 12, for example, when the condition of case "1" is "the terminal position is 1 meter or more higher than the enemy character's position," the movement control parameter of the offensive ball is specified as "increase in movement speed by 10%." Also, when the condition of case "2" is "the terminal position is 3 meters or more higher than the enemy character's position," the movement control parameter of the offensive ball is specified as "increase in movement speed by 10% and increase in reflection coefficient at wall structures by 10%." Also, when the condition of case "3" is "the surface material of the real object is concrete / steel," the movement control parameter of the offensive ball is specified as "increase in reflection coefficient at the boundary surface of the wall structure by 30% when the real object is a virtual wall structure."

[0075] <<Functions of an information processing device according to an embodiment of the present invention>> Next, the functions of the game server 10, which is an information processing device according to this embodiment, will be described. The game server 10 according to this embodiment serves as an information processing device and includes a display control unit 11, a memory unit 12, a movement control unit 13, an effect control unit 14, and a play control unit 15. Each of these processing units is realized by cooperation between various hardware devices that make up the game server 10 and a program 102 installed on the game server 10. Each processing unit will be described in detail below.

[0076] The display control unit 11 causes the user terminal 20 to display at least a portion of a three-dimensional game space in which an enemy character based on the position of the user terminal 20 in real space and a wall structure arranged around the enemy character are arranged. The position of the user terminal 20 is observed by the GPS unit 29 of the user terminal 20. The observed values are distributed in real time from the user terminal 20 to the game server 10 and managed in the player management DB 12A. The game server 10 also manages the appearance locations of each enemy character in the first object management DB 12C.

[0077] In addition, the game server 10 has a general module for controlling the display of augmented reality for AR games, and based on information about the current location and surrounding environment (which may include the results of analyzing captured images) delivered from the user terminal 20, it can identify various objects such as enemy characters, wall structures, and attack balls that should appear at that location, and send the display data to the user terminal 20 to display it in real time. For this reason, the game server 10 stores display data in the storage unit 12 for displaying various objects such as enemy characters, wall structures, and attack balls in augmented reality. When displaying each object, the display control unit 11 retrieves the corresponding display data from the storage unit 12 and delivers it to the user terminal 20. Information such as status regarding enemy characters is stored and managed in the first object management DB 12C. Information such as status regarding wall structures is stored and managed in the second object management DB 12D. Information such as status regarding attack balls is stored and managed in the moving object management DB 12E.

[0078] When an attack ball moving within a wall structure comes into contact with a boundary surface separating the inside and outside of the wall structure, the movement control unit 13 reflects the attack ball off the boundary surface. By performing this control, when an enemy character that appears according to the player's position in real space is displayed in augmented reality, the wall structure surrounding the enemy character can be used as a reflecting surface for the attack ball.

[0079] In this case, the attack ball appears as if it were a ricochet in real space. This allows the player to perform visually dynamic and effective attacking maneuvers using the attack ball. From the player's perspective, the enjoyment of playing in a world where the graphic controls associated with in-game events and operations are appropriately blended with real space is further enhanced, building anticipation for the game and increasing the frequency of gameplay and satisfaction.

[0080] The movement control unit 13 also controls the passage of the attack ball through the boundary surface of the wall structure. In this case, when an attack ball generated outside a wall structure in augmented reality moves from the outside to the inside of the wall structure due to a player's operation on the user terminal 20, the movement control unit 13 causes the attack ball to pass through the boundary surface of the wall structure. By performing this control, for example, when an attack ball appears in a predetermined location other than a wall structure in the game space (for example, the player's viewpoint position or the position of an operation icon) in response to a player operation or a specific event, the attack ball can be guided into the wall structure to attack an enemy character.

[0081] The display control unit 11 controls the number and duration of the attack balls within the wall structure to an appropriate level. For example, if a game in the game space includes two or more turns and a user operates the attack ball in each turn, the display control unit 11 causes an attack ball that entered the wall structure in the first turn to disappear in the second turn, a predetermined number of turns after the first turn. Therefore, upon occurrence of an attack ball, the display control unit 11 stores information regarding the location and date / time of occurrence of the attack ball, the target game, and the player operating the attack ball in the moving object management DB 12E. The display control unit 11 also manages the remaining turns of the player operating the target game in which the attack ball was generated as the remaining lifespan in the moving object management DB 12E. Therefore, when controlling the disappearance of the attack balls according to the progression of turns, the display control unit 11 executes processing based on the "remaining lifespan" in the moving object management DB 12E.

[0082] This control allows the number of attack balls in the wall structure per turn to be kept at a constant level, which solves the problem of, for example, the unexpected impact that the presence of many attack balls in the wall structure can have on the difficulty and smooth progress of the game.

[0083] The above-mentioned problem occurs, for example, when attack balls obstruct each other's movement or when combos occur frequently due to collisions between attack balls. When attack balls obstruct each other's movement, it becomes difficult for the attack balls to reach the boundary surfaces of the wall structure, making it difficult for the balls to bounce off the boundary surfaces. By solving this problem, it becomes possible to provide the player with dynamic and effective attack opportunities against enemy characters using attack balls that repeatedly bounce off the boundary surfaces.

[0084] Furthermore, when combos occur frequently, the game becomes easier regardless of the player's efforts or ingenuity. By solving this problem, it becomes possible to provide the player with the game effect of combos while maintaining the game difficulty at an appropriate level. As a player, you can continue playing the game while maintaining your motivation to continue challenging yourself and feeling the excitement of the game.

[0085] The effect control unit 14 also controls the number of attack balls present within the wall structure, as described above, to generate game effects at an appropriate level using a certain number of attack balls present within the wall structure. In this case, when an attack ball (first attack ball) is present within the wall structure and another attack ball (second attack ball) moving within the wall structure collides with the first attack ball within the wall structure, the effect control unit 14 detects the occurrence of a combo (friendship combo or collision combo) defined in the game effect control information 12G, and activates a specific game effect based on the information in the "game effect" column defined in the game effect control information 12G. The effect control unit 14 stores information about such collision-related events in the event management DB 12F.

[0086] With this control, players of the game can enjoy combo game effects, for example, in response to collision events between a certain number of attack balls remaining within the wall structure until a certain number of turns have passed. In particular, when attack balls generated by multiple players playing together in the same game space collide with each other, resulting in the above-mentioned combo, each player can easily realize the clear significance of their cooperative play.

[0087] The above combos can occur in an environment where the number of attacking balls in the wall structure is kept at a certain level, which prevents the game from becoming too easy due to excessive combos, which is undesirable for the player.

[0088] The display control unit 11 appropriately controls the display form of the game space in augmented reality according to the play style of the player, the play environment, etc. In this case, the display control unit 11 configures the area of the game space to be displayed on the user terminal 20 according to the field of view set within the game space based on the mode setting by the player.

[0089] By performing this control, it becomes possible to configure the game space displayed on the user terminal 20 in a manner that flexibly corresponds to the range of the player's play location in real space, for example. The range of the play location can be, for example, a specific room in real space, or each of multiple rooms in real space. The range of such a play location can vary depending on the player's play style and play environment, and the field of view of the game space desired by the player is likely to differ depending on the range of the play location. By appropriately responding to such situations, it becomes possible to configure and present a game space with a field of view that is not perceived as strange by the player.

[0090] The above mode settings are assumed to be a camera tracking mode (first mode) in which the viewpoint position changes in accordance with the movement of the player position, and a camera fixed mode (second mode) in which the viewpoint position is fixed regardless of the movement of the player position. In this case, when the display control unit 11 receives either of these mode settings from the player's user terminal 20, it configures the game space in accordance with the field of view from the viewpoint position in accordance with the mode setting.

