Program and system

By determining candidate destinations based on user movement history, the program enhances convenience in location-based events by automating or simplifying the destination selection process.

JP2025130429APending Publication Date: 2025-09-08COLOPL
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Patent Information

Application Number
JP2024027583
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-02-27
Publication Date
2025-09-08

AI Technical Summary

Technical Problem

Setting a destination by operating a user terminal is cumbersome and inconvenient for users participating in location-based events.

Method used

A program that determines candidate destinations for a user based on their movement history, allowing automatic or user-operated selection of convenient locations for event participation.

Benefits of technology

Improves user convenience by facilitating easy and efficient destination setting in location-based games and applications.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enhance convenience for a user.SOLUTION: A program causes a computer to serve as control means which determines a candidate of the destination of a user according to a moving history of the user.SELECTED DRAWING: Figure 6
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Description

[Technical Field]

[0001] The present invention relates to a program and a system. [Background technology]

[0002] In recent years, it has become common for users using user terminals that run a specific application program to reach a destination (a specific location in real space) set on the user terminal and participate in an event (an event associated with the destination) prepared in the application program.

[0003] However, setting a destination by operating a user terminal is cumbersome and inconvenient for the user. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent Publication No. 2021-060685 [Patent Document 2] Patent Publication No. 2021-029545 Summary of the Invention [Problem to be solved by the invention]

[0005] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a program and a system that can improve user convenience. [Means for solving the problem]

[0006] According to one aspect of the present invention, there is provided a program that causes a computer to function as control means that determines candidate destinations for a user in accordance with the user's movement history. [Effects of the Invention]

[0007] The present invention makes it possible to improve convenience for users. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a diagram showing an example of the configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram showing an example of the hardware configuration of a user terminal. [Figure 3] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 4] FIG. 2 is a diagram showing an example of the functional configuration of a user terminal. [Figure 5] FIG. 2 is a diagram illustrating an example of the functional configuration of a server device. [Figure 6] 10 is a sequence chart showing an example of a processing procedure of the game system. [Figure 7] FIG. 10 is a diagram showing an example of an event selection screen. [Figure 8] FIG. 10 is a diagram showing an example of a destination setting screen. [Figure 9] FIG. 10 is a diagram showing an example of a destination setting screen on which destination candidates determined using travel history information are displayed. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. Fig. 1 shows an example of the configuration of a game system according to this embodiment. The game system 1 shown in Fig. 1 is configured to enable users to play games online, for example, and includes a user terminal 10 and a server device 20.

[0010] The user terminal 10 is, for example, an electronic device used by a user. In this embodiment, it is assumed that the user terminal 10 is, for example, a smartphone, but the user terminal 10 may be other electronic devices such as a tablet terminal, a portable game device, smart glasses, AR glasses, a wearable device, or an earphone-type device.

[0011] The server device 20 is provided to enable users to play games using the user terminals 10, and is communicably connected to the user terminals 10 via a network 30 such as the Internet.

[0012] Although only one user terminal 10 is shown in FIG. 1, the game system 1 includes a plurality of user terminals used by a plurality of users who can play the game.

[0013] Fig. 2 shows an example of the hardware configuration of the user terminal 10 shown in Fig. 1. Here, with reference to Fig. 2, the hardware configuration when the user terminal 10 is a smartphone will be described.

[0014] As shown in FIG. 2, the user terminal 10 includes a nonvolatile memory 11, a CPU 12, a main memory 13, a wireless communication device 14, a display 15, a touch panel 16, and the like.

[0015] The nonvolatile memory 11 stores various programs. The various programs stored in the nonvolatile memory 11 include, for example, an operating system (OS) and various application programs that run on the user terminal 10.

[0016] The CPU 12 is a processor for controlling the operations of various components within the user terminal 10, and executes various programs stored in, for example, the non-volatile memory 11. The CPU 12 may be a single processor or may be configured with multiple processors.

[0017] The various programs stored in the non-volatile memory 11 are loaded from the non-volatile memory 11 into the main memory 13 and executed by the CPU 12, and the programs (application programs) executed by the CPU 12 include a game program 13A for operating as a user terminal in the game system 1.

[0018] The wireless communication device 14 is a device for performing wireless communication with an external device (for example, a server device 20, etc.).

[0019] The display 15 is a device for displaying, for example, various screens relating to the game played by the user.

[0020] The touch panel 16 is an input device that detects the position where the user's fingertip or the like touches, and is disposed, for example, on top of the front surface of the display 15.

[0021] The display 15 and the touch panel 16 constitute a touch screen display, and the touch screen display can detect (accept) various operations performed by the user on the screen.

