Game processing system, game processing method, game processing program

The integration of learning AI in MMORPGs allows for the automatic generation of quests tailored to player preferences, improving the gaming experience by offering personalized and dynamic content.

JP2025122699APending Publication Date: 2025-08-22JP GAMES INC
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2024018274
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-02-09
Publication Date
2025-08-22

AI Technical Summary

Technical Problem

Conventional MMORPGs lack the integration of learning-type AI, which prevents the automatic generation of optimal quests that reflect player choices.

Method used

A game processing system utilizing learning AI to act as a game master, capable of automatically generating quests by learning from player selections and preferences.

Benefits of technology

Enables the generation of quests that align with player choices, enhancing the gaming experience by providing personalized and dynamic content.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025122699000001_ABST
    Figure 2025122699000001_ABST
Patent Text Reader

Abstract

To provide a role-playing game which employs a learning type AI (artificial intelligence), reflects a selection of a player, and automatically creates an appropriate quest.SOLUTION: A game processing system related to a role-playing game comprises management part which manages a role-playing game, and a progress part which progresses the role-playing game with artificial intelligence (AI) as a game master. The AI comprises a learning type AI technique, learns based on a selection of a player, and automatically creates an appropriate quest.SELECTED DRAWING: Figure 5
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] Conventionally, battle royale-style games, in which multiple players or teams participate in a single game world and the player or team that can continue playing the game until the end is recognized as the winner, and role-playing game-style games (MORPG: Multiplayer Online Role-Playing Game (provisional translation), MMORPG: Massively Multiplayer Online Role-Playing Game (provisional translation)) have been known. In such games, a technique is known that aims to create opportunities for battles, invigorate the game, and increase its interest by setting new conditions for continued participation in the battle game, and that provides a configuration in which, during the battle game, each set judgment period is repeatedly judged for each player character's continued participation in the battle game based on judgment criteria based on the acquisition of predetermined specific items, and if it is judged that the player character does not meet the judgment criteria at or before the end of the judgment period, a participation restriction process is executed to restrict the player character's participation in the battle game, such as elimination management, which eliminates the player character from the battle game in which he or she is participating (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2023-168538 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the above-mentioned conventional technology has the problem that learning-type AI (artificial intelligence) is not adopted in MMORPGs, and optimal quests cannot be automatically generated while reflecting the player's choices.

[0005] Therefore, the present disclosure aims to provide a game processing system, a game processing method, and a game processing program that employs learning AI (artificial intelligence) and is capable of automatically generating optimal quests while reflecting the player's choices. [Means for solving the problem]

[0006] One aspect of the present disclosure provides a game processing system for a role-playing game, comprising: an operation unit that operates the role-playing game; and a progression unit that progresses the role-playing game using artificial intelligence (AI) as a game master, wherein the AI ​​is equipped with learning AI technology, learns by reflecting player selections, and automatically generates optimal quests. [Effects of the Invention]

[0007] According to the present disclosure, it is possible to provide a game processing system, a game processing method, and a game processing program that employ learning AI (artificial intelligence) in role-playing games and are capable of automatically generating optimal quests while reflecting the player's choices. [Brief explanation of the drawings]

[0008] [Figure 1a] FIG. 1 is a block diagram (part 1) of a game processing system according to the present embodiment. [Figure 1b] FIG. 2 is a block diagram (part 2) of the game processing system according to the present embodiment. [Figure 1c] FIG. 10 is a block diagram (part 3) of the game processing system according to the present embodiment. [Figure 2]FIG. 10 is a diagram illustrating token bound counting. [Figure 3] FIG. 10 is a diagram illustrating an AI mode based on player instructions. [Figure 4] FIG. 1 is a diagram illustrating an RPG system. [Figure 5] This is a diagram explaining learning AI. [Figure 6] This is a diagram explaining the meta layer of the national AI in the Witch AI system. [Figure 7] This is a diagram explaining the policy control layer of the Witch AI system. [Figure 8] FIG. 10 is a diagram illustrating the mapping of quest occurrence locations in the game world. [Figure 9] FIG. 1 is a diagram illustrating mapping of story occurrence locations in the game world. [Figure 10] FIG. 10 is a diagram illustrating the specifications of a quest. [Figure 11] FIG. 1 is a diagram illustrating a DAO-based system. [Figure 12] FIG. 10 is a diagram illustrating a town guild. [Figure 13] FIG. 1 is a diagram illustrating event participation (voting behavior). [Figure 14] FIG. 10 is a diagram illustrating a community function. [Figure 15] FIG. 1c is a schematic block diagram showing the functions of the server device in FIG. 1b. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings. Note that in the accompanying drawings, for ease of viewing, only some of the parts having the same attribute may be labeled with reference symbols. Furthermore, the number of each component shown is shown as an example, and depending on the attribute of each component, one component shown may be composed of multiple components, or multiple components shown may be composed of one component.

[0010] (Example of game processing system configuration) The configuration of the game processing system 1 in this embodiment will be described.

[0011] Fig. 1a is a block diagram (part 1) showing an example of the configuration of a game processing system 1 in this embodiment. As shown in Fig. 1a, the game processing system 1 includes a server device 10 and a terminal device 20, which are communicatively connected to each other via a network 30. Note that while Fig. 1a illustrates one server device 10 and two terminal devices 20, the game processing system 1 may include multiple server devices 10 and three or more terminal devices 20 as necessary for specific applications.

[0012] FIG. 1b is a block diagram (part 2) showing an example of the configuration of the game processing system 1. As shown in FIG. 1b, the server device 10 includes a communication unit 11, a control unit 12, and a storage unit 13. The communication unit 11 transmits and receives data to and from a terminal device 20, which is an external device, via a network 30. The type of the network 30 is not particularly limited, but if the type is the Internet, the communication unit 11 has a function of connecting to the Internet.

[0013] The control unit 12 executes various types of information processing and includes a CPU (Central Processing Unit) and a memory. The CPU uses the memory to execute a game processing program stored in the server device 10, thereby executing various types of information processing. The storage unit 13 stores various types of data saved in the server device 10. Main examples of the various types of data include user information about users (hereinafter also referred to as players) and game information (described in detail below) about the execution of registered games. Note that some of the user information and game information stored in the server device 10 may be manually input by a server administrator. Therefore, the server device 10 may include an input unit and an output unit (display unit) as a user interface for the server administrator to input information.

[0014] Here, in this embodiment, the server device 10 is described as a single integrated configuration, but as already mentioned, the server device 10 may be a group of multiple server devices 10 with roles divided according to functions and / or roles. For example, the server device 10 may be configured to include a data server that stores game information and a service server that provides network services, or, in the case of a service that provides products, etc. ("products, etc." means not only products but also services, the same applies below) as part of the network service, the server device 10 may be configured to include a separate shop server that provides products, etc. and handles billing.

[0015] FIG. 1c is a block diagram (part 3) showing an example of the configuration of the game processing system 1. As shown in FIG. 1c, the terminal device 20 includes a communication unit 21, a control unit 22, a storage unit 23, an input unit 24, and a display unit 25. The communication unit 21 transmits and receives data to and from the server device 10 via the network 30. As described above, the form of the network 30 is not particularly limited, but the communication unit 21 has a function of connecting to the Internet in the same spirit as the communication unit 11 of the server device 10. For example, the communication unit 21 may be a communication module that performs Internet communication via a wireless LAN. Alternatively, the communication unit 21 may perform communication via a mobile communication network.