[0091] By performing this control, it becomes possible to configure the game space displayed on the user terminal 20 in a manner that flexibly corresponds to the range of the player's play location in real space, for example. For example, if a player plays a game while walking around a particular room in real space or stopping several times, the play location will be the path along which the player moves within the room or the places where the player stops. Under such circumstances, by configuring the game space with the player's path of movement and the places where the player stops within the room as viewpoint positions and setting the first mode to be presented to the player, the player will be able to perceive the game space in a natural field of view.

[0092] Alternatively, if a player moves between multiple rooms in the real world and plays the game in each room, the play location will be each room they move to. In such a situation, maintaining continuity of play and field of view regardless of movement between rooms is important for the operability and comfort of the game. Therefore, instead of a game space where the viewpoint position changes for each room, a game space with a fixed viewpoint position regardless of the room is configured and presented to the player in the second mode, allowing the player to perceive the game space with a consistent field of view that does not feel particularly strange before and after moving between rooms.

[0093] Furthermore, the display control unit 11 provides a function of providing a dynamic view from each player's viewpoint as a game space when multiple players who exist in the same real space play together. In this case, when multiple users play a game together in the game space, the display control unit 11 sets a camera tracking mode (first mode).

[0094] This control allows multiple players who are actually in the same space to each face the same game space from their own perspective and dynamically play together, which increases the interest of each player in the game.

[0095] The effect control unit 14 also controls the game to enhance the sense of solidarity between players playing together and to increase the interest in the game. In this case, when multiple players play a game together in the game space, the effect control unit 14 controls the game effects activated in response to the movement of the attack ball so that they are different depending on whether the players are close or far apart. This control is triggered, for example, by the activation condition indicated by the record for "players approaching" in case "3" in the game effect control information 12G. Therefore, the effect control unit 14 monitors the position information of each player, and when the distance between them falls within a predetermined standard, activates the game effect defined in the game effect control information 12G.

[0096] By implementing this control, friends playing in the same game space can more easily feel a sense of unity due to being close to each other depending on the level of the game effect, which in turn can increase the sense of solidarity between players playing together and the enjoyment of the game.

[0097] The play control unit 15 also allows each group of multiple players playing together to play in a different game space. In this case, while the user terminals 20 of one or more first users belonging to a first user group are located in a first range in real space, and the one or more first users are playing a game using a three-dimensional game space in which a first object and a second object are located, the play control unit 15 controls the game so that the second user can play a game using a three-dimensional game space in which an enemy character and a wall structure are located when the user terminal 20 of a second user not belonging to the first user group is located in a second range in real space that is at least partially different from the first range. In order to perform the above control, the play control unit 15 stores and updates the position information and multiplay information of each player in the player management DB 12A based on the position information obtained from the user terminals 20, and is able to check the positions of players and user groups at any time.

[0098] This control allows each group of players playing together to play without overlapping game spaces. This allows each group to concentrate on playing the game in an environment where influence between groups is eliminated. It also prevents many players from congregating in the same location, which can obstruct the passage of those who are not playing the game.

[0099] The display control unit 11 also provides a game space in which the player can feel a suitable game effect according to the real-world environment in which the player is located. In this case, the display control unit 11 acquires position information of the user terminal 20 in real space, and determines the shape of the wall structure to be generated by comparing the position information with the second object shape control information 12H. By performing this control, for example, if the player is playing in a real urban environment, the shape of the wall structure can be made cubic to match the urban space, while if the player is playing in a spacious environment, the shape of the wall structure can be made spherical or stadium-shaped.Alternatively, if the player is playing on real stairs or a slope, the shape of the wall structure can be shaped to match the gradient of the stairs or slope.In this way, it is possible to create and provide a flexible game space that suits the player's environment.

[0100] The movement control unit 13 can also control the movement characteristics of the moving object according to the real-world environment of the player. In this case, the movement control unit 13 compares the position information of the user terminal 20 in real space with the movement parameter control information 12I and determines parameters related to the movement of the attack ball. By performing this control, for example, when a player is at the top of a slope in real space, it becomes possible to control the speed of the offensive ball that the player can control to be faster than when the player is at the foot of the slope, or to control the reflection coefficient at the boundary surface of a wall structure to be higher. By performing such control, the player's sense of immersion in the game increases, leading to increased interest.

[0101] The display control unit 11 also enhances the player's natural sense of immersion in the game by constructing a wall structure that has characteristics that blend in seamlessly with structures and natural objects existing around the player in real space. In this case, the display control unit 11 sets the shape of the wall structure based on an image of real space captured by the camera unit 27 of the user terminal 20. In this case, the display control unit 11 determines that the condition indicated by case "4" in the second object shape control information 12H is satisfied, and determines the object shape specified in the object shape field, i.e., the "external surface shape of the real object," as the shape of the wall structure, and generates the wall structure. Note that the "external surface shape of the real object" may include not only the shape but also the concept of the surface characteristics of the real object. By performing the above control, for example, wall structures are displayed in a form that fits real objects (such as buildings) in the real space and the characteristics of their surfaces (e.g., position, shape, color, smoothness, hardness, etc.) that are identified by analyzing the captured images. This allows the player to feel a natural unity between the game space and the real space. Note that the wall structures may be placed not only in a form based on the images captured by the camera unit 27, but also at positions that correspond to the surfaces of known real objects in advance. Alternatively, the wall structures may be placed based on information about real objects included in map data that indicates the real space.

[0102] The movement control unit 13 can also enhance the player's natural sense of immersion in the game by controlling the movement of the offense ball in accordance with the characteristics of structures and natural objects that exist around the player in real space. In this case, the movement control unit 13 sets parameters related to the movement of the offense ball based on images of real space captured by the camera unit 27 of the user terminal 20.

[0103] The captured image of real space may be, for example, an image of a real object such as a building or hill that exists in real space. Therefore, the movement control unit 13 applies the captured image to a predetermined analysis engine to estimate the surface material of the real object. The analysis engine may be, for example, a surface material determination model that is machine-learned using training data on the relationship between many captured images and the surface material of the subject. The movement control unit 13 compares the surface material estimation result obtained by the analysis engine with the movement parameter control information 12I. This comparison may detect the occurrence of the condition in case "3." As a result, the movement control unit 13 obtains a value for the offensive ball that is a "30% increase in the reflection coefficient at the boundary surface of a virtual wall structure when the real object is a virtual wall structure."

[0104] The example in Figure 12 specifies the reflection coefficient, but other specifications regarding the reflection direction and slip are also possible. Examples of specifications regarding the reflection direction include a case in which the offensive ball is reflected without tilting relative to the angle of incidence on the boundary surface of the wall structure, and a case in which the ball is reflected at a fixed angle depending on the surface material and properties of the wall structure. Examples of specifications regarding slip include a case in which the offensive ball is reflected at the point of impact when it collides with the boundary surface of the wall structure, and a case in which the ball is reflected after moving laterally on the surface of the wall structure a fixed distance depending on the surface material and smoothness of the wall structure.

[0105] By performing this control, for example, it becomes possible to control the reflection coefficient (which affects the speed and acceleration of the bounce), reflection direction, degree of slippage, etc. when an attack ball reflects off the surface of a real object (such as a building) in real space, which is identified by analyzing the captured image, and the characteristics of its surface (e.g., position, shape, color, smoothness, hardness, etc.), allowing the player to effortlessly feel a natural unity between the game space and real space and a dynamic game effect.