[0022] Fig. 3 shows an example of the hardware configuration of the server device 20 shown in Fig. 1. As shown in Fig. 3, the server device 20 includes a nonvolatile memory 21, a CPU 22, a main memory 23, a wireless communication device 24, and the like.

[0023] The nonvolatile memory 21 stores various programs, including, for example, an operating system (OS) and various application programs that run on the server device 20.

[0024] The CPU 22 is a processor for controlling the operations of various components in the server device 20, and executes various programs stored in the nonvolatile memory 21, for example. The CPU 22 may be a single processor or may be configured with multiple processors.

[0025] The various programs stored in the non-volatile memory 21 are loaded from the non-volatile memory 21 into the main memory 23 and executed by the CPU 22, and the programs (application programs) executed by the CPU 22 include a game program 23A for operating as a server device in the game system 1.

[0026] The wireless communication device 24 is a device for performing wireless communication with an external device (for example, the user terminal 10, etc.).

[0027] The following describes the functional configuration of the game system 1 according to this embodiment. The game system 1 according to this embodiment has a function that enables users to play games by, for example, operating in cooperation with the user terminal 10 and the server device 20.

[0028] Here, an overview of a game that a user can play in this embodiment will be described. The game system 1 (server device 20) according to this embodiment provides a gameplay environment in which a location-based game can be played, for example, using location information indicating the user's location. The user's location information is identified by detection results based on, for example, location information acquired from satellite information such as GPS, an acceleration sensor, an angular velocity sensor, a step count sensor provided on the terminal, radio wave information, base station information relaying radio waves, and cameras, infrared sensors, beacons, and the like installed in real space. The detection results output include, for example, travel distance, travel direction, number of steps, area traveled (region, country, prefecture, city, store, building, etc.), travel time, frequency of travel relative to a certain location, latitude, longitude, and altitude. Note that detection results from multiple devices and sensors may be combined and used. Furthermore, depending on the detection status of a sensor, results with higher accuracy may be prioritized for use in the location-based game, and detection results with lower accuracy may not be used for the location-based game. In a location-based game, a user can move through a real space, for example, to move through a virtual space (game space) associated with information about the movement in the real space, and participate in events at various locations (locations). Note that the event in this embodiment may be, for example, an event in which the user controls a character to battle an enemy character (hereinafter referred to as a battle event), or may be another type of event (including a quest, item acquisition, etc.).

[0029] 4 shows an example of the functional configuration of the user terminal 10. As shown in FIG. 4, the user terminal 10 includes a display processing unit 101, a control unit 102, an operation receiving unit 103, and a storage unit 104.

[0030] 4 are functional units realized by, for example, the CPU 12 (computer of the user terminal 10) of the user terminal 10 executing the above-mentioned game program 13A (i.e., software). This game program 13A may be downloaded to the user terminal 10 via the network 30, or may be distributed by being stored in advance in a computer-readable storage medium.

[0031] 4 is realized by the nonvolatile memory 11 shown in FIG. 2 or another storage device (not shown).

[0032] The display processing unit 101 displays on the display 15, for example, a screen (hereinafter referred to as a map screen) including a map of the real space in which a user using the user terminal 10 moves. Note that on the map screen displayed by the display processing unit 101, for example, a character of the user (a character used by the user in a game) is placed at the user's position, and an object representing the event is placed at a position to which the user must reach in order to participate in the event (hereinafter referred to as the event position). Note that an event may have a time limit for the user's participation, or may be one in which the position moves and changes. Examples of the event position that changes may include one that moves and changes in real time, or one that moves and changes at regular time intervals.

[0033] In this embodiment, the user's position is obtained, for example, using a GPS (Global Positioning System) installed in the user terminal 10, and the display processing unit 101 updates the position (location) of the user's character placed on the map screen based on the user's position, which changes as the user moves.

[0034] Here, in the location-based game of this embodiment, when a user reaches the location of an event (i.e., when the user's character placed on the map screen displayed by the display processing unit 101 reaches the location of an object), the user can participate in the event.

[0035] The control unit 102 executes control to have the user participate in the event and to progress the event in which the user has participated, based on the above-mentioned location of the user and the location of the event.

[0036] The operation accepting unit 103 accepts user operations (instructions) for playing the location-based game. When the user terminal 10 is a smartphone as described above, the operations accepted by the operation accepting unit 103 include operations of touching a fingertip to the touch panel 16 (touch screen display) of the user terminal 10 (for example, tapping, dragging, flicking, swiping, etc.).