[0016] The control unit 22 executes various information processes executed in the terminal device 20 and includes a CPU and a memory. In the terminal device 20, the CPU uses the memory to execute a game processing program stored in the terminal device 20, thereby executing various information processes. In this embodiment, the terminal device 20 stores a system program for displaying menu images and the like, which will be described later, and a game awarding application, which is an application program for participating in the game processing system 1 in the virtual space. In addition to these, the terminal device 20 may also store other application programs, such as a map display program and a game program, which will be described later. The CPU of the control unit 22 executes these various programs.

[0017] The storage unit 23 stores various data used in the terminal device 20. In this embodiment, the storage unit 23 stores game information data received from the server 1, position history information data (to be described later), and the like.

[0018] The input unit 24 receives input from the user and is an arbitrary input device such as a touch panel, a button, a stick, etc. The display unit 25 outputs various types of processed information, and the display may be a liquid crystal display that is also used by the input unit 24.

[0019] Although not shown in FIG. 1c , the terminal device 20 may also include a position detection unit that detects position information related to its own position. The type of the position detection unit is not particularly limited, but for example, the position detection unit may detect position information using a Global Navigation Satellite System (GNSS). In this case, the position detection unit is a so-called GNSS sensor, such as a Global Positioning System (GPS) sensor. In addition, position detection may be performed using a beacon, based on radio waves from a mobile phone base station or a wireless access point, (calculated) by detecting the movement of the terminal device 20 using an acceleration sensor or the like, based on an image captured by a camera, based on ambient sounds detected by a microphone, or based on information obtained from a device other than the terminal device 20.

[0020] As will be described in more detail later, in the above configuration, the server device 10 stores game information and provides the game information to the terminal device 20. The game information is displayed on a screen related to the virtual space, and, as will be described in more detail later, includes not only physical objects depicted in images captured in the virtual space, but also the subjects' murmurings and psychological states. The game information is content including images and / or sounds, and is provided as three-dimensional video, but may also be still images or sound-only content depending on the user's preferences, the specifications of the terminal device 20, the circumstances of use, etc.

[0021] The terminal device 20 is an information processing device owned by a user who participates in the network service. In this embodiment, the terminal device 20 may be any terminal device capable of using the network service, and may be, for example, an information processing terminal such as a mobile phone, a smartphone, a tablet terminal, a PC (personal computer), a VR (virtual reality) device, or a game console. The terminal device 20 is a so-called multi-function terminal and has some of the various functions (input function, output (display) function, information processing function, network communication function, call function, camera function, etc.) that a general multi-function device has. Using these functions, the terminal device 20 receives game information from the server device 10 and plays the received game information.

[0022] (Virtual space) The game processing system 1 is constructed in a virtual space MV formed by the server device 10 and the terminal device 20, and an example of the virtual space MV will be described below.

[0023] A virtual space refers to a three-dimensional virtual space or service built within a computer or computer network, but in this embodiment, the virtual space MV is formed as follows. That is, the formation of virtual spaces has progressed mainly in the field of games, but the virtual space MV according to this embodiment is a virtual space formed in the world of this game, with the game rules removed. The remaining cyberspace is then utilized as the virtual space MV. Specifically, the main elements of this remaining cyberspace as the virtual space MV are characters (avatars), a world (environment), and online multiplayer functionality.

[0024] The virtual space MV created in this way has spatial performance, for example, with several million people connected to the space and 50 to 100 people simultaneously displayed on a smartphone, and 100 or more people on a PC (personal computer). However, these scales depend on the processing of the client.

[0025] As described above, the terminal device 20 for a user to participate in the virtual space MV may be a mobile phone, a smartphone, a tablet terminal, a PC (personal computer), a VR (virtual reality) device, a game console, or the like.

[0026] The application for users to participate in the virtual space MV may be a download version, a cloud streaming version, or physical media such as a disc.

[0027] (Example of application in MMORPG) With reference to FIGS. 2 to 14, an application example of an MMORPG (Massively Multiplayer Online Role-Playing Game) according to this embodiment will be described. Hereinafter, the MMORPG according to this embodiment may be referred to by the provisional name "G-Games." As will be described below, "G-Games" includes, as a game processing system configuration, a Game-Fi System that combines games and finance, and an RPG system as a game system. FIGS. 2 to 3 are explanatory diagrams relating to the Gamify System, and FIGS. 4 to 14 are explanatory diagrams relating to the RPG system. Note that, although an MMORPG will be described as an example here, the present invention can also be applied to an MMORPG (Multiplayer Online Role-Playing Game).

[0028] "G-Games," based on an MMORPG, offers a new RPG experience by supporting a new standard (token-bound accounts using ERC-6551) that significantly enhances the functionality of NFTs. Players can improve their character's asset value by progressing through the game and gaining competitive achievements. Furthermore, rival nations within the game are independently managed through DAOs (Decentralized Autonomous Organizations), and players can earn greater rewards and rights by contributing to their own nations (Contribute to Earn). Addressing the challenge of gaming experience in Web3, a decentralized network based on blockchain technology, "G-Games" offers an RPG that is both entertaining and Web3-like.

[0029] As mentioned above, "G-Games" includes the Gamify system and the RPG system. Each will be explained separately below.

[0030] [Gamify System] A gamify system is a combination of games and finance, and in this context refers to all blockchain games that combine games with elements of DeFi (Decentralized Finance). DeFi is a new financial service that utilizes smart contracts to automatically conduct cryptocurrency-related transactions without a centralized intermediary. In a gamify system, players can earn rewards while playing the game. As shown below, gamify systems incorporate "G-NFTs" and "orbs."

[0031] (G-NFT) "NFT using token-bound accounts" As shown in Figure 2, "G-Games" uses NFTs (Non-Fungible Tokens) using Token Bound Accounts (TBAs). Hereinafter, NFTs in "G-Games" will be referred to as "G-NFTs." In order to issue new "G-NFTs" (MINTs), players must consume governance tokens that grant them the right to participate in decision-making in the DAO, which will be described later.

[0032] G-AI Furthermore, in "G-Games," a game master composed of an artificial intelligence (AI) (also referred to as a Witch AI system) is placed within the game content. The Witch AI system can generate its own Gemina (twins). When requesting a multi-quest, the Witch AI system also generates Gemina as appropriate and has them participate in subquests (the nature of the quests will be described later). Furthermore, as shown in FIG. 3, the player can use the "G-NFT" they possess to play in AI mode. Specifically, the game start screen allows for manual / auto mode switching. In this embodiment, as described later, the game progresses under the setting of a "kingdom" ruled by a "witch" as game content. However, a "kingdom" is given as an example of a form of governance, and is not limited to this, and other forms of governance such as a "republic" may also be used. Similarly, the name and existence of the ruler / responsible person for governance, the "witch," are not limited to this name and existence. For example, a name and existence appropriate to the role of the game master may be given depending on the form of governance set, such as "monarch," "leader," "president," or "prime minister." Please note that in the following explanation, where "kingdom" is used it is an example of a form of government, and where "witch" is used it is an example of a game master.