[0106] Furthermore, the movement control unit 13 can accurately control the movement of the offense ball in the game space in accordance with the player's intentions. In this case, the movement control unit 13 sets the movement direction of the offense ball based on a user operation on the offense ball and attitude information related to the attitude of the user terminal 20. An example of a user operation on the offense ball is an operation by the player pulling the displayed offense ball in the opposite direction to the destination on the touch panel of the user terminal 20. This operation is similar to the action of nocking an arrow on a bow and drawing it back. Furthermore, the attitude information of the user terminal 20 is three-dimensional attitude information detected by the gyro sensor 28 of the user terminal 20. By performing the above control, it becomes possible to determine the direction of movement of the attack ball in the three-dimensional game space with high accuracy, for example, based on the direction of the pulling operation on the attack ball and the terminal attitude sensed by the gyro sensor 28 on the player's user terminal 20.

[0107] The display control unit 11 also clearly indicates to the player the movement direction of the attack ball in the three-dimensional game space. In this case, the display control unit 11 displays, on the user terminal 20, an object such as a three-dimensional arrow indicating the movement direction of the attack ball from its current position, based on the movement direction set in the movement control unit 13 as described above. By performing this control, the direction of movement of the attack ball in the three-dimensional game space is visually indicated, making it easier for the player to predict the accuracy and effectiveness of the attacking action using the attack ball.

[0108] <<Information Processing Method According to an Embodiment of the Present Invention>> Next, the information processing flow of this embodiment, specifically the information processing flow associated with game play, will be described. The information processing flow of this embodiment employs the information processing method of the present invention, and proceeds according to the flow shown in Figures 13 to 24. In other words, each step in the information processing flow (specifically, each step in the flow charts of Figures 13 to 24) corresponds to a component of the information processing method of the present invention.

[0109] The information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps may be added, or the order in which steps are performed may be changed, without departing from the spirit of the present invention.

[0110] In the information processing flow, the arithmetic device 104 of the game server 10, which constitutes an information processing device, and the arithmetic device 24 of the user terminal 20, which the user operates while playing the game, each execute corresponding processes, and data communication is performed as needed between the game server 10 and the user terminal 20. This data communication may include the exchange of player position information and surrounding environment information required for executing the AR game, as well as various data for displaying and controlling three-dimensional objects accordingly.

[0111] (Game space generation and offensive ball control) Here, assume that a player of the game moves through real space and arrives at a specific area, or starts the game in a specific area. Information about the player is managed in a player management DB 12A together with game data for the game being played. Information about the game being played is also managed in a game management DB 12B in association with the player. The specific area is also registered in a first object management DB 12C as a location where an enemy character spawns in the game. In this environment, the game server 10 generates a game space including enemy characters and distributes display data thereof to the user terminal 20. Meanwhile, the user terminal 20 displays the game space on an augmented reality screen of the game and accepts various game operations by the player. Figure 13 shows an example of a processing flow corresponding to this series of processes.

[0112] In this flow, the user terminal 20 of the player transmits current position information, obtained from the GPS unit 29, to the game server 10 in real time via the network N (S1). Meanwhile, each time the game server 10 receives current position information from the user terminal 20, it stores the information in the position information field of the record for the target player in the player management DB 12A (S2). At this time, the display control unit 11 of the game server 10 compares the current position information obtained from the user terminal 20 with each record in the first object management DB 12C and determines whether the area indicated by the information on the location of occurrence includes the location indicated by the player's current position information obtained in S2 (S3). This determination is made, for example, by determining whether the latitude and longitude indicated by the player's current position information are included in a certain range of latitude and longitude, which is the information on the location of occurrence.

[0113] If it is determined as a result of the above determination that the player's current position is included in the location where the enemy character has appeared (S3: Y), the display control unit 11 acquires display data for the enemy character from the first object management DB 12C (S4). In addition, the display control unit 11 generates a three-dimensional wall structure that surrounds the enemy character on the augmented reality screen, and stores the information about the wall structure in the second object management DB 12D (S5).

[0114] Wall structures can be generated in a variety of ways, such as by adjusting pre-prepared display data for wall structures according to the size and shape of the enemy character to be included, or by calling up a wall structure prepared for each enemy character. For this reason, the display data for each enemy character in the first object management DB 12C includes data relating to the size and shape of the enemy character, and the display control unit 11 generates the wall structures by referring to this data.

[0115] Next, the display control unit 11 transmits the display data for the enemy characters and wall structures obtained in the processes of S4 and S5, together with the game data (all or updated) required for playing the game, to the player's user terminal 20 via the network N (S6). Based on the display data and game data distributed from the display control unit 11, the user terminal 20 generates a three-dimensional game space in which the enemy characters and wall structures arranged around the enemy characters are arranged, and displays this on the display (S7). Figure 14 shows an example of a display screen 1000 of the game space on the display of the user terminal 20.

[0116] At this point, the player views a game space 1010 on the display screen 1000, including an enemy character 1001 and a wall structure 1002 surrounding it, and recognizes that the enemy character has appeared in the player's location. To attack the enemy character, the player touches an operation object 1015 of the game, or touches the outside of the wall structure 1002 in the game space 1010, causing an attack ball 1020 to appear in the game space. Alternatively, the display control unit 11 may distribute display data for the attack ball 1020, along with the enemy character 1001 and the wall structure 1002, to the user terminal 20, so that the attack ball 1020 appears in the game space 1010 simultaneously with the appearance of the enemy character 1001, without any particular operation by the player. Although there is no limitation on the location where the offensive ball 1020 appears, from the viewpoint of ease of operation of the offensive ball 1020, for example, the outside of the wall structure 1002 in augmented reality is a suitable location for the offensive ball 1020 to appear.

[0117] The operation of the attack ball 1020 by the player in the game space 1010 can be imagined, for example, as an operation in which the player pulls the displayed attack ball 1020 on the touch panel of the user terminal 20 in the direction opposite to the destination. At this time, the user terminal 20 can obtain two-dimensional directional information in a coordinate system corresponding to the size and shape of the display by sensing the trajectory of the pulling operation on the display. This directional information can be imagined as the coordinate values of the point cloud that constitutes the trajectory, or the slope of a regression equation obtained based on the coordinate values of the point cloud.

[0118] The user terminal 20 also senses the trajectory and uses the gyro sensor 28 to observe the attitude of the user terminal 20 and acquire attitude information. The attitude information detected by the gyro sensor 28 captures the attitude of the user terminal in three dimensions. The user terminal 20 transmits two-dimensional direction information and three-dimensional attitude information obtained in relation to the player's operation on the offense ball to the game server 10 (S8). The movement control unit 13 of the game server 10 sets the movement direction of the offense ball based on the user's operation on the offense ball and the attitude information related to the attitude of the user terminal 20 (S9). At this time, the movement control unit 13 adds the three-dimensional attitude information to the two-dimensional direction data to identify the accurate direction in the three-dimensional game space displayed in augmented reality.

[0119] By performing the above control, it becomes possible to determine the direction of movement of the attack ball in the three-dimensional game space with high accuracy, for example, based on the direction of the pulling operation on the attack ball (two-dimensional directional information) and the terminal attitude (three-dimensional attitude information) sensed by the gyro sensor 28 on the player's user terminal 20.

[0120] The movement control unit 13 notifies the display control unit 11 of information regarding the movement direction of the offense ball in the three-dimensional game space, which was set in S9 above. Based on the movement direction information notified from the movement control unit 13, the display control unit 11 causes the user terminal 20 to display an object 1030 (see FIG. 15), such as a three-dimensional arrow, indicating the direction in which the offense ball will move from its current position (S10). By performing this control, the movement direction of the offense ball in the three-dimensional game space is visually indicated. This makes it easier for the player to predict the accuracy and effectiveness of the offense ball's attacking action.