[0037] The storage unit 104 stores, for example, game data and user data. In the game system 1, an account is issued for each user who can play the location-based game. The game data is data (information) common to the accounts and is referenced when the above-described game program 13A is executed. Specifically, the game data includes, for example, data for defining the game play environment and setting data related to the location-based game. Meanwhile, the user data is data related to the user that is managed for each user account. Specifically, the user data stored in the storage unit 104 included in the user terminal 10 (i.e., user data related to the user who uses the user terminal 10) includes, for example, data indicating the user's game progress in the location-based game and various points and items acquired by the user in the location-based game.

[0038] 5 shows an example of the functional configuration of the server device 20. As shown in FIG. 5, the server device 20 includes a storage unit 201, a data management unit 202, and a control unit 203.

[0039] The storage unit 201 shown in FIG. 5 is realized by the nonvolatile memory 21 shown in FIG. 3 or another storage device (not shown).

[0040] 5 are functional units realized by, for example, a CPU 22 (a computer of the server device 20) provided in the server device 20 executing the above-described game program 23A (i.e., software). This game program 23A may be downloaded to the server device 20 via the network 30, or may be distributed by being stored in advance in a computer-readable storage medium.

[0041] The storage unit 201 stores game data similar to the game data stored in the storage unit 104 included in the above-described user terminal 10. The storage unit 201 also stores user data for each user (i.e., a user to whom an account has been issued) who has been pre-registered in the game system 1 (server device 20).

[0042] The data management unit 202 manages the game data and user data stored in the storage unit 201. Specifically, the data management unit 202 executes processes such as adding, updating, and deleting game data and user data.

[0043] The game data and user data managed by the data management unit 202 are transmitted from the data management unit 202 (server device 20) to the user terminal 10 and stored in the storage unit 104 included in the user terminal 10.

[0044] Here, the data management unit 202 has been described as managing game data and user data, but it is assumed that the data management unit 202 also manages the locations of users playing location-based games.

[0045] The control unit 203 executes various processes for providing a game play environment for playing a position information game (that is, for enabling a user to play a position information game).

[0046] It should be noted that "provision of a game play environment" in this embodiment is realized by a game program that operates in the game system 1 (i.e., the game program 13A executed in the user terminal 10 and the game program 23A executed in the server device 20). However, the game program according to this embodiment may be a part of the game programs 13A and 23A.

[0047] Furthermore, in the game system 1 according to this embodiment, for example, the server device 20 may have at least some of the functions of the user terminal 10, or the user terminal 10 may have at least some of the functions of the server device 20. Furthermore, the game system 1 may include devices other than the user terminal 10 and the server device 20. That is, the game program according to this embodiment (game programs 13A and 23A) may be executed by the user terminal 10, the server device 20, or another device.

[0048] In this embodiment, a user playing a location-based game can participate in an event by arriving at the event's location, but the user may be able to arbitrarily set the location of the event (i.e., the destination the user must reach in order to participate in the event).

[0049] In this case, the user can set any location (place) on the map screen as the destination by specifying that location, but it is cumbersome for the user to perform this operation every time they play the game (participate in an event).

[0050] On the other hand, for example, it is conceivable to present nearby locations to the user as destination candidates based on the user's current location, but the destination candidates presented in this manner are often not locations that are highly convenient for the user. Note that in this embodiment, a location (destination) that is highly convenient for the user refers to a location that the user can efficiently go to or stop by.

[0051] Therefore, in this embodiment, a function is provided that improves convenience for the user by utilizing the user's travel history (such as the user's travel history and the regularity of the route the user takes) when determining candidate destinations.

[0052] An example of a processing procedure of the game system 1 according to this embodiment will be described below with reference to the sequence chart of FIG.

[0053] First, in the location information game of this embodiment, events are prepared that users who play the location information game can participate in. Note that in the location information game, these events may be called, for example, quests.

[0054] In this case, when the game program 13A is started in the user terminal 10, the display processing unit 101 included in the user terminal 10 displays a screen for selecting an event (hereinafter referred to as a quest selection screen) (step S1).

[0055] Fig. 7 shows an example of an event selection screen. Event selection buttons 301 to 304 for selecting an event are arranged on the event selection screen 300 shown in Fig. 7. The user can perform an operation to designate one of the event selection buttons 301 to 304 on the event selection screen 300.

[0056] In the example shown in FIG. 7, event selection buttons 301 to 303 are buttons for selecting events that have already been cleared by the user, and event selection button 304 is a button for selecting events that have not yet been cleared by the user.

[0057] In this embodiment, "clearing an event" means satisfying a predetermined condition set for that event. Specifically, if the event is a battle event, the event can be cleared by, for example, defeating an enemy character.