[0033] (Orb) Orb Items In addition to the above, "G-Games" also features orbs. In one example of this game, multiple kingdoms are set as game content, and the ranking of each kingdom may be determined according to the amount of orbs and governance tokens it has. Furthermore, the mining rights for resources may vary for each kingdom depending on the type and number of orbs it possesses.

[0034] "Issuance of Orb NFT" Orbs may be issued (MINT) as Orb NFTs. Their abilities will be described later in the Battle Part of the Kingdom. For example, in a tournament held as part of the Battle Part, while orbs cannot normally be issued (MINT) as Orb NFTs, the tournament winner may be given a reward in which the player's ability used by the winner is issued (MINT) as an Orb NFT. In this case, the governance token is consumed.

[0035] [RPG System] "G-Games" is an MMORPG that includes, for example, the following RPG system: Note that the embodiment described below is an example and may be modified as appropriate within the scope of the present disclosure.

[0036] "G-Games" is played out in a certain world. In this embodiment, as will be described later, the world is divided into four kingdoms, and in each kingdom, as shown in FIG. 4, one witch acts as the game master, and there are a total of four witches in the entire world (in FIG. 4, each witch is depicted with their name in a small box in the four corners). The world is ruled by these four witches.

[0037] As a player, Gemina, created by a witch, acts under the witch's instructions and orders (in the example shown, starting from the bottom right and going clockwise, these are "If you beat my chess subordinates, you will receive a reward," "We will hold a Crimson Calpis tournament," "Slay the dragon in Lululu's territory," and "Please bring back the Calpis Orb"). Gemina fights to gain status and fame in the world in which the game is set. The RPG system according to this embodiment may include various systems as subsystems depending on the game content. However, the following describes a case in which the system includes a "Witch AI System" (an example of a first system), a "Kingdom System" (an example of a second system), and a "DAO Community System" (an example of a third system). Note that while the game content is set to "witches" and "kingdoms," as mentioned above, each system can also be applied to other settings. The "Witch AI System" can be substituted for the "Game Master AI System," and the "Kingdom System" can be substituted for the "Governance System."

[0038] (Witch AI System (an example of the first system)) "Learning AI algorithm" First, let me explain the Witch AI system. The Witch AI system is equipped with a learning AI. As shown in Figure 5, the learning AI is composed of the following flow: data input ⇒ input layer ⇒ middle layer ⇒ output layer ⇒ data output.

[0039] The input layer is the layer where information is first received by artificial neurons that have functions set on the computer. While biological neurons receive information as electrical signals, artificial neurons receive information as numerical values. The information received in the input layer is prioritized according to the strength of the connections between artificial neurons.

[0040] The middle layer inherits information from the input layer and performs various calculations. The more middle layers there are, the more complex the analysis that can be performed, and neural networks with three or more middle layers are also called deep learning. There is no set number of middle layers, and it can be set arbitrarily depending on the information being handled.

[0041] The output layer shows the value that has been weighted by the input layer and intermediate layer and processed by the activation function. The method of comparing the results obtained in the output layer with training data and correcting and adjusting errors from the output layer to the input layer is called "backpropagation." This makes it possible to perform more appropriate learning even in complex neural networks with many intermediate layers.

[0042] Here, we will discuss the concept of the intermediate layer in deep learning. The role of the intermediate layer is to sort through the complex data taken in by the input layer and convert it into an easier-to-handle state through learning. The results are then passed to the output layer, which can only handle simple data. The more artificial neurons and intermediate layers there are, the more flexible the analysis and the expressiveness of the results become, but the amount of data, memory, and calculations required increases. In order for a neural network to progress with learning, the system designer must decide the number of artificial neurons and units, and these elements are called hyperparameters (coefficients as fixed values).

[0043] Using the learning AI described above, "G-Games" according to this embodiment proposes multiple quests to the player as candidates in the output layer. The following two aspects are provided. (1) The hyperparameters in the input layer are changed by voting by the DAO. (2) After the game begins, the choices made by players in the output layer become data and are fed back to the calculations in the middle layer.

[0044] Regarding (1) above, the input layer is processed as follows. At the start of the game, a specific character, for example, a witch (or each witch if there are multiple witches), has a hyperparameter with a fixed value, and that hyperparameter is assigned to the input layer. Then, after the game begins operation, as shown in Figure 5, "Coefficients are overwritten by voting by the DAO," it is possible to change the hyperparameter by overwriting.

[0045] Regarding (2) above, the middle layer and output layer process the following: In the middle layer, calculations are performed using multiple coefficients (weighting coefficients are provided), and the results are sent to the output layer, which has two features. First, the weighting coefficients are variables that change according to the game situation, and second, the coefficients and calculations used are further adjusted based on the learned results. In other words, in the output layer, the output results are ultimately limited to a specific number of options, and the one selected by the player, i.e., the selection result, is considered the correct answer and is reflected in the calculations in the middle layer. This makes it possible for the AI ​​to learn.

[0046] The Witch AI system, as an AI responsible for running a nation in a virtual space, may issue various instructions. Below, we will explain the following three patterns of instructions: "instructions related to national affairs," "instructions showing the nation's origins," and "instructions related to appointments to members or citizens." In accordance with these patterns of instructions, the calculations in the Witch AI system are executed independently as System 1 A, System 1 B, and System 1 C, respectively. Below, we will explain the "National Affairs AI System" (an example of System 1 A), the "RPG AI System" (an example of System 1 B), and the "Organization AI System" (an example of System 1 C). Note that the instruction patterns related to running a nation in a virtual space and the functions of the AI ​​system that process each instruction are not limited to those exemplified below, and may of course be modified depending on the game to which the present invention is applied. "National Politics AI System": In the National Politics AI System, important policy instructions related to national politics are issued. The witch uses a multi-quest function to involve many players in developing her kingdom. RPG AI System: In the RPG AI system, "instructions that show the formation of the country" can trigger quests that reveal the story and worldview that unfold between players and throughout the G-Games, and conversations by the Witch AI system can change or occur in various game scenes. In addition, the AI ​​remembers the actions taken by the player, and based on this learned memory, the Witch AI system can trigger events and change statements. - "Organization AI System": The Organization AI System will understand the performance of players as "instructions regarding appointments to members or citizens," for example, and will grant rewards and roles to each player in a timely manner.

[0047] Each of the above-mentioned patterns (each AI) will now be further explained.

[0048] "National Politics AI System" (an example of System A) Each witch AI system in each kingdom issues instructions to the player to help their country prosper. Activities within the kingdom are requested of the player in the form of quests, and the country develops as the player carries out those quests. The national government AI system according to this embodiment may have various layers depending on the content of the game, but below we will explain a case where it has a "meta layer" (an example of the first layer A), a "policy control layer" (an example of the second layer A), and a "language generation layer" (an example of the third layer A).

[0049] "Metalayer" (an example of the first layer A) The individual controls and variables of the national government AI are set, for example, as shown in the meta layer in Figure 6. As shown in the figure, in routine control, if a multi-quest is running and a daily judgment has been made, nothing is done, but if a multi-quest is not running or if a daily judgment has not been made, a quest is fired. In resource control, if the national parameter exceeds the threshold, a quest is fired, and if it does not exceed the threshold, an interval is set and the threshold is checked. In rare quest control, if the threshold is exceeded, a rare quest is fired, and if it is not exceeded, the process returns to normal.