[0121] The player confirms the direction of the arrow object on the user terminal 20 regarding the destination of the attack ball, and if the player determines that the direction is acceptable, stops the pulling operation on the display. Stopping the pulling operation results in the release of the pulling force in the virtual space. The release of the pulling force corresponds to the application of an acceleration force in the opposite direction to the previous pulling direction. Therefore, the attack ball is launched with great force from its current position toward the enemy character. In this case, the movement control unit 13 receives the pulling stop operation on the user terminal 20 and moves the attack ball in the movement direction in the three-dimensional game space set in S9 above (S11).

[0122] The attack ball is emitted from the outside of the wall structure and moves toward the enemy character inside the wall structure. In this case, the movement control unit 13 controls the passage of the attack ball at the boundary surface of the wall structure. By performing such passage control, the attack ball can be guided into the wall structure to attack the enemy character.

[0123] The attack ball that passes through the boundary surface of the wall structure and enters the inside of the wall structure continues to move toward the enemy character within the space inside the wall structure. Therefore, when the attack ball moving within the wall structure comes into contact with the boundary surface separating the inside and outside of the wall structure, the movement control unit 13 reflects the attack ball off the boundary surface (see FIG. 16).

[0124] In this case, the attack ball collides with the enemy character, causing corresponding damage, while repeatedly bouncing off the interior of the wall structure. To the player viewing this on the augmented reality screen, the attack ball appears as if it were a ricochet in real space. This allows the player to enjoy a visually dynamic and effective attack using the attack ball. The above describes a gameplay in which an attack ball is bounced off the interior of the wall structure surrounding an enemy character in this game in augmented reality, and the various controls associated with this gameplay. The following explanations will discuss cases in which, in addition to the basic controls associated with playing this game, more suitable forms of control are additionally performed.

[0125] (Controlling the number of offensive balls and game effects) If the number of offensive balls increases disorderly within the wall structure, it may lead to undesirable situations such as making the game easier. Therefore, it is preferable to control the number and duration of the offensive balls within the wall structure to an appropriate level. Figure 17 shows the processing flow for this case.

[0126] Here, in this game, for example, it is assumed that two or more turns are defined as an attacking opportunity for each player. Under this premise, it is assumed that a player performs an operation on an attacking ball, and the attacking ball enters a wall structure in the first turn. In the second turn, which is a predetermined number of turns after the first turn, the display control unit 11 causes the attacking ball that has entered the wall structure to disappear.

[0127] Therefore, when an attack ball is generated, the display control unit 11 stores information about the location and time of generation of the attack ball, the target game, and the operating player in the moving object management DB 12E (S20). Furthermore, the display control unit 11 refers to the game data in the player management DB 12A to determine the remaining turns of the player in the target game in which the attack ball was generated, and sets this as the remaining lifespan in the moving object management DB 12E (S21).

[0128] The display control unit 11 manages the lifespan of the attack ball by subtracting one from the value in the remaining lifespan column of the record of that attack ball in the moving object management DB 12E as the player advances one turn (S22). As a result of this lifespan management, if the remaining lifespan of the attack ball becomes zero, that is, there are no more turns remaining (S23: N), the display control unit 11 causes that attack ball to disappear from the game space (S24). At this time, the display control unit 11 either deletes the record of that attack ball in the moving object management DB 12E or sets the value in the remaining lifespan column to zero.

[0129] This control allows the number of attack balls in the wall structure per turn to be kept at a constant level, which solves the problem of, for example, the unexpected impact that the presence of many attack balls in the wall structure can have on the difficulty and smooth progress of the game.

[0130] The above-mentioned problem occurs, for example, when attack balls obstruct each other's movement or when combos occur frequently due to collisions between attack balls. When attack balls obstruct each other's movement, it becomes difficult for the attack balls to reach the boundary surfaces of the wall structure, making it difficult for the balls to bounce off the boundary surfaces. By solving this problem, it becomes possible to provide the player with dynamic and effective attack opportunities against enemy characters using attack balls that repeatedly bounce off the boundary surfaces.

[0131] Furthermore, when combos occur frequently, the game becomes easier regardless of the player's efforts or ingenuity. By solving this problem, it becomes possible to provide the player with the game effect of combos while maintaining the game difficulty at an appropriate level. As a player, you can continue playing the game while maintaining your motivation to continue challenging yourself and feeling the excitement of the game.

[0132] Furthermore, the effect control unit 14 controls the number of attack balls present as described above, and controls the generation of game effects at an appropriate level using a certain number of attack balls present within the wall structure. Figure 18 shows an example flow related to the control of game effects. In this case, the effect control unit 14 detects an event in which an attack ball present within the wall structure (first attack ball) collides with another attack ball (second attack ball) moving within the wall structure (S25). This collision detection process can be performed by monitoring the position information of each of multiple attack balls, and detecting a collision if the position information of at least two of the attack balls is the same or very close.

[0133] Upon detecting a collision of the attack balls, the effect control unit 14 identifies the players operating each of the colliding attack balls in the moving object management DB 12E (S26). This process makes it possible to determine whether multiple attack balls operated by a single player have collided, or whether attack balls operated by players in a multiplayer game have collided.

[0134] Based on the processing result of S26, the effect control unit 14 determines whether the collision was caused by multiple attack balls controlled by a single player, or by attack balls controlled by multiple players (S27). If this determination determines that the collision was caused by attack balls controlled by multiple players (in multiplay) (S28: Y), the effect control unit 14 references the record of the target event "Friendship Combo" in the game effect control information 12G, which has a value of "Collision of attack balls of multiple players in multiplay" in the "Activation condition" column (S29).

[0135] The effect control unit 14 activates the game effect based on the information "50% increase in attack power by attack ball" in the "game effect" field specified in the target record of the game effect control information 12G (S30). The effect control unit 14 stores information on such collision-related events in the event management DB 12F.

[0136] If the result of the judgment in S28 above is that the collision was caused by multiple attack balls operated by one player (in solo play) (S28: N), the effect control unit 14 searches for records in the game effect control information 12G that do not include any provisions regarding players in multiplayer play in the "activation condition" column and that are related to collisions, and refers to the "collision combo" record (S31).

[0137] The effect control unit 14 references the value of the activation condition "collision of an attack ball just before its destruction" in S31, and searches the moving object management DB 12E for the remaining lifespan of each attack ball that is the collision target (S32). The effect control unit 14 determines whether the remaining lifespan value of at least one of the attack balls found is "1", meaning that its lifespan will end in the current turn (S33).

[0138] If it is determined that the lifespan of at least one of the colliding attack balls is about to expire (S33: Y), the effect control unit 14 activates the game effect in the collision combo, "increase in attack power by attack balls by 10%" (S30). The effect control unit 14 stores information about the event related to the collision in the event management DB 12F.

[0139] By implementing the above-described control, game players can enjoy combo game effects, for example, in response to collision events between a certain number of attack balls remaining within the wall structure until a certain number of turns have elapsed. In particular, when attack balls generated by multiple players playing together in the same game space collide, leading to the occurrence of the above-described friendship combo, each player can easily realize the clear significance of cooperative play.

[0140] (Multiplayer control) Next, a description will be given of control specific to multiplayer play. The processing flow for this case is shown in Figure 19. The display control unit 11 in this embodiment appropriately controls the display form of the game space in augmented reality according to the player's play style, play environment, etc. Therefore, the display control unit 11 sets the field of view within the game space based on the mode setting by the player, with respect to the area of the game space to be displayed on the user terminal 20.

[0141] The above mode settings are assumed to be a camera tracking mode (first mode) in which the viewpoint position changes in accordance with the movement of the player position, and a camera fixed mode (second mode) in which the viewpoint position is fixed regardless of the movement of the player position. When the display control unit 11 receives either of these mode settings from the player's user terminal 20 (S40), it configures the game space in accordance with the field of view from the viewpoint position in accordance with the mode setting (S41).