[0058] Although not limited to this embodiment, events that have already been cleared by the user and events that have not been cleared may differ, for example, in whether or not a fee (such as the consumption of an item owned by the user) is required to select the event.

[0059] Furthermore, the event selection screen 300 shown in FIG. 7 is an example, and the event selection screen 300 may display information about the event selected by specifying the event selection buttons 301 to 304 (for example, the content of the event, the difficulty level for clearing the event, etc.).

[0060] 6, the operation accepting unit 103 accepts a user operation to specify a predetermined event selection button on the event selection screen. In response to the user operation accepted by the operation accepting unit 103, the control unit 102 selects an event corresponding to the event selection button specified by the user (step S2).

[0061] Information indicating the event selected in step S2 (hereinafter referred to as event information) is transmitted from the user terminal 10 to the server device 20 (step S3).

[0062] When the process of step S3 is executed, the server device 20 receives the event information transmitted in step S3 from the user terminal 10. The control unit 203 included in the server device 20 determines candidates for the destination to which the user should arrive in order to participate in the event indicated by the event information (i.e., the user's destination), based on the event information received by the server device 20 (step S4).

[0063] It is assumed here that travel history information, which will be described later, has not been collected. In this case, the destination candidates determined in step S4 (i.e., destination candidates when collecting travel history information) may be, for example, locations predetermined in server device 20, or may be landmark locations randomly selected from around the user's current location. The number of destination candidates determined in step S4 may be one or more.

[0064] Information indicating the destination candidates determined in step S4 (hereinafter referred to as destination candidate information) is transmitted from the server device 20 to the user terminal 10 (step S5).

[0065] When the process of step S5 is executed, the user terminal 10 receives the destination candidate information transmitted in step S5 from the server device 20. The display processing unit 101 included in the user terminal 10 displays the destination candidates indicated by the destination candidate information received in the user terminal 10 (step S6). In other words, by executing the process of step S6, the destination candidates are presented to the user.

[0066] 8 shows an example of a screen on which destination candidates are displayed (hereinafter referred to as a destination setting screen). On the destination setting screen 400 shown in Fig. 8, for example, a user's character 401 placed at the user's current position on a map in real space and objects 402a to 402c representing destination candidates are displayed.

[0067] The user can perform an operation to specify (select) one of the objects 402a to 402c on the destination setting screen 400.

[0068] Note that the destination setting screen 400 shown in FIG. 8 is an example, and the destination setting screen 400 may further display other objects (for example, objects representing enemy characters) in addition to the character 401 and the objects 402a to 402c.

[0069] 6, the operation accepting unit 103 accepts a user operation to specify an object representing a destination candidate on the destination setting screen. In response to the user operation accepted by the operation accepting unit 103, the control unit 102 sets the destination candidate represented by the object specified by the user as the user's destination (step S7).

[0070] Information indicating the destination set in step S7 (hereinafter referred to as destination setting information) is transmitted from the user terminal 10 to the server device 20 (step S8). The destination setting information transmitted from the user terminal 10 in step S8 is managed as user data in the server device 20. This allows the server device 20 (control unit 203) to determine whether the user has reached the destination, and to allow the user to participate in an event associated with the destination (i.e., the event selected in step S2).

[0071] Furthermore, when the processing of step S8 described above is executed, the display processing unit 101 displays a map screen on which an object representing the user's destination is displayed on a map (step S9). The user can check the user's current location while referring to the map screen displayed in step S9, and can also move toward the destination (location of the event) to participate in the event.

[0072] Here, in this embodiment, the user terminal 10 can acquire the location of the user in real time using the GPS installed in the user terminal 10, for example, while the user is playing a location-based game (step S10).

[0073] The location information indicating the user's location acquired in step S10 is transmitted from the user terminal 10 to the server device 20 every time the location information is acquired (step S11).

[0074] When the process of step S11 is executed, the server device 20 receives the location information transmitted from the user terminal 10 in step S11. The location information received in this manner is associated with the account of the location-based game being played, and is used to determine whether the user has reached the destination, as described above. The process of determining whether the user has reached the destination may be executed on the user terminal 10 side.

[0075] 6, when the user reaches the destination, the control unit 203 included in the server device 20 executes a process of having the user participate in the event selected in step S2. Furthermore, when the user who participated in the event in this way completes the event, information that the event has been completed is managed as part of the user data in the server device 20 (storage unit 201) and is reflected on the event selection screen and the like.

[0076] Meanwhile, the data management unit 202 included in the server device 20 stores the movement history information based on the position information received by the server device 20 in the storage unit 201 (step S12).