[0050] "Policy control layer" (an example of Layer 2 A) The policy control layer uses a learning AI. Multiple requests are presented to the player in the form of multi-quests (also called kingdom quests), based on the national strength of each kingdom, feuds with other kingdoms, and the personalities of each witch. The player selects the quest they wish to carry out from the multiple requests. The results are fed back to the learning AI. This allows it to understand the player's preferences and suggest more satisfying options.

[0051] The basic configuration of the learning AI is as shown in Figure 5, but here we will further explain the variables used in each calculation in "G-Games" and the calculation image with reference to Figure 7.

[0052] In the input layer, the preference variables for each witch are multiplied. The preference variables could be variables that define the tendency to request quests from the perspective of domestic and diplomatic affairs, or variables that define whether witches tend to request more difficult quests based on the situation of the kingdom from the perspective of being warlike or cautious. These variables are kept as constants.

[0053] In the middle layer, when selecting a specific quest request, each variable is weighted and calculated. In particular, it is used to select the most appropriate quest according to the situation of each kingdom. It also determines which player in the game is the most appropriate to request. For example, the following items may be used. Here, three items are shown as examples, but of course, this is not limited to these.

[0054] <Which quest should I choose?> "Date determination": Is it a specific date or day of the week? "Development level of your own country": The development level of the prioritized kingdom is quantified and weighted to prioritize quests. "Urgency": Quantifies the status of funds, resources, etc., and weights quests that should be prioritized. "Dungeon Craft": If there is a popular dungeon craft, Witch will also consider adopting it. Use it to weight which quests should be prioritized.

[0055] <To which location (including enemy countries) should you send the request?> "Rivalry with other countries": A numerical representation of the rift with a specific kingdom. Depending on the type of quest, there is a possibility of competing with a third enemy kingdom, and this is weighted to prioritize which kingdoms to compete with. "Country of origin (mining volume)": The right to mine resources changes depending on the orb acquisition status. Based on the situation, it is used to weight which quests to request first. "Difficulty adjustment": Adjust the balance between expected rewards and difficulty.

[0056] <Which Gemina should I request?> "Strength of enemy country": Information on powerful Geminas and other things in each kingdom, as well as information on which Geminas your country has defeated, is accumulated, and these values ​​are converted into numbers and used for weighting. "Information about your country's Gemina": This quantifies the number of influential Geminas in your country, and is used to determine who to request quests from, such as prioritizing requests for specific quests if they have a specialty. "AI Gemina Judgment": Weights how many requests are sent to Gemina, which is run by AI, based on past participation rates, etc.

[0057] The above are examples of three requests, but the types of quests will be explained later in the explanation of the Kingdom System. Regarding the Dungeon Craft mentioned above, Dungeon Craft can be designed so that enemies and rewards for dropped items can be set on an automatically generated map. The stronger the enemies placed, the better the rewards you can get. Support items can also be placed.

[0058] The mapping of where quests occur is displayed as shown in Figure 8, for example. As with what will be explained later in the Kingdom System explanation, quests occur in locations where resources can be mined. Here, for four kingdoms separated by borders, the iron ore, fire element, ice element, and gold areas are shown clockwise from the right edge as examples of where quests occur. The mapping specifications will be explained later in the "Nation Development System" section.

[0059] In the output layer, the AI ​​narrows down the candidates for the quest to be performed to a fixed number. The quest selected from the final output quests is considered the correct answer. Adjustments are made to the weighting formula used in the middle layer.

[0060] "Language generation layer" (an example of Layer 3 A) This layer generates the speech portion of the witch AI system. It behaves more naturally, as if it is understanding the world and speaking accordingly. To achieve this, the player's actions are saved in a set of configuration data within the language generation engine. The format of the save saves "with whom," "when," "which quest," and "the outcome of the quest" performed. For example, the following content is saved:

[0061] <Are there any fateful combinations?> "Player-player" Between the Witch and Me Is there a past history? "Connections with events after operation"

[0062] "RPG AI System" (an example of the first System B) Next, the RPGAI system will be explained. In the RPGAI system, a story is spontaneously executed by the witch AI system. The key elements are the witch and the orb, and the story unfolds around these. The game is basically played in the form of quests. The RPGAI system according to this embodiment may have various layers depending on the content of the game, but below we will explain the case where it has a "meta layer" (an example of the first layer B), a "story extraction layer" (an example of the second layer B), and a "language generation layer" (an example of the third layer B).

[0063] "Metalayer" (an example of the first layer B) Metalia is basically a trigger type, which can include dates, completing certain quests, or possessing orbs.

[0064] "Story extraction layer" (an example of the second layer B) Regarding the story, when processing the intermediate layer, for example, the following points are extracted: <Degree of development of the country> "Development level of your own country": The development level of the prioritized kingdom is quantified and weighted to prioritize quests. "Urgency": Quantifies the status of funds, resources, etc., and weights quests that should be prioritized. <Quest Generation> "Difficulty adjustment": Adjust the balance between expected rewards and difficulty.

[0065] The mapping of story locations is based on the mapping of quest locations shown in Figure 8, and is displayed as shown in Figure 9, for example. The locations where story quests occur are defined according to the topography and history of the world map. The locations and structures where quests are carried out are automatically generated and executed. In this example, clockwise from the right, the areas shown are the Magic Stone Mine, the Oolong Mountains, the Old Oolong Town, the Izana Ruins, Takamagahara, and the Fountain of Rabia as locations where stories occur.

[0066] Regarding the progress of the story, for example, the following points are saved: <Intimacy with Orb> "Scenario Progress": Remembers how far you have progressed in previously viewed scenarios. "Orb Communication Status": View the deepening communication status for summons and heroes within the kingdom and define the scenarios to release them.

[0067] "Language generation layer" (an example of Layer 3 B) Please refer to the language generation layer of the national government AI mentioned above.

[0068] "Organizational AI System" (an example of the first System C) Finally, we will explain the organizational AI. This organizational AI assigns treatment and roles within the kingdom based on an evaluation of the Gemina. It may also poach talented Gemina from other kingdoms. The organizational AI system according to this embodiment may have various layers depending on the content of the game, but below we will explain the case where it has a "meta layer" (an example of the first layer C), a "command extraction layer" (an example of the second layer C), and a "language generation layer" (an example of the third layer C).

[0069] "Metalayer" (an example of the first layer C) Metalia, like the RPGAI system, is fundamentally trigger-based.

[0070] "Instruction Extraction Layer" (an example of the second layer C) Regarding commands, the following points are extracted during processing in the intermediate layer, for example: What is the situation in your country? "Development level of your own country": The development level of the prioritized kingdom is quantified and weighted to prioritize quests. "Urgency": Quantifies the status of funds, resources, etc., and weights quests that should be prioritized. <Do you have any excellent Geminas from your country?> "Domestic Rankings": View domestic ranking data by orb and token amounts. "Information about your own country's Zemina": See information about feuds with other countries' Zemina in battles, etc.

[0071] <Are there any good Geminas in other countries?> "Other Country Rankings": See the ranking data for other countries by the amount of Orbs and Tokens. "Strength of enemy country": Information on powerful Geminas for each country, as well as information on which Geminas your country has defeated, is accumulated, and these values ​​are converted into numbers and used for weighting. <Which action do you choose?> "Development level of your country": Quantify the development level of your preferred country and weight the actions that should be prioritized. This will also be used as a reference for the level of rewards. "Urgency": Quantifies the status of funds, resources, etc., and weights the actions that should be prioritized.