[0142] When the game space is configured in the camera tracking mode, a dynamic view from each player's viewpoint is provided as the game space when multiple players in the same real space play together. Therefore, when the display control unit 11 detects such a situation in which multiple players in the same real space play together, i.e., a multiplay situation, it sets the camera tracking mode (first mode). That is, it sets the camera tracking mode (first mode) without accepting a selection between the camera tracking mode (first mode) and the camera fixed mode (second mode). Note that multiplay detection can be performed by searching for multiple players who have information about multiplay set in the "play type" column in the game management DB 12B and are playing the same game.

[0143] This control allows multiple players who are actually in the same space to each face the same game space from their own perspective and dynamically play together, which increases the interest of each player in the game.

[0144] By performing this control, it becomes possible to configure the game space displayed on the user terminal 20 in a manner that flexibly corresponds to the range of the player's play location in real space, for example. The range of the play location can be, for example, a specific room in real space, or each of multiple rooms in real space. The range of such a play location can vary depending on the player's play style and play environment, and the field of view of the game space desired by the player is likely to differ depending on the range of the play location. By appropriately responding to such situations, it becomes possible to configure and present a game space with a field of view that is not perceived as strange by the player.

[0145] For example, if a player plays a game while walking around a specific room in real space or stopping several times, the play location will be the path the player moves along within that room or the places he or she stops in. In such a situation, by constructing a game space using the path the player moves along and the places he or she stops within that room as viewpoints and presenting it to the player, the player will be able to perceive the game space in a natural field of view.

[0146] Alternatively, if a player moves between multiple rooms in real space and plays the game in each room, the play location will be each room they move to. In such a situation, maintaining continuity of play and field of view regardless of movement between rooms is important for the operability and comfort of the game. Therefore, instead of a game space where the viewpoint position changes for each room, a game space with a fixed viewpoint position regardless of the room is created and presented to the player, allowing the player to perceive the game space with a consistent field of view that does not feel particularly strange before and after moving between rooms.

[0147] In addition, control may be performed to enhance the sense of solidarity between players playing together and the interest of the game, depending on the distance between players during the multiplayer play. In this case, the effect control unit 14 refers to the value in the "position information" column of the player management DB 12A for each player during the multiplayer play, for example, to calculate the distance between the players (S45). Furthermore, the effect control unit 14 determines whether the distance between the players is equal to or less than a certain standard based on the above calculation (S46). If the determination result shows that the distance between the players in the multiplay is not equal to or less than the certain standard (S46: N), the effect control unit 14 returns the process to S45 and recalculates the distance between the players. On the other hand, if the determination result shows that the distance between the players in the multiplay is equal to or less than the certain standard (S46: Y), the effect control unit 14 determines that the activation standard for the target event "players approach" of case "3" in the game effect control information 12G has been met, and activates the game effect "increase in attack power by 10% by the attack ball" (S47). In other words, the game effect activated in conjunction with the movement of the attack ball is controlled differently depending on the sense of distance between the players in the multiplay.

[0148] By implementing this control, friends playing in the same game space can more easily feel a sense of unity due to being close to each other depending on the level of the game effect, which in turn can increase the sense of solidarity between players playing together and the enjoyment of the game.

[0149] The play control unit 15 controls the game so that each group of players playing together can play in a different game space. By performing such control, each group of players playing together can maintain a state where they can concentrate on playing without overlapping game spaces. In this case, the play control unit 15 refers to the game space position information of each game whose play type is, for example, "multiple" in the game management DB 12B, and when a new player or player group starts playing at a later timing, the play control unit 15 generates a game space at a location that does not overlap with the game space position of an existing player recognized by the above reference.

[0150] (Controlling objects and parameters according to the surrounding environment) It is also possible to employ a configuration in which, for example, the shape and properties of wall structures and parameters related to the offensive ball can be flexibly controlled depending on the state of the real space in which the player is located. The processing flow in this case is shown in FIG. In this case, the display control unit 11 acquires the position information of the user terminal 20 in the real space (S50), and determines the shape of the wall structure to be generated by comparing the position information with the second object shape control information 12H (S51). For example, if the player is playing in a real urban environment, the shape of the wall structure may be a cube that matches the urban space. If the player is playing in an environment with ample space, the shape of the wall structure may be a sphere or stadium shape. Or, if the player is playing on real stairs or a slope, the shape of the wall structure may be shaped to match the gradient of the stairs or slope. In this way, it is possible to generate and provide a flexible game space that suits the player's environment.

[0151] The movement control unit 13 can also control the movement characteristics of the moving object according to the player's real-world environment. The processing flow for this case is shown in Figure 22. In this case, the movement control unit 13 acquires position information of the user terminal 20 in real space (S53), compares this with the movement parameter control information 12I, and determines parameters related to the movement of the attack ball (S54). By performing this control, for example, when a player is at the top of a slope in real space, it becomes possible to control the speed of the offensive ball that the player can control to be faster than when the player is at the foot of the slope, or to control the reflection coefficient at the boundary surface of a wall structure to be higher. By performing such control, the player's sense of immersion in the game increases, leading to increased interest.

[0152] The display control unit 11 also creates a wall structure that blends seamlessly with the structures and natural objects that exist around the player in real space, thereby enhancing the player's natural sense of immersion in the game. Figure 23 shows the processing flow for this case. In this case, the display control unit 11 acquires a captured image of the real space captured by the camera unit 27 of the user terminal 20 (S60). The display control unit 11 also sets the shape of the wall structure based on this captured image (S61). In this case, the display control unit 11 determines that the condition indicated by case "4" in the second object shape control information 12H is satisfied, and determines the object shape specified in the object shape column, i.e., the "external surface shape of the real object," as the shape of the wall structure, and generates the wall structure. Note that the "external surface shape of the real object" may include not only the shape but also the concept of the surface characteristics of the real object. By performing the above control, for example, wall structures are displayed in a form that fits real objects (such as buildings) in the real space and the characteristics of their surfaces (e.g., position, shape, color, smoothness, hardness, etc.) that are identified by analyzing the captured images. This allows the player to feel a natural unity between the game space and the real space. Note that the wall structures may be placed not only in a form based on the images captured by the camera unit 27, but also at positions that correspond to the surfaces of known real objects in advance. Alternatively, the wall structures may be placed based on information about real objects included in map data that indicates the real space.

[0153] Furthermore, the movement control unit 13 can enhance the player's natural sense of immersion in the game by controlling the movement of the offensive ball in accordance with the characteristics of structures and natural objects that exist around the player in real space. Figure 24 shows the processing flow for this case. In this case, the movement control unit 13 acquires a captured image of the real space captured by the camera unit 27 of the user terminal 20 (S65). The movement control unit 13 also applies the acquired captured image to a predetermined analysis engine to estimate the surface material of the real object (S66).

[0154] The movement control unit 13 also compares the surface material estimation result obtained by the analysis engine with the movement parameter control information 12I (S67). This comparison can detect the occurrence of the condition of case "3." As a result, the movement control unit 13 obtains a value for the offensive ball parameter that is "a 30% increase in the reflection coefficient at the boundary surface of the wall structure when the real object is treated as a virtual wall structure" (S68). Note that, in addition to parameters that specify the reflection coefficient, parameters that specify the reflection direction and slip can also be envisioned.

[0155] By performing the above control, for example, it becomes possible to control the reflection coefficient (which affects the speed and acceleration of the rebound), reflection direction, degree of slippage, etc. when the offensive ball reflects off the surface of a real object (such as a building) in real space, which are identified by analyzing the captured image, and the characteristics of its surface (e.g., position, shape, color, smoothness, hardness, etc.). This allows the player to effortlessly experience a natural unity between the game space and real space, as well as a dynamic game effect.