[0077] The movement history information stored in the storage unit 201 in step S12 corresponds to, for example, the date and time when the location information was acquired (the date and time when the user was at the location indicated by the location information) and information including the location (i.e., information indicating the user's movement history), and is managed as part of the user data. Here, the movement history information has been described as information including the date and time and the location, but the movement history information may also include other information.

[0078] In this embodiment, the processes of steps S10 to S12 are repeatedly executed from the time the destination is set in step S7 until the user reaches the destination (i.e., while the user is moving), and movement history information is collected in server device 20.

[0079] Note that, although the movement history information has been described as being collected primarily based on location information indicating the user's location while playing a location-based game (hereinafter referred to as first location information), the movement history information may also be collected based on location information indicating the user's location while not playing the location-based game (hereinafter referred to as second location information). In this case, the movement history information may include information indicating whether the movement history information was acquired based on the first location information or the second location information. Furthermore, the movement history information may be collected, for example, when a predetermined condition is met, regardless of whether the user is playing a location-based game.

[0080] In this embodiment, the process shown in FIG. 6 is executed each time the user plays the location information game, and if the movement history information described above has been collected, in step S4 shown in FIG. 6, the movement history information is used to determine candidate destinations (i.e., according to the user's movement history).

[0081] Hereinafter, a process of determining destination candidates using travel history information in this embodiment will be specifically described.

[0082] It should be noted that the movement history information is information including date, time, and location, and when determining a destination candidate, movement history information that includes a date and time that falls within a predetermined period (for example, within one week or one month from the current date and time) among the movement history information stored (accumulated) in the storage unit 201 is used. In this case, movement history information that does not include a date and time that falls within the predetermined period (i.e., past movement history information) may be sequentially discarded or deleted. It should be noted that the predetermined period for using the movement history information may be a period specified by the user.

[0083] In this embodiment, for example, the above-mentioned movement history information is analyzed, and locations that the user has reached with a predetermined frequency or more within the above-mentioned predetermined period can be preferentially determined as destination candidates.

[0084] As described above, if there is a predetermined number or more pieces of movement history information including the same location or a location that can be considered the same (e.g., a location whose distance from another location is less than a predetermined value) in movement history information including dates and times corresponding to a predetermined period, the location can be identified as a location that the user has reached more than a predetermined frequency within the predetermined period. Furthermore, even if there is a predetermined number or more pieces of movement history information including the same location or a location that can be considered the same, if the time interval included in the movement history information is greater than a predetermined interval, the location may be treated as not being a location that the user has reached more than a predetermined frequency within the predetermined period. This makes it possible to prevent locations that the user has simply passed by multiple times from being determined as destination candidates. In other words, locations that the user has reached more than a predetermined frequency within a predetermined period may be identified based on the dates and times and locations included in the movement history information.

[0085] Furthermore, in this embodiment, locations that the user has reached with a predetermined frequency or more within a predetermined period of time are preferentially determined as destination candidates, and this does not prevent locations other than those locations from being determined as destination candidates.

[0086] Although the above description assumes that locations that the user has reached with a predetermined frequency or more within a predetermined period are determined as destination candidates, the destination candidates may also be landmarks or other locations located in the vicinity of the location. In other words, the destination candidates may be determined based on locations that the user has reached with a predetermined frequency or more within a predetermined period.

[0087] Here, FIG. 9 shows an example of a screen (destination setting screen) on which destination candidates determined using travel history information are displayed.

[0088] 9, objects 403a to 403c are displayed in place of the objects 402a to 402c described above with reference to the destination setting screen 400 shown in FIG.

[0089] In this case, the objects 403a to 403c shown in FIG. 9 can be said to represent destination candidates determined according to the user's movement history, for example, where the user often moves to (arrives at) the area 410a on the map of real space.

[0090] As described above, in this embodiment, by determining candidate destinations based on the user's travel history, it is possible to easily set a destination that is suitable for the user, thereby improving convenience for the user.

[0091] Note that, although it has been explained here that locations that the user has reached with a predetermined frequency or more within a predetermined period are preferentially determined as destination candidates, processing may also be performed so that locations that the user has not reached with a predetermined frequency or more within a predetermined period are not determined as destination candidates.

[0092] Furthermore, if there are a large number of locations that the user has reached with a predetermined frequency or more within a predetermined period of time, a predetermined number of locations with the highest frequency may be determined as destination candidates.

[0093] Furthermore, in a case where movement history information collected based on the above-described first location information (hereinafter referred to as first movement history information) and movement history information collected based on the second location information (hereinafter referred to as second movement history information) are mixed, when determining destination candidates, for example, the first movement history information may be weighted higher than the second movement history information. This makes it possible to preferentially determine, as destination candidates, locations to which the user is likely to move while playing the location-based game, while taking into consideration locations to which the user may move while not playing the location-based game.