[0072] Actions regarding Gemina may include, for example, the following aspects: Benefits: The quality of facilities and rights available within the country will be improved. Rewards: Granting currency or items. -Recruit: Scout Zemina from other countries.

[0073] "Language generation layer" (an example of the third layer C) Please refer to the language generation layer of the national government AI mentioned above.

[0074] (Kingdom System (an example of the second system)) Next, the Kingdom System will be explained. The Kingdom System according to this embodiment may include various sub-systems depending on the content of the game, but below we will explain the case where it includes a "Nation Development System" (an example of the second System A), a "Multi-Quest System" (an example of the second System B), a "Tournament System" (an example of the second System C), and an "Orb Link System" (an example of the second System D).

[0075] "National Development System" (an example of System A) The nation development system is a system for developing and developing each country. The nation development system according to this embodiment may include various elements depending on the content of the game, but the following will explain "basic elements," "development," and "world resource map."

[0076] ···``Basic elements'' The basic elements are various elements in each country that are necessary for the development of the nation, and for example, each industry can have its own level. For example, the following six elements are given as examples of elements.

[0077] (1) Tournament (Military Merit) Your level will increase as you acquire orbs. As your level increases, you will have more influence in tournaments and will be able to host tournaments. (2) Monster Hunt Your level increases by defeating epic monsters that appear in the world. As your level increases, you can trigger more difficult monster events. (3) Magic research By researching magic and developing new spells, your level will increase. By increasing your level, you will be able to develop more advanced spells.

[0078] (4) Weapons Development This is the level at which you can create weapon recipes and develop new weapons. By increasing your level, you can invent more powerful weapon recipes. (5) Orb Investigation Ability Your level will increase as you quickly acquire orbs discovered in the world. As you increase your level, you can trigger more difficult orb events. (6) Faith Levels increase by discovering and acquiring the gods (summoned beasts and heroes) worshipped by each nation. As levels increase, more powerful summoning events occur.

[0079] "Development" In order to increase the level of each of the above elements, you will need to complete multi-quests provided by the multi-quest system described below. In addition, all multi-quest genres are categorized into each of the above elements, and the level increases as you complete multi-quests.

[0080] "World Resource Map" Quests that occur on the in-game map (see Figure 8) do not have fixed coordinates. Dungeons and battlefields are automatically generated and placed on data that defines the distribution of resources and other information set within the map, and once the quest is completed, it disappears from the map.

[0081] (1) Definition of the map Each resource on the map has a minable distribution and a minable amount. When mined, reserves decrease, and over time, reserves recover. Borders are set variably depending on the number and type of orbs held in tournaments. This will affect the resources that a kingdom can mine. (2) Quest generation process The locations, dungeons, battlefields, and other settings are procedurally generated based on the distribution of the locations on the map. Individual quests do not have fixed coordinates and are automatically generated by AI.

[0082] "Multi-Quest System" (an example of the second system B) The multi-quest system (also known as the Kingdom Quest System) is a system for processing each multi-quest that is set up on a case-by-case basis. The multi-quest system according to this embodiment may include various elements depending on the content of the game, but the following will explain the "overview" and "basic specifications."

[0083] ··"overview" Multi-quests are selected by the witch's government AI and delivered to the player as requests from the witch. By completing the quest, the level of the corresponding nation will increase.

[0084] "Basic specifications" A multi-quest functions by being made up of one main quest and multiple sub-quests. The witch AI system requests sub-quests to multiple players. The player who receives the request becomes the leader of that sub-quest. Requests can also be selected by the player. The requested player can invite other players to the same sub-quest, allowing them to progress cooperatively. Multi-quests have a time limit, and the multi-quest is cleared if the clearing conditions for the main quest are met by that time.

[0085] The specifications of a quest are set as follows, including the above points, as shown in Figure 10. For (1)-(7) below, please refer to the bar display in the upper left of Figure 10, and for (8), please refer to the boxes in the lower center and middle left.

[0086] (1) Time limit Multi-quests have a time limit, and if they are not completed by that time, the multi-quest will fail. (2) Main Quest A deadline and clearing conditions are set. If the clearing conditions are met by that deadline, the main quest and, by extension, the multi-quest will be cleared. The type of main quest will be selected by the AI. (3) Subquests The AI ​​automatically selects candidates and issues them as multiple sub-quests linked to the main quest. (4) Subquest Guide Subquests do not have any conditions for completion, but text is displayed to guide your actions.

[0087] (5) Subquest Leader When a subquest is issued, a specific player is selected by the AI ​​and asked to act as the leader. The selected leader can then invite other players to cooperate in carrying out the subquest. (6) Subquest Progress If there is a player participating in a subquest in real time, it will be displayed as "quest in progress," and depending on the progress of the subquest, it will change to "quest stopped" or similar. (7) Number of participants in subquests Displays the number of players participating in and playing subquests in real time. (8) Subquest View This is a representation that visualizes where in the world the quest is currently being performed. Players are iconized and arranged so that their location and number of players can be seen. In the example in Figure 10, the player who has accepted Subquest A is displayed as an icon in the Wulong Capital area, and the player who has accepted Subquest B is displayed as an icon in the Shaulong Volcano area.

[0088] In this embodiment, in addition to the above quests, rare quests may be provided as quests that appear infrequently. Rare quests are issued by the AI ​​based on the number of governance tokens available for distribution pooled in each country. Rare quests are processed in the meta layer of the national government AI mentioned above.

[0089] "Tournament System" (an example of the second system C) The tournament system is the game part where players from each country compete against each other. The tournament system according to this embodiment may include various elements depending on the content of the game, but below we will explain the "official tournament," "orb (item competition)," and "qualifying tournament" in the tournament.

[0090] "Official Tournament" The official tournament is a competition in which representatives who have won domestic tournaments gather from around the world to compete. (1) Date The event will be held according to the in-game date. (2) Individual compensation A commemorative orb will be awarded. (3) Remuneration to the State Major shifts in interests occur at the level of border changes.

[0091] "Orb (item) battle" The orb (item) battle is a battle to obtain orbs (items) discovered locally. The top players who win in the end receive the rewards. (1) Individual compensation Any orbs (items) discovered will be granted. (2) Remuneration to the State Local mining rights can be held.

[0092] "Qualifying Tournament" This is a qualifying tournament to participate in the official tournament mentioned above. The top players who win will become the representatives of their country. (1) Date The event will be held according to the in-game date. (2) Individual compensation Participation in official tournaments will be granted.

[0093] "Orb Link System" (an example of the second system D) The Orb Link System is a system that expresses persona-like intimacy. The Orb Link System of this embodiment may include various elements depending on the content of the game, but for example, if two Geminas equipped with the same type of summoning orb complete a multi-quest together, their community level will increase. Related data is stored on the Kingdom side.

[0094] (DAO Community System (an example of the third system)) Next, the DAO community system will be explained. In "G-Games" according to this embodiment, a DAO, i.e., a community mechanism based on a decentralized autonomous organization, is built into the game content when executing an MMORPG. Players form DAOs, for example, for each country. The DAO community system according to this embodiment may include various sub-systems depending on the content of the game, but the following description will focus on the case where it includes a "DAO base system" (an example of third system A) and an "operation system" (an example of third system B).