[0156] <<Other embodiments>> Although specific embodiments of the present invention have been described above, the above embodiments are merely examples and do not limit the present invention. That is, the present invention may be modified or improved from the above embodiments without departing from the spirit of the present invention. Furthermore, the present invention includes equivalents thereof.

[0157] Furthermore, the screen examples shown in the drawings referenced in the description of the above embodiments are merely examples, and the screen configuration examples, the content of the information displayed, and the GUI (Graphical User Interface), etc., can be freely designed according to the system design specifications and user preferences, and can be changed as appropriate.

[0158] In the above embodiment, the manner in which images and the like are displayed on the user terminal 20 includes a manner in which the images and the like are displayed on a display device (display) provided in the terminal itself, and a manner in which the images and the like are displayed on a display device connected to the terminal in a wired or wireless manner. Note that the display device connected to the user terminal 20 may include a general stationary display, as well as an HMD (Head Mounted Display) such as VR goggles.

[0159] Furthermore, with regard to the present invention, several other embodiments (variations) different from the above-described embodiment can be considered. Each of these variations will be described below. Note that the following mainly focuses on the differences from the above-described embodiment, and a description of the commonalities will be omitted.

[0160] Furthermore, in the multiple embodiments (variations) described below, the elements and features of each embodiment may be combined as appropriate. That is, among the multiple embodiments described below, the configuration of any one of the embodiments may be applied to the other embodiments, and the effects brought about by that configuration may be similarly achieved.

[0161] (Modifications regarding the configuration of the information processing device) The information processing device of the present invention is not limited to being configured by the game server 10, and some of the functions of the information processing device of the present invention may be provided in the user terminal 20. In that case, the information processing device of the present invention is configured by the game server 10 and the user terminal 20 working together.

[0162] [summary] One of the objects of the present invention is to effectively enhance the playing experience that is unique to the augmented reality game world, thereby increasing the enjoyment of the game. More specifically, the object is to solve the problems corresponding to [Appendix 1] to [Appendix 17] shown below.

[0163] [Appendix 1] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 1], specifically, to increase the enjoyment of the game by effectively enhancing the playing experience unique to the augmented reality game world. In order to solve the above problem, the information processing device of [Supplementary Note 1] has the following configuration. An information processing device comprising: a display control unit that causes a display to display at least a portion of a three-dimensional game space in which a first object based on the position of a user terminal in real space and a three-dimensional second object arranged around the first object are arranged; and a movement control unit that causes a moving object moving within the second object to be reflected off a boundary surface that separates the inside and outside of the second object when the moving object comes into contact with the boundary surface. According to the above configuration, when an enemy character (first object) that appears according to the player's position in real space is displayed in AR (Augmented Reality), the virtual wall (second object) surrounding the enemy character can be used as a reflective surface for, for example, a ball-shaped object (moving object) used to attack the enemy character. This enables visually dynamic and effective attack operations using objects that appear as if they were ricochets in real space. From the player's perspective, the enjoyment of playing in a world view where graphic control associated with in-game events and operations is appropriately integrated with real space is further enhanced, building anticipation for the game and thereby increasing the frequency of game play and satisfaction.

[0164] One of the objects of the present invention is to solve the problem corresponding to [Supplementary Note 2], specifically, to enable the passage control of a moving object on the boundary surface of the above-mentioned second object. In order to solve the above problem, the information processing device of [Supplementary Note 2] has the following configuration. The information processing device according to [Supplementary Note 1], wherein the movement control unit causes the moving object to pass through the boundary surface when the moving object moves from the outside to the inside of the second object. According to the above configuration, for example, when a moving object is made to appear in a predetermined location in the game space other than the second object (for example, the player's viewpoint position or the position of an operation icon) in response to a player operation or a specific event, the moving object can be guided into the second object (the area surrounded by virtual walls) to attack an enemy character.

[0165] [Appendix 3] One of the objects of the present invention is to solve the problem corresponding to [Supplementary Note 3], specifically, to control the number and duration of existence of moving objects within a second object to an appropriate level. In order to solve the above problem, the information processing device of [Supplementary Note 3] has the following configuration. The information processing device described in [Appendix 1], wherein when a game in the game space includes two or more turns and a user operation is performed on the moving object in each turn, the display control unit causes the moving object that enters the second object in the first turn to disappear in the second turn, which is a predetermined number of turns after the first turn. This configuration makes it possible to maintain a constant number of moving objects in the second object per turn, which solves the problem of the existence of many moving objects in the second object having an unexpected effect on the difficulty level or smooth game progress. The above problem occurs, for example, when moving objects become obstacles to each other's movement, or when combos occur frequently due to collisions between moving objects. When moving objects become obstacles to each other's movement, it becomes difficult for the moving objects to reach the boundary surface of the second object, and it becomes difficult for the ball to bounce off the boundary surface. By solving this problem, it becomes possible to provide the player with dynamic and effective attack opportunities against enemy characters using moving objects that repeatedly bounce off the boundary surface. Furthermore, when combos occur frequently, the game becomes easier regardless of the player's efforts or ingenuity. By solving this problem, it becomes possible to provide the player with the game effect of combos while maintaining the game difficulty at an appropriate level. As a player, you can continue playing the game while maintaining your motivation to continue challenging yourself and feeling the excitement of the game.

[0166] [Appendix 4] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 4], specifically, to generate a game effect at an appropriate level by using a certain number of moving objects present within a second object. In order to solve the above problem, the information processing device of [Supplementary Note 4] has the following configuration. An information processing device as described in [Appendix 3], which is equipped with an effect control unit that activates a specific game effect when a second moving object moving within the second object collides with the first moving object within the second object when a first moving object is present within the second object. With the above configuration, a player of the game can enjoy the game effect of combos, for example, in association with collision events between a certain number of moving objects remaining in the second object until a certain number of turns have elapsed. In particular, when moving objects generated by multiple players playing together in the same game space collide, leading to the occurrence of the above combos, each player can easily realize the clear significance of the cooperative play. Note that the above combos can occur in an environment where the number of moving objects in the second object is maintained at a certain level. Therefore, a situation in which excessive combos make the game undesirably easier can be avoided.

[0167] [Appendix 5] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 5], specifically, to appropriately control the display form of the game space in augmented reality according to the player's play style, play environment, etc. In order to solve the above problem, the information processing device of [Supplementary Note 5] has the following configuration. The information processing device described in [Appendix 1], wherein the display control unit configures the area of the game space to be displayed on the display device according to a field of view set within the game space based on a mode setting by a player. According to the above configuration, for example, it is possible to configure a game space displayed on a display device in a manner that flexibly corresponds to the range of a player's play location in real space. The range of the play location can be, for example, a specific room in real space, or each of multiple rooms in real space. The range of such a play location can vary depending on the player's play style and play environment, and the field of view of the game space desired by the player is likely to differ depending on the range of the play location. According to the information processing device of [Appendix 5], it is possible to appropriately respond to such situations and configure and present a game space with a field of view that is not perceived as strange by the player.

[0168] [Appendix 6] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 6], specifically, to appropriately control the display form of the game space in augmented reality depending on the range of the player's playing location. In order to solve the above problem, the information processing device of [Supplementary Note 6] has the following configuration. The information processing device described in [Appendix 5], wherein when the display control unit receives from the player a mode setting of either a first mode in which the viewpoint position is changed in accordance with movement of the player position, or a second mode in which the viewpoint position is fixed regardless of movement of the player position, the display control unit configures the game space in accordance with the field of view from the viewpoint position in accordance with the mode setting. According to the above configuration, it is possible to configure a game space displayed on a display device that flexibly corresponds to the range of a player's play location in real space. For example, if a player plays a game while walking around a particular room in real space and stopping several times, the play location will be the path the player moves along within the room or the places where the player stops. Under such circumstances, by configuring a game space using the player's path of movement and the places where the player stops within the room as viewpoints and presenting the game space to the player, the player can perceive the game space in a natural field of view. Alternatively, if a player moves between multiple rooms in real space and plays the game in each room, the play location will be each room they move to. In such a situation, maintaining continuity of play and field of view regardless of movement between rooms is important for the operability and comfort of the game. Therefore, instead of a game space where the viewpoint position changes for each room, a game space with a fixed viewpoint position regardless of the room is created and presented to the player, allowing the player to perceive the game space with a consistent field of view that does not feel particularly strange before and after moving between rooms.