[0094] Furthermore, the destination candidates may be locations that the user has arrived at with a predetermined frequency or more within a predetermined period of time and stayed at for a predetermined period of time.

[0095] Furthermore, whether or not to use movement history information when determining candidate destinations may be determined automatically based on the amount of movement history information collected, or may be specified by the user. Furthermore, determination of candidate destinations using movement history information may be applied only when playing a location-based game in a predetermined mode that is prepared in advance in the location-based game.

[0096] In the present embodiment, the description has been given of a case where a destination specified by the user is set from among candidate destinations, but in the case of a location-based game in which a predetermined item or the like must be consumed (used) to set a desired location of the user other than the candidate destinations as a destination, it is also necessary to encourage the user to acquire the item in order to increase the interest of the game. In consideration of such circumstances, for example, a case where candidate destinations that improve user convenience are determined using travel history information and a case where candidate destinations are determined without using travel history information may be alternated. This configuration can increase the motivation to acquire the predetermined item.

[0097] Furthermore, in the present embodiment, when movement history information is collected, the movement history information is used to determine candidate destinations. However, for example, the movement history information may be made available after an event has been cleared a predetermined number of times. With this configuration, it is possible to encourage the user to actively play the location-based game until the movement history information becomes available (i.e., until candidate destinations that improve user convenience can be determined).

[0098] The process for determining destination candidates described here is merely an example, and other processes may be executed to determine destination candidates. Hereinafter, other examples of the process for determining destination candidates will be described.

[0099] In this embodiment, when a user reaches a destination designated by the user from among candidate destinations, the user is allowed to participate in an event associated with the destination, and the user can complete the event by satisfying predetermined conditions set for the event. When a user completes an event in this manner, information indicating that the event has been completed is managed in server device 20. In addition to this information, information about the destination at the time of participating in the event (hereinafter referred to as destination information at the time of event completion) may also be managed in server device 20.

[0100] By using such destination information at the time of clearing an event, it is possible to prioritize destination candidates that are locations that the user has reached with a predetermined frequency within a predetermined period of time and that have cleared the event more than a predetermined number of times in the past (i.e., locations that have been set as destinations many times when the event was cleared).

[0101] That is, in this embodiment, the weighting (priority) of a location determined as a destination candidate may be changed by using other information in addition to the movement history information described above.

[0102] Here, the destination information at the time of clearing the event has been described as another piece of information used when determining the destination candidates, but the destination candidates may also be determined based on information such as the user's current location and the current date and time (time zone, day of the week, etc.). Specifically, if the location-based game is played during the daytime, locations relatively far from the user's current location may be determined as destination candidates, and if the location-based game is played at night, locations relatively close to the user's current location may be determined as destination candidates. Furthermore, the destination candidates may be changed depending on whether the location-based game is played on a weekday or a weekend.

[0103] Furthermore, when determining destination candidates, even if a location has been reached by the user with a predetermined frequency within a predetermined period, if the location is set as an exception, the location may be excluded from the destination candidates. Note that a "location set as an exception" may be set by the administrator (manager) of the location-based game, and may be, for example, a location near private property (a location where users cannot enter) or a dangerous location (a location where there are many traffic accidents, or a location where a disaster such as an earthquake or tsunami has occurred).

[0104] In the present embodiment, destination candidates are determined and the destination candidate designated by the user is set as the destination, but the present embodiment may be configured to automatically set the destination candidate. Note that, when multiple destination candidates have been determined, the location that the user has most frequently reached or the location that has been set as the destination most frequently when an event is completed may be automatically identified, and the identified location may be set as the destination.

[0105] With this configuration, the user does not need to perform an operation to specify a candidate destination, and can play the location information game smoothly.

[0106] Here, the destination has been described as being automatically set, but in this embodiment, the selection of the above-mentioned event may also be automated.

[0107] With this configuration, for example, if a user reaches a destination, participates in an event associated with that destination, and clears that event, the next event for the user to participate in can be automatically selected, and the destination to be reached in order to participate in that event (i.e., the next destination) can be automatically set, allowing the user to play a location-based game in an environment where the next destination is displayed each time an event is cleared, without any user operation.

[0108] The above-described automatic event selection and destination setting may be performed at a predetermined timing. This predetermined timing may be, for example, the timing when the game program 13A (application program) for playing the location-based game is started on the user terminal 10, or the timing when the map screen is displayed (the timing when the field screen is opened). Furthermore, the above-described predetermined timing may be, for example, the timing when a user moving in real space satisfies a predetermined condition. Possible predetermined conditions include the user approaching a predetermined location, the arrival of a predetermined time, and the occurrence of an event in which the user can participate.