[0095] "DAO-based system" (an example of the third system A) As shown in FIG. 11, the DAO-based system has a DAO (hereinafter sometimes referred to as a community section) made up of multiple players. Here, three DAOs are depicted, but this is merely an example, and any number of DAOs may be used. For example, as shown in FIG. 8, if four kingdoms are provided, one DAO may be provided for each kingdom, i.e., a total of four DAOs may be provided.

[0096] The operation (hereinafter referred to as the operation department) distributes a portion of the game's sales as virtual currency (game currency) as treasury (funds) within the DAO. The distribution amount may vary depending on the performance of each DAO within the game. Figure 11 shows an example in which the operation department distributes funds to three DAOs in a 3:1:1 ratio.

[0097] The first DAO (leftmost in the figure) shows an example in which players who are members of the DAO discuss and create in-game content, and can set or grant part of their treasury as a reward for the created content at their own discretion.

[0098] The second DAO (center in the figure) shows an example of voters within the DAO voting, which can change the thinking patterns and policies of the AI ​​(hereinafter referred to as the game master) that is the game master. Voters are members of the DAO who hold governance tokens and / or orbs (hereinafter the same).

[0099] The third DAO (far right in the figure) shows an example in which battle rules are proposed by voters within the DAO, and if they are passed by a majority, for example, the battle rules can be applied.

[0100] As such, the game processing system for "G-Games" according to this embodiment comprises an operation unit that operates the MMORPG, a progression unit consisting of an artificial intelligence (AI) that progresses the MMORPG as a game master, and a community unit consisting of a decentralized autonomous organization (DAO) in which players participating in the MMORPG participate in the operation and function of events within the MMORPG.

[0101] "Operation System" (an example of the third system B) The operating system allows players to use DAO functions smoothly within the game world without using any external tools. As examples, we will explain the "town guild," "event participation," and "community functions."

[0102] "Town Guild" As shown in Figure 12, a town guild is configured as a sub-DAO for each town in a kingdom. Figure 12 shows a case where one town guild (sub-DAO) is set up for each of three towns. A town guild may include, for example, the following two aspects.

[0103] (1) Town and Community In G-GAMES, operations are centered around four DAOs, one for each of the four kingdoms. Town guilds are formed for each town in each kingdom, and the towns are run by autonomous communities, like sub-DAOs. The Witch AI system also changes the distribution ratio of rewards to the treasury depending on the degree of contribution of each town. Figure 12 shows that the town guild on the far right contains Gemina, who played an active role in completing a multi-quest, and therefore the Witch AI system is distributing more rewards to it than the other two town guilds. (2) Role of the town Within the community formed by the Town Guild, or DAO, influential players can assume positions within the community. Players with such positions can use the in-game functions of their respective positions.

[0104] "Event participation" In an entire kingdom or a town guild, players can participate in various events through actions such as voting, as shown in Figure 13. Event participation may include, for example, the following three aspects:

[0105] (1) Voting function Each DAO or sub-DAO for an entire kingdom or for each town guild has a voting function, and players can vote through a dedicated interface provided within the game. Figure 13 shows an example of a referendum interface for an entire kingdom, with two proposed plans: "Plan 1: Warlike Path > Orb Competition, Active Participation > Military Strengthening" and "Plan 2: National Strengthening Path > Magical Power Development, Weapon Development." Players can press either of the vote buttons.

[0106] (2) Proposal for battle rules In G-Games battles, victory or defeat is not simply determined by defeating the opponent; players can also set up a different evaluation axis and compete against each other to determine superiority or inferiority. Players can discuss and propose the theme of the evaluation axis within the DAO or sub-DAO. In tournaments where a proposed theme is adopted (such as the official tournament or qualifying tournament mentioned above), players will be evaluated based on that theme.

[0107] (3) Participation as an evaluator Players can participate as viewers in the battle rules proposed above, and after viewing the battle situation, they can select and rate the player who best fits the theme.

[0108] "Community Features" The administration department provides players participating in the "G-Games" with a community function as shown in Fig. 14. The community function may include, for example, the following two aspects.

[0109] (1) Player Quest Within a DAO or sub-DAO, players with specific roles can create their own quests, with rewards coming from assets in the treasury. Figure 14 shows an example of a free chat on the left side, where the self-introduction and topic of the player attempting to communicate are displayed, and on the right side, a list of four quests created by that player is displayed. Examples of quests are "Build a Magical Research Lab," "Produce Elixir," "Build a Municipal Training Center," and "Develop Land," and each quest lists the materials required to complete it and the rewards for completing it. (2) Free Chat Within the DAO or sub-DAO, threads divided by topic will be used to enable discussions between players.

[0110] As described above, "G-Games" in this embodiment implements a DAO, a feature unique to the Web3 field. Furthermore, "G-Games" incorporates a community function for operating the DAO within the game, allowing holders of governance tokens and / or orbs to act as voters and take various voting actions regarding the operation and functionality of the game content. The world of "G-Games" is governed by an AI as the game master, and players who make up the DAO can change the AI's thinking patterns by debating and voting within the community. A portion of sales is distributed as DAO funds, and their use can be discussed and decided by voting. Event operation and feature additions can also be discussed and decided within the DAO community. Furthermore, learning AI technology is used. The AI ​​proposes multiple quests, and the player's choice is considered the correct answer. It corrects intermediate calculations and learns. A quest system that allows multiple players to participate automatically detects changes in game parameters and automatically generates optimal quests.

[0111] Here, the AI ​​mentioned above can be summarized as follows: (1) Learning AI In a running game, the DAO can vote to correct the course of parameters (witches' personalities and policies) that are weighted with fixed values ​​in the input layer of the flow (protocol) in Figure 5. In games currently in operation, the user's choice is considered the correct answer when an option is suggested by the AI, and the weighting of the AI's algorithm is adjusted accordingly.

[0112] (2) Witch AI - The witch AI's instructions will change according to the date after the game is released. Events that only occur on certain days of the week or dates will occur. - Witch AI will use weapons and dungeons crafted by users as rewards and quests. The Witch AI's learning function allows it to remember events that occur in the game after the game's release, and influence subsequent events. The witch AI's learning function will allow it to memorize events that occur in the game after the game's release and change the lines the witch speaks afterwards. The Witch AI will grasp the situation in the game, such as information on the enemy's powerful Gemina. Based on that information, it will issue missions to Gemina both at home and abroad that will be beneficial to its own country.

[0113] (3) Witch AI / Multi-Quest In group quests, which consist of main quests and side quests, the AI ​​that manages the game will independently select and assign quests that are appropriate for each player. (4) Witch AI / Token The frequency of rare quests in which governance tokens are distributed will be adjusted by the governance token circulation control AI.

[0114] (Processing in the game processing system) Next, functional processing of the server device 10 related to the above-described game processing system 1 will be described with reference to Fig. 15. Fig. 15 is a schematic block diagram showing functions of the server device 10 related to the above-described game processing system 1.