[0169] [Appendix 7] One of the objectives of this invention is to solve the problem corresponding to [Appendix 7], specifically, to provide a game space that allows dynamic views from each player's viewpoint when multiple players in the same real space play together. In order to solve the above problem, the information processing device of [Supplementary Note 7] has the following configuration. The information processing device according to [Appendix 6], wherein the display control unit sets the first mode when multiple users play a game together in the game space. With this configuration, multiple players who are actually in the same space can each face a single game space from their own perspective and dynamically play together, which increases the interest of each player in the game.

[0170] [Appendix 8] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 8], specifically, to increase the sense of solidarity between players playing together and the interest in the game. In order to solve the above problems, the information processing device of [Supplementary Note 8] has the following configuration. The information processing device described in [Appendix 1] further includes an effect control unit that, when multiple players play a game together in the game space, controls the game effects that are activated in conjunction with the movement of the moving object so that they differ depending on whether the distance between the players is close or far. According to the above configuration, friends playing in the same game space can easily feel a sense of unity due to being close to each other depending on the level of the game effect, which in turn can increase the sense of solidarity between players playing together and the interest in the game.

[0171] [Appendix 9] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 9], specifically, to enable each group of players playing together to play in a different game space. In order to solve the above problem, the information processing device of [Supplementary Note 9] has the following configuration. The information processing device described in [Appendix 1] further includes a play control unit that controls a game to be played by a second user who does not belong to the first user group when the user terminal of each of the first users belonging to a first user group is located in a first range in real space, and the one or more first users are playing a game using a three-dimensional game space in which the first object and the second object are located, and the user terminal of the second user who does not belong to the first user group is located in a second range in real space that is located in a position different from at least a portion of the first range. With the above configuration, each group of players playing together can play in a game space without overlapping, which allows each group to concentrate on playing the game in an environment where influence between groups is eliminated.

[0172] [Appendix 10] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 10], specifically, to provide a game space in which the player can feel the appropriate game effect according to the player's real-world environment. In order to solve the above problem, the information processing device of [Supplementary Note 10] has the following configuration. The information processing device according to [Supplementary Note 1], wherein the display control unit controls the shape of the second object based on the position of the user terminal in real space. According to the above configuration, it is possible to flexibly generate and provide a game space, for example, when the player is playing in a real urban environment, the shape of the second object can be made cubic to match the urban space, while when the player is playing in a spacious environment, the shape of the second object can be made spherical or stadium-shaped, or when the player is playing on stairs or a slope, the shape of the second object can be shaped to match the gradient of the stairs or a slope.

[0173] [Appendix 11] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 11], specifically, to make it possible to control the movement characteristics of moving objects according to the real-world environment in which the player is located. In order to solve the above problem, the information processing device of [Supplementary Note 11] has the following configuration. The information processing device according to [Supplementary Note 1], wherein the movement control unit controls parameters related to the movement of the moving object based on the position of the user terminal in real space. According to the above configuration, for example, when the player is at the top of a slope in real space, it is possible to control the moving speed of the moving object that the player can control to be faster or the reflection coefficient at the boundary surface of the second object to be higher than when the player is at the foot of the slope. By performing such control, the player's sense of immersion in the game is heightened, which also leads to increased interest.

[0174] [Appendix 12] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 12], specifically, to enhance the player's natural sense of immersion in the game by constructing a second object that has characteristics that do not look out of place with structures or natural objects that exist around the player in real space. In order to solve the above problem, the information processing device of [Supplementary Note 12] has the following configuration. The information processing device according to [Supplementary Note 1], wherein the display control unit sets the shape of the second object based on a captured image of real space captured by a photographing device of the user terminal. According to the above configuration, for example, the second object is displayed in a form that fits a real object (such as a building) in real space and the characteristics of its surface (e.g., position, shape, color, smoothness, hardness, etc.) identified by analyzing the captured image, allowing the player to feel a natural unity between the game space and the real space. Note that the second object may be placed not only in a form based on the image captured by the camera, but also at a position that corresponds to the surface of a known real object. Alternatively, the second object may be placed based on information about the real object included in map data indicating the real space.

[0175] [Appendix 13] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 13], specifically, to enhance the player's natural sense of immersion in the game by controlling the movement of moving objects according to the characteristics of structures and natural objects that exist around the player in real space. In order to solve the above problem, the information processing device of [Supplementary Note 13] has the following configuration. The information processing device according to [Appendix 1], wherein the movement control unit sets parameters related to the movement of the moving object based on an image of real space captured by a photographing device of the user terminal. According to the above configuration, for example, it is possible to control the reflection coefficient (which affects the speed and acceleration of the bounce), reflection direction, degree of slippage, etc. when a moving object is reflected on the surface of a real object (such as a building) in real space, which is identified by analyzing the captured image, and the characteristics of its surface (e.g., position, shape, color, smoothness, hardness, etc.), so that the player can effortlessly feel the natural unity between the game space and real space and the dynamic game effects.

[0176] [Appendix 14] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 14], specifically, to make the movement control of moving objects in the game space accurate according to the player's intentions. In order to solve the above problem, the information processing device of [Supplementary Note 14] has the following configuration. The information processing device according to [Supplementary Note 1], wherein the movement control unit sets a movement direction of the moving object based on a user operation on the moving object and attitude information relating to the attitude of the user terminal. According to the above configuration, with regard to the movement of a moving object in a three-dimensional game space, it is possible to determine the direction of movement with high accuracy, for example, based on the direction of a pulling operation on the moving object and the terminal attitude sensed by a gyro sensor on the player's user terminal.

[0177] [Appendix 15] One of the objectives of the present invention is to solve the problem corresponding to [Appendix 15], specifically, to clearly indicate to the player the movement direction of a moving object in a three-dimensional game space. In order to solve the above problem, the information processing device of [Supplementary Note 15] has the following configuration. The information processing device described in [Appendix 14], wherein the display control unit causes the display device to display an object indicating the direction in which the moving object moves from its current position based on the set parameters related to the movement direction. According to the above configuration, the direction of movement of a moving object in a three-dimensional game space is visually indicated, making it easier for the player to predict the accuracy and effectiveness of an attack action by the moving object.

[0178] [Appendix 16] One of the objectives of the present invention is to solve the problem corresponding to Appendix 16, specifically, to increase the enjoyment of the game by effectively enhancing the playing experience unique to the augmented reality game world. In order to solve the above problems, the information processing method of [Supplementary Note 16] has the following configuration. An information processing method comprising the steps of: a processor causing a display device to display at least a portion of a three-dimensional game space in which a first object based on the position of a user terminal in real space and a three-dimensional second object arranged around the first object are arranged; and a processor causing a moving object moving within the second object to reflect off a boundary surface separating the inside and outside of the second object when the moving object comes into contact with the boundary surface. According to the above method, when an enemy character (first object) that appears according to the player's position in real space is displayed in AR (Augmented Reality), the virtual wall (second object) surrounding the enemy character can be used as a reflective surface for, for example, a ball-shaped object (moving object) used to attack the enemy character. This enables visually dynamic and effective attack operations using objects that appear as if they were ricochets in real space. From the player's perspective, the enjoyment of playing in a world view where graphic control associated with in-game events and operations is appropriately integrated with real space is further enhanced, building anticipation for the game and thereby increasing the frequency of game play and satisfaction.