[0109] Furthermore, the above-described automatic event selection and destination setting may be performed multiple times at once (i.e., multiple destinations may be set at once). With this configuration, the user can play the location-based game by moving to successive destinations and participating in events. Note that when multiple destinations are automatically set, the multiple destinations may be set sequentially in a direction that the user is estimated to be moving in based on the user's movement history.

[0110] Here, it has been described that the selection of an event and the setting of a destination are performed automatically, but the selected event and the set destination may be presented to the user, and the user may be queried as to whether or not the event and destination are acceptable. Such a user inquiry may be made, for example, when sufficient movement history information has not been collected (i.e., the number of pieces of movement history information including dates and times corresponding to a predetermined period has not reached a predetermined number) or when a certain amount of time has passed since the user most recently played a location-based game. The date and time of playing a location-based game may be determined, for example, from the date and time of logging in to the server device 20 to play the location-based game.

[0111] The events that are automatically selected as described above may be, for example, events that gradually progress the location-based game (i.e., events that the user has not yet completed), or may be events based on other perspectives.

[0112] Specifically, the event may be selected according to the user's item ownership status (items owned by the user). The user's item ownership status can be determined based on the user data described above. For example, if the user does not own a specific item, an event may be selected that allows the user to acquire the item by completing the event. Note that if the item (i.e., the reward) that can be acquired by completing the event varies depending on the distance from the user's current location to the destination, the destination may be set taking into account the distance at which the specific item can be acquired.

[0113] Furthermore, an event may be selected according to the user's state. The user's state can be grasped based on the user data described above, and an event suitable for the parameters (e.g., stamina) set for the user (or their character) in relation to playing the position-based game may be selected. Note that an event suitable for the parameters set for the user includes, for example, an event that can be cleared by the user (or their character) for whom the parameters are set.

[0114] In addition, an event may be selected according to a deadline set for the event. For example, in a location-based game, an event may occur for which the period during which participation is possible is limited (i.e., a deadline is set), and in such a case, an event with a short time remaining until the deadline may be selected.

[0115] The selection of the event may be performed from another perspective. Specifically, an event may be selected that enables the user to achieve a goal (such as improving the level or acquiring a specific item) when playing the location-based game specified by the user.

[0116] The automatically selected event may also be an event specified by the user, in other words, the automatically selected event may be fixed.

[0117] Incidentally, location-based games provide multiple types of events, and among these multiple types of events, there is an event in which an event spot whose progress is reset is placed every predetermined period (for example, one week, etc.). In this case, the destination candidates to be determined may be changed depending on the progress status (clearance status) of the event. Specifically, for example, it is conceivable to give priority to event spots that have not been cleared as destination candidates, and lower the priority of cleared event spots as destination candidates (i.e., lower the priority). Here, the case of determining destination candidates has been described, but the same applies to automatically setting a destination.

[0118] In this embodiment, it has been described that candidate destinations are determined using movement history information, but when determining the candidate destinations, for example, artificial intelligence (AI) that has learned the movement history information may be used.

[0119] Generally, artificial intelligence includes rule-based AI and machine learning AI. Rule-based AI corresponds to a scenario type with clear correspondences, and is generated by registering predetermined rules (patterns). On the other hand, machine learning AI is generated by implementing machine learning such as unsupervised learning, supervised learning, and reinforcement learning. Note that deep learning, for example, may be applied as machine learning. The difference between rule-based AI and machine learning AI is that rule-based AI operates based on pre-registered rules, while machine learning AI operates based on appropriate rules discovered by analyzing learning data.

[0120] In this embodiment, it is possible to determine the above-mentioned destination candidates using such artificial intelligence.

[0121] It should be noted that although the artificial intelligence used in this embodiment has been described as being generated by learning, for example, movement history information, the artificial intelligence may also be generated by learning a series of processes, such as selecting an event while the user is playing a location-based game, determining candidate destinations, and setting the destination.

[0122] In this embodiment, artificial intelligence generated by learning such processing can be used to automatically select the above-mentioned events, determine destination candidates, and set the destination, making it possible to omit the display of event selection screens, destination setting screens, etc. and optimally position destinations on the map screen (i.e., efficient play of location-based games).

[0123] In this embodiment, the case where a user plays a location-based game has been mainly described, but the system according to this embodiment can be applied to any case where a user moves to a destination, and may be other than a game system. Specifically, this embodiment may be applied to, for example, running or fitness.