[0115] As shown in FIG. 13, the server device 10 includes, as memory sections, an orb item information memory section 140, a blockchain information memory section 141, a game information memory section 142, a user information memory section 144, and a Gemina information memory section 146, and, as processing sections, an operation section 151 (which executes operation steps in the game processing method and operation functions in the game processing program), a progress section 152 (which executes progress steps in the game processing method and progress functions in the game processing program), and a community section 153 (which executes community steps in the game processing method and community functions in the game processing program).

[0116] Each of the storage sections, orb item information storage section 140, blockchain information storage section 141, game information storage section 142, and Gemina information storage section 146, can be realized by storage section 13 of server device 10 shown in Figure 1b. Note that the settings of each storage section, from orb item information storage section 140 to Gemina information storage section 146, are classified by function for ease of explanation, and as long as the same function is performed, some or all of the data stored in one storage section may be stored in another storage section.

[0117] Each of the processing sections, the operation section 151, the progress section 152, and the community section 153, can be realized by the control section 12 of the server device 10 shown in FIG. 1b coordinating with the storage section 13 and the communication section 11 as appropriate and executing one or more programs in the storage section 13. As with each storage section, the settings of each processing section, from the operation section 151 to the community section 153, are categorized by function for ease of explanation, and some or all of the functions of one processing section may be realized by another processing section as long as similar functions are performed. Note that the community section 153 may be realized by the display section 25 of the terminal device 20.

[0118] Each storage section will be explained below. The orb item information storage unit 140 stores information about all orb items that exist within the virtual space MV (the world in which the "G-Games" are set). The orb item information may include an item type ID and history information for each item ID. The item ID is a unique identifier assigned to each orb item, and the item type ID is a unique identifier that indicates the type of orb item.

[0119] The blockchain information storage unit 141 stores information about various events that occur during gameplay, such as Gemina. The timing of aggregation is not real-time, but rather each time an event occurs or at regular intervals. Management is performed so that individual IDs of Gemina, Orbs, etc. can be identified, and for example, the following events are stored: "In the year 20XX, at the Winter Games, Player A's Gemina was defeated by Player B's Gemina." "In the year 20XX, at the Winter Games, Player C's Gemina was defeated by Player A's Gemina." "In the year 20XX, Player B won the Winter Games." The blockchain information storage unit 141 is used in a similar manner to a log server, but the simple performance of Gemina (level Lv, hit points HP, etc.) is acquired from the Gemina information recording unit 146.

[0120] Regarding an example of use of the blockchain information storage unit 141, to supplement with reference to Figure 1, when selling or transferring Gemina to another player, the player who has the corresponding Gemina ID obtains and references data related to that Gemina ID from the blockchain information storage unit 141 of the server device 10 on their own terminal device 20. Also, when selling or transferring NFTs such as Gemina between players on the market, the data can be obtained from the blockchain information recording unit 141 of the server device 10 and handled as a single piece of data.

[0121] The game information storage unit 142 stores object information about things related to kingdoms, towns, witches, resources, maps, etc. that are registered in the game processing system 1. The game information may include information such as a kingdom ID, town ID, witch ID, resource ID, and location ID for each object ID.

[0122] User information about each user participating in the "G-Games" is stored in the user information storage unit 144. The user information may include, for each user ID, a user name, information about items possessed, the number of points, and user parameters, and may further include user profile information that indicates the user's profile (hobbies, preferences, activities, etc.).

[0123] Details of the user information are as follows: The user ID is an ID automatically generated when the user registers, and the user name is the name that each user registers with the game processing system 1. The owned item information is various information related to the orb items associated with the user, and may include an item type ID, item value, item attributes, and interest information for each orb item ID. The item value related to the owned items may be a value correlated with the price at which they are sold in the game processing system 1. The item attributes may represent the characteristics of products or the like that can be associated with the orb item (for example, rarity, color, design, functionality, decorativeness, whether or not they come with accessories, etc.). The interest information is information related to the interest of other users in the corresponding orb item.

[0124] The number of points represents the number of predetermined points (an example of electronic media) that can be used to buy and sell orb items. The predetermined points may be in the form of currency that can be used in the virtual space MV, or in the form of crypto assets. The predetermined points may also be exchangeable for real currency (e.g., yen, dollars, etc.), and in this case, the exchange rate may fluctuate as appropriate. In this embodiment, orb items (e.g., collection items) may be bought and sold in the game processing system 1.

[0125] The user parameters are any parameters that can be associated with a user, and may include user attributes, activity information, prize winning history, and number of followers. The user parameters are not limited to these items and their contents, but may broadly include items that indicate the user's situation as parameters that measure the user's popularity (recognition within the game processing system 1 or the virtual space MV).

[0126] The user attributes are attributes of users in the virtual space MV, and special attributes may be provided that are specially given to users who have a track record of acquiring orb items using the game processing system 1, users who are highly popular (recognized), users who have a large degree of influence (i.e., so-called influencers), users with high status, etc. Note that popularity, influence, etc. may be correlated with the popularity, etc. of users in the real world.

[0127] The activity information is parameters (information) related to the user's activities in the virtual space MV. The user's activities may include, for example, content distribution activities, content viewing activities, live distribution activities, and live viewing activities by the user, as well as events and other activities in a broad sense including not only events, happenings, and events, but also games and parties in which multiple users participate, conversations between users, movement within the virtual space MV, and various other events and happenings.

[0128] The prize acquisition history is historical information about the user's prize acquisition in the virtual space MV when the event is a tournament. For example, the prize acquisition history may include the award history (number of times won, number of times won, etc.) in various contests and adventures that may be held in the virtual space MV. As with the activity information described above, the prize acquisition history may be collected for all users, including users with normal attributes, but may be collected and managed only for users with special attributes if there is a request to reduce the processing load on the server device 10.

[0129] The number of followers indicates the number of followers for the user, and may be calculated, for example, when the user distributes various content (for example, NFTs handled by the game processing system 1), or may be calculated for all users including users who do not distribute. When users with a large number of followers visit the game processing system 1, a promotional effect for the game processing system 1 itself can be achieved.

[0130] The Gemina information storage unit 146 stores drawing information for drawing Gemina. The drawing information associates a Gemina ID with a face part ID, hairstyle part ID, clothing part ID, etc., if the Gemina is a human incarnation. Appearance-related part information such as a face part ID, hairstyle part ID, and clothing part ID are parameters that characterize Gemina, and for witches, these may be selected by the management side.

[0131] As mentioned above, the operation department 151 enables the DAO functions to be used smoothly in the flow of gameplay in the world of "G-Games" without the need for operations using unnecessary external tools.

[0132] As described above, the progress unit 152 serves as a witch AI system in the world of "G-Games" operated by the operation unit 151, and issues instructions and commands to Gemina (the player) in the form of quests.

[0133] As mentioned above, the community unit 153 functions as a DAO whose members are players, and participates in the operation and functioning of "G-Games."

[0134] As described above, by implementing a DAO that is characteristic of the Web3 field, the game processing system 1 can provide an RPG that is both entertaining as a game and Web3-like, addressing the gaming experience that has been an issue in games on Web3, a distributed network based on blockchain technology.Furthermore, it is possible to provide a game processing system, game processing method, and game processing program that fully utilize the community function between players in a virtual space and enable players to participate in the management and function of game events.

[0135] Although each embodiment has been described in detail above, it is not limited to a specific embodiment, and various modifications and changes are possible within the scope of the claims. It is also possible to combine all or some of the components of the above-described embodiments.