[0179] [Appendix 17] One of the objectives of the present invention is to solve the problem corresponding to Appendix 17, specifically, to increase the enjoyment of the game by effectively enhancing the playing experience unique to the augmented reality game world. In order to solve the above problem, the program of [Appendix 17] has the following configuration. A program that causes a processor to execute the following processes: displaying on a display device at least a portion of a three-dimensional game space in which a first object based on the position of a user terminal in real space and a three-dimensional second object arranged around the first object are placed; and reflecting a moving object moving within the second object at a boundary surface that separates the inside and outside of the second object when the moving object comes into contact with the boundary surface. By executing the above program, when an enemy character (first object) that appears according to the player's position in real space is displayed in AR (Augmented Reality), the virtual wall (second object) surrounding the enemy character can be used as a reflective surface for, for example, a ball-shaped object (moving object) used to attack the enemy character. This enables visually dynamic and effective attack operations using objects that appear as if they were ricochets in real space. From the player's perspective, the enjoyment of playing in a world view where graphic control associated with in-game events and operations is appropriately integrated with real space is further enhanced, building anticipation for the game and thereby increasing the frequency of game play and satisfaction.

[0180] [Appendix 18] One of the objectives of the present invention is to solve the problem corresponding to Appendix 18, specifically, to increase the enjoyment of the game by effectively enhancing the playing experience unique to the augmented reality game world. In order to solve the above problem, the information processing system of [Appendix 18] has the following configuration. An information processing system comprising a terminal operated by a game player and a server computer capable of communicating with the terminal, the information processing system comprising: a display control unit that causes a display to display at least a portion of a three-dimensional game space in which a first object based on the position of the user terminal in real space and a second object of a three-dimensional shape arranged around the first object are arranged; and a movement control unit that causes a moving object moving within the second object to reflect off a boundary surface separating the inside and outside of the second object when the moving object comes into contact with the boundary surface. According to the information processing system described above, when an enemy character (first object) that appears according to the player's position in real space is displayed in AR (Augmented Reality), the virtual wall (second object) surrounding the enemy character can be used as a reflective surface for, for example, a ball-shaped object (moving object) used to attack the enemy character. This enables visually dynamic and effective attack operations using objects that appear as if they were ricochets in real space. From the player's perspective, the enjoyment of playing in a world view where graphic control associated with in-game events and operations is appropriately integrated with real space is further enhanced, building anticipation for the game and thereby increasing the frequency of game play and satisfaction. [Explanation of symbols]

[0181] N Network 1. Game System 10 Game server (information processing device) 11 Display control unit 12 Storage section 12A Player Management DB 12B Game Management DB 12C First Object Management DB 12D Second Object Management DB 12E Moving Object Management DB 12F Event Management DB 12G Game Effect Control Information 13 Movement control unit 14 Effect control section 15 Play control section 101 Auxiliary storage 102 Programs 103 Main storage 104 Arithmetic equipment 105 Communication equipment 20 User terminal 21 Auxiliary storage device 21A Game App 22 Programs 23 Main memory 24 Arithmetic unit 25 Communication equipment 26 Input / output device (display) 27 Camera unit (photographic equipment) 28 Gyro sensor 29 GPS units

Claims

1. a display control unit that causes a display device to display at least a partial area of a three-dimensional game space in which a first object based on the position of the user terminal in real space and a second object having a three-dimensional shape that is arranged around the first object are arranged; and a movement control unit that, when a moving object moving within the second object comes into contact with a boundary surface that separates an inside from an outside of the second object, reflects the moving object at the boundary surface; An information processing device comprising:

2. The information processing apparatus according to claim 1 , wherein the movement control unit causes the moving object to pass through the boundary surface when the moving object moves from the outside to the inside of the second object.

3. 2. The information processing device according to claim 1, wherein when a game in the game space includes two or more turns and a user operation is performed on the moving object in each turn, the display control unit causes the moving object that enters the second object in a first turn to disappear in a second turn that is a predetermined number of turns after the first turn.

4. 4. The information processing device according to claim 3, further comprising an effect control unit that activates a specific game effect when a second moving object moving within the second object collides with the first moving object within the second object when the first moving object is present within the second object.

5. The display control unit The information processing device according to claim 1 , wherein an area of the game space to be displayed on the display device is configured according to a field of view set in the game space based on a mode setting by a player.

6. 6. The information processing device according to claim 5, wherein when the display control unit receives from the player as the mode setting either a first mode in which a viewpoint position is changed in accordance with movement of the player position or a second mode in which the viewpoint position is fixed regardless of movement of the player position, the display control unit configures the game space in accordance with a field of view from a viewpoint position in accordance with the mode setting.

7. The information processing device according to claim 6 , wherein the display control unit sets the first mode when a plurality of users play a game together in the game space.

8. 2. The information processing device according to claim 1, further comprising an effect control unit that, when a plurality of players play a game together in the game space, controls a game effect that is activated in association with the movement of the moving object so that the game effect is different depending on whether the distance between the players is close or far.

9. 2. The information processing device of claim 1, further comprising: a play control unit that controls a game to enable a second user not belonging to the first user group to play a game using a three-dimensional game space in which the first object and the second object are arranged, when the user terminals of each of one or more first users belonging to a first user group are located in a first range in real space, and the one or more first users are playing a game using a three-dimensional game space in which the first object and the second object are arranged, and when the user terminal of a second user not belonging to the first user group is located in a second range in real space that is located in a position different from at least a portion of the first range.

10. The information processing device according to claim 1 , wherein the display control unit controls a shape of the second object based on a position of the user terminal in real space.

11. The information processing device according to claim 1 , wherein the movement control unit controls parameters relating to the movement of the moving object based on a position of the user terminal in real space.

12. The information processing device according to claim 1 , wherein the display control unit sets the shape of the second object based on a captured image of real space captured by a photographing device of the user terminal.

13. The information processing device according to claim 1 , wherein the movement control unit sets parameters relating to the movement of the moving object based on a captured image of real space captured by a photographing device of the user terminal.

14. The information processing device according to claim 1 , wherein the movement control unit sets the movement direction of the moving object based on a user operation on the moving object and on attitude information relating to an attitude of the user terminal.

15. The information processing device according to claim 14 , wherein the display control unit causes the display device to display an object indicating a direction in which the moving object will move from a current position, based on the set parameter relating to the moving direction.

16. a step in which the processor causes a display device to display at least a partial area of a three-dimensional game space in which a first object based on the position of the user terminal in real space and a second object having a three-dimensional shape and arranged around the first object are arranged; a step by a processor, when a moving object moving within the second object comes into contact with a boundary surface separating an inside and an outside of the second object, reflecting the moving object at the boundary surface; An information processing method comprising:

17. The processor a process of displaying, on a display device, at least a partial area of a three-dimensional game space in which a first object based on the position of the user terminal in real space and a second object having a three-dimensional shape and arranged around the first object are arranged; a process of reflecting the moving object at a boundary surface separating an inside and an outside of the second object when the moving object moving within the second object comes into contact with the boundary surface; A program that executes the following.

18. An information processing system comprising a terminal operated by a game player and a server computer capable of communicating with the terminal, a display control unit that causes a display device to display at least a partial area of a three-dimensional game space in which a first object based on the position of the user terminal in real space and a second object having a three-dimensional shape that is arranged around the first object are arranged; and a movement control unit that, when a moving object moving within the second object comes into contact with a boundary surface that separates an inside from an outside of the second object, reflects the moving object at the boundary surface; An information processing system comprising:

Citation Information

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