[0124] The present invention is not limited to the above-described embodiments, and the components can be modified and embodied in practice without departing from the spirit of the invention. Furthermore, various inventions can be created by appropriately combining multiple components disclosed in the above-described embodiments. For example, some components may be omitted from all the components shown in the embodiments. Furthermore, components from different embodiments may be appropriately combined.

[0125] "Addendum" Some of the features of the present invention are summarized below. "assignment" For example, the purpose is to improve user convenience. "Solution" (1) Computer, A control means for determining candidate destinations for the user according to the user's movement history. A program that functions as a (2) The program according to (1), wherein the control means sets the candidate destination as the user's destination in response to an operation by the user. (3) The program according to (1), wherein the control means automatically sets the candidate destination as the user's destination. (4) The program according to (1), wherein the control means preferentially determines, as the destination candidate, a location that the user has reached with a predetermined frequency or more within a predetermined period of time. (5) the control means causes the user who has reached the destination to participate in an event associated with the destination; The event is cleared when a user who has participated in the event satisfies a predetermined condition; the control means determines, with priority, as the candidate destination, a destination that has cleared an event a predetermined number of times in the past; (4) The program described above. (6) The program according to (4), wherein the control means excludes a location that is set as an exception from the destination candidates. (7) The program according to (1), wherein the control means uses a movement history for a predetermined period to determine the destination candidates. (8) The program described in (3), wherein the control means causes the user who has reached the destination to participate in an event associated with the destination, and determines a candidate for the user's next destination when the user completes the event. (9) The program according to (3), wherein the control means determines the destination candidates at a predetermined timing. (10) the control means causes the user who has reached the destination to participate in an event associated with the destination; The event is specified by the user. (2) The program described above. (11) the control means causes the user who has reached the destination to participate in an event associated with the destination; The event is selected according to an item owned by the user. (3) The program described above. (12) the control means causes the user who has reached the destination to participate in an event associated with the destination; The event is selected according to the state of the user. (3) The program described above. (13) the control means causes the user who has reached the destination to participate in an event associated with the destination; The event is set according to a deadline set for the event. (3) The program described above. The solution constituted by the above program may be appropriately applied to the fields of devices, systems, methods, and media. "effect" According to the configurations (1) to (13), for example, by determining destination candidates according to the user's movement history, it is possible to achieve an effect of improving convenience for the user. [Explanation of symbols]

[0126] 10...user terminal, 11...non-volatile memory, 12...CPU, 13...main memory, 13A...game program, 14...wireless communication device, 15...display, 16...touch panel, 20...server device, 21...non-volatile memory, 22...CPU, 23...main memory, 23A...game program, 24...wireless communication device, 30...network, 101...display processing unit, 102...control unit, 103...operation reception unit, 104...storage unit, 201...storage unit, 202...data management unit, 203...control unit.

Claims

1. Computer, A control means for determining candidate destinations for the user according to the user's movement history. A program that functions as a

2. 2. The program according to claim 1, wherein the control means sets the candidate destination as the user's destination in response to an operation by the user.

3. 2. The program according to claim 1, wherein the control means automatically sets the candidate destination as the user's destination.

4. 2. The program according to claim 1, wherein the control means determines, as the destination candidate, a location that the user has reached with a predetermined frequency or more within a predetermined period of time, with priority.

5. the control means causes the user who has reached the destination to participate in an event associated with the destination; The event is cleared when a user who has participated in the event satisfies a predetermined condition; the control means determines, with priority, as the candidate destination, a destination that has cleared an event a predetermined number of times in the past; The program according to claim 4.

6. 5. The program according to claim 4, wherein the control means excludes locations that are set as exceptions from the destination candidates.

7. 2. The program according to claim 1, wherein the control means uses a movement history for a predetermined period to determine the destination candidates.

8. 4. The program according to claim 3, wherein the control means causes the user who has reached the destination to participate in an event associated with the destination, and determines a candidate for the user's next destination when the user completes the event.

9. 4. The program according to claim 3, wherein the control means determines the candidate destinations at a predetermined timing.

10. the control means causes the user who has reached the destination to participate in an event associated with the destination; The event is specified by the user. The program according to claim 2.

11. the control means causes the user who has reached the destination to participate in an event associated with the destination; The event is selected according to an item owned by the user. The program according to claim 3.

12. the control means causes the user who has reached the destination to participate in an event associated with the destination; The event is selected according to the state of the user. The program according to claim 3.

13. the control means causes the user who has reached the destination to participate in an event associated with the destination; The event is set according to a deadline set for the event. The program according to claim 1.

14. A system comprising a control means for determining candidate destinations for a user in accordance with the user's movement history.

Citation Information

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