[0136] In addition, the following supplementary notes are disclosed regarding the above-described embodiment.

[0137] [Appendix 1] A game processing system for a role-playing game, an operation department that operates the role-playing game; a progression unit that progresses the role-playing game using artificial intelligence (AI) as a game master, The AI ​​is a game processing system that uses learning AI technology to reflect the player's choices and learn, automatically generating optimal quests. [Appendix 2] The AI ​​comprises an input layer, an intermediate layer, and an output layer, A game processing system as described in Appendix 1, wherein the input layer of the AI ​​is capable of correcting the course of parameters related to the progress of the game, which are weighted with fixed values, through the player's selection. [Appendix 3] The AI ​​comprises an input layer, an intermediate layer, and an output layer, The game processing system described in Appendix 1, wherein the intermediate layer of the AI ​​is capable of considering the player's selection as the correct answer for the output of multiple options proposed in the output layer by the calculation of the intermediate layer, and correcting the weighting of the algorithm of the intermediate layer. [Appendix 4] The system further includes a decentralized autonomous organization (DAO) that is configured by players participating in the role-playing game, 4. The game processing system according to any one of claims 1 to 3, wherein the player's selection is determined by voting by the DAO. [Appendix 5] The game master gives instructions to the players, A game processing system as described in Appendix 1, wherein the game master's instructions can be changed according to the date after the game is released, and cause events to occur only on specific days of the week or dates. [Appendix 6] The game processing system according to claim 1, wherein the game master can use weapons and dungeons crafted by the player in the game as rewards or quests. [Appendix 7] 2. The game processing system of claim 1, wherein the game master uses the learning AI function to memorize events that occur in the game after the game is released and influence subsequent events. [Appendix 8] The game processing system of claim 1, wherein the game master uses the learning AI technology to memorize events that occur in the game after the game is released and subsequently changes the lines spoken by the game master. [Appendix 9] In the role-playing game, the players are divided into a plurality of groups to carry out quests; A game processing system as described in Appendix 1, in which the game master of each group generates a gemina within his or her own group. [Appendix 10] In the role-playing game, the players are divided into a plurality of groups to carry out quests; A game processing system as described in Appendix 1, in which the game master of each group grasps the situation within the game, including information regarding powerful gemina of the enemy group, and based on the information, issues missions that will be beneficial to their own group to gemina located inside and outside the group. [Appendix 11] The game processing system described in Appendix 1, wherein the game master can generate multiple quests consisting of a main quest and sub-quests, and the AI ​​that manages the game independently selects and assigns quests that are appropriate for each player. [Appendix 12] The game processing system described in Appendix 1, wherein the game master can generate rare quests in which governance tokens are distributed, and the frequency of the rare quests is adjusted by a governance token circulation control AI. [Appendix 13] 2. The game processing system of claim 1, wherein the role-playing game is configured as a massively multiplayer online role-playing game (MMORPG) or a multiplayer online role-playing game (MORPlG). [Appendix 14] A game processing method for a role-playing game, comprising: a step of operating the role-playing game; a progression step of progressing the role-playing game by an artificial intelligence (AI) as a game master, A game processing method in which the AI ​​is equipped with learning AI technology, learns by reflecting the player's choices, and automatically generates optimal quests. [Appendix 15] A game processing program for a role-playing game, On the computer, an operation function for operating the role-playing game; a progression function for progressing the role-playing game using an artificial intelligence (AI) as a game master; The AI ​​is a game processing program that uses learning AI technology to learn by reflecting the player's choices and automatically generate optimal quests. [Explanation of symbols]

[0138] 1. Game Processing System 3 Network 10 Server device 11 Communications Department 12 Control Unit 13 Storage section 20 Terminal equipment 21 Communications Department 22 Control Unit 23 Memory section 24 Input section 25 Display section 140 Orb Item Information Storage Unit 141 Blockchain information storage unit 142 Game information storage unit 144 User information storage unit 146 Gemina Information Storage Department 151 Management Department 152 Progress section 153 Community Department MV Virtual Space

Claims

1. A game processing system for a role-playing game, an operation department that operates the role-playing game; a progression unit that progresses the role-playing game using artificial intelligence (AI) as a game master, The AI ​​is a game processing system that is equipped with learning AI technology, learns by reflecting the player's choices, and automatically generates optimal quests.

2. The AI ​​comprises an input layer, an intermediate layer, and an output layer, 2. The game processing system according to claim 1, wherein the input layer of the AI ​​is capable of correcting the course of parameters related to the progress of the game that are weighted with fixed values ​​through the player's selection.

3. The AI ​​comprises an input layer, an intermediate layer, and an output layer, 2. The game processing system according to claim 1, wherein the intermediate layer of the AI ​​is capable of considering the player's selection as the correct answer for the output of a plurality of options proposed in the output layer by the calculation of the intermediate layer, and correcting the weighting of the algorithm of the intermediate layer.

4. The system further includes a distributed autonomous organization (DAO) that is composed of players participating in the role-playing game, The game processing system according to claim 2 , wherein the player's selection is determined by voting by the DAO.

5. The game master gives instructions to the players, 2. The game processing system according to claim 1, wherein the game master's instructions are changeable according to dates after the game is released, and cause events to occur only on specific days of the week or dates.

6. 2. The game processing system according to claim 1, wherein the game master can use weapons and dungeons crafted by the players in the game as rewards and quests.

7. The game processing system according to claim 1 , wherein the game master uses the learning AI function to memorize events that occur in the game after the game is released and to influence subsequent events.

8. 2. The game processing system according to claim 1, wherein the game master uses the learning AI technology to memorize events that occur in the game after the game is released and subsequently changes the lines spoken by the game master.

9. In the role-playing game, the players are divided into a plurality of groups to carry out quests; The game processing system according to claim 1 , wherein the game master of each group generates gemina within his / her own group.

10. In the role-playing game, the players are divided into a plurality of groups to carry out quests; The game processing system described in claim 1, wherein the game master of each group grasps the situation in the game, including information regarding powerful gemina of the enemy group, and based on the information, issues missions that will be beneficial to his or her own group to gemina located inside or outside the group.

11. 2. The game processing system of claim 1, wherein the game master is capable of generating multiple quests consisting of a main quest and sub-quests, and the AI ​​that manages the game independently selects and assigns quests that are appropriate for each player.

12. The game processing system according to claim 1, wherein the game master is capable of generating rare quests in which governance tokens are distributed, and the frequency of the rare quests is adjusted by a governance token circulation control AI.

13. 2. The game processing system according to claim 1, wherein the role-playing game is configured as a massively multiplayer online role-playing game (MMORPG) or a multiplayer online role-playing game (MORPG).

14. A game processing method for a role-playing game, comprising: a step of operating the role-playing game; a progression step of progressing the role-playing game by an artificial intelligence (AI) as a game master, A game processing method in which the AI ​​is equipped with learning AI technology, learns by reflecting the player's choices, and automatically generates optimal quests.

15. A game processing program for a role-playing game, On the computer, an operation function for operating the role-playing game; a progression function for progressing the role-playing game using an artificial intelligence (AI) as a game master; The AI ​​is a game processing program that employs learning AI technology, learns by reflecting the player's choices, and automatically generates optimal quests.

Citation Information

Patent Citations

  • Game system and program

    JP2023168538A