Program, information processing method, and information processing system

A hierarchical object management system in games generates and controls objects with varying functionalities to create realistic battles with reduced processing load, enhancing gameplay experience.

JP2025137580APending Publication Date: 2025-09-19CAPCOM CO LTD
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Patent Information

Application Number
JP2025116306
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-07-10
Publication Date
2025-09-19

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  • Figure 2025137580000001_ABST
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Abstract

To provide a game system that is more natural and generates a sense of presence while reducing a processing load for a game.SOLUTION: First object generation means 64 generates a first object having a predetermined function in a game. Second object generation means 66 generates a second object that does not have a part of the function that the first object has. Third object generation means 68 generates a third object that does not have a part of the function that the first object and the second object have. Terminal side group management means 70 arranges the first object in an area where the distance from the player character of the game or a virtual camera of the game is the shortest, arranges the second object at a position farther than the first object, and arranges the third object at a position farther than the second object.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

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

[0002] In recent years, games have become popular in which a player progresses through the game by defeating a large number of enemy characters. In these types of games, the processing load of the game can easily become a problem because a large number of enemy characters are displayed in a single game image. In this regard, for example, the technology described in Patent Document 1 discloses a method of reducing the processing load of the entire game by mapping multiple enemy textures onto one plate polygon (see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2022-188633 Summary of the Invention [Problem to be solved by the invention]

[0004] However, many of the prior art technologies, including the technology described in Patent Document 1 above, merely map multiple enemy textures onto a single plate polygon, making it appear as if there are many enemy characters, and this is not sufficient to create realistic battles.

[0005] The present invention has been made in view of the above circumstances, and aims to provide a game system that provides a more natural and realistic feel while reducing the processing load of the game.

[0006] In order to achieve the above object, a first aspect of the present invention is Computer, a first object generating means for generating a first object having a predetermined function in a game; a second object generating means for generating a second object that does not have some of the functions of the first object; a third object generating means for generating a third object that does not have some of the functions of the first object and the second object; an object management control means for managing or controlling the first object, the second object, and the third object in the virtual space of the game; It is a program that functions as a

[0007] Also, in a first aspect, the object management control means can manage or control the first object by placing the first object in an area closest to the player character of the game or the virtual camera of the game, placing the second object in a position farther than the first object, and placing the third object in a position farther than the second object.

[0008] In addition, in the first aspect, the object management control means can place the third object in an area of ​​the virtual space of the game where movement of a player character of the game is prohibited.

[0009] Also, in a first aspect, when the distance between the player character of the game or the virtual camera of the game and the object changes, the object management control means can swap or rearrange the first object and the second object depending on the distance between the player character of the game or the virtual camera of the game and the object.

[0010] Also, in the first aspect, when the distance between the player character of the game or the virtual camera of the game and the object changes, the object management control means can swap or rearrange the second object and the third object depending on the distance between the player character of the game or the virtual camera of the game and the object.

[0011] Also, in the first aspect, the second object generation means can generate the second object that does not have at least the autonomous object control function, attack function, and communication function among the functions possessed by the first object.

[0012] In addition, in the first aspect, the second object generating means can generate the second object having at least a function of being an attack target for a player character of the game.

[0013] In addition, in the first aspect, the third object generating means may not have at least a function of making each individual object a target for attack by a player character of the game.

[0014] In addition, in the first aspect, the third object may at least have a function of being an attack target of a player character of the game as a unit of a plurality of objects.

[0015] Also, in the first aspect, The program may be executed by an information processing system including a server managed by an administrator of the game and an information processing terminal used by a player of the game, The object management control means a first control means that functions in the server and executes instructions to the information processing terminal regarding control of the first object, the second object, and the third object; a second control means that functions in the server or the information processing terminal and executes various processes based on instructions from the first control means; a third control means that functions in the information processing terminal and executes various processes based on instructions from the second control means; The device may also include:

[0016] Moreover, a second aspect of the present invention is 1. A computer-implemented information processing method, comprising: a first object generating step of generating a first object having a predetermined function in a game; a second object generating step of generating a second object that does not have some of the functions of the first object; a third object generating step of generating a third object that does not have some of the functions of the first object and the second object; an object management control step of managing or controlling the first object, the second object, and the third object in a virtual space of the game; The information processing method includes:

[0017] Moreover, a third aspect of the present invention is a first object generating means for generating a first object having a predetermined function in a game; a second object generating means for generating a second object that does not have some of the functions of the first object; a third object generating means for generating a third object that does not have some of the functions of the first object and the second object; an object management control means for managing or controlling the first object, the second object, and the third object in the virtual space of the game; The information processing system includes:

[0018] An information processing method and an information processing system according to one aspect of the present invention are also provided as an information processing method or an information processing system corresponding to a program according to one aspect of the present invention. [Effects of the Invention]

[0019] According to the present invention, it is possible to provide a game system that provides a more natural and realistic feel while reducing the processing load of the game. [Brief explanation of the drawings]

[0020] [Figure 1] 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a player terminal that constitutes an information processing system according to one embodiment of the present invention. [Figure 3] FIG. 2 is a diagram showing an example of the functional configuration of a player terminal and a server that constitute an information processing system according to one embodiment of the present invention. [Figure 4] FIG. 1 is an image diagram for explaining the concept of a flock in an information processing system according to an embodiment of the present invention. [Figure 5] FIG. 10 is a diagram showing an example of the flow of various processes executed by a player terminal constituting an information processing system according to one embodiment of the present invention in relation to the generation of a group. [Figure 6] FIG. 1 is an image diagram for explaining management of a flock in an information processing system according to an embodiment of the present invention. [Figure 7] FIG. 10 is a diagram showing an example of the flow of various processes executed by the player terminals and the server constituting the information processing system according to one embodiment of the present invention in relation to group management. DETAILED DESCRIPTION OF THE INVENTION

[0021] [Embodiment] First, before describing an embodiment of the present invention, a game (hereinafter referred to as "this game") to which an information processing system (hereinafter referred to as "this system") according to one embodiment of the present invention is applied will be described. This game is, for example, an action game designed for competitive or cooperative play over a network. In this game, a player can freely control a character (hereinafter referred to as a "player character") displayed in a virtual space by performing various input operations. The player progresses through the game by clearing various events (such as defeating enemy characters) using in-game objects such as guns and explosives via the player character.

[0022] The configuration of this system will be described below with reference to Fig. 1. Fig. 1 is a diagram showing an example of the configuration of an information processing system according to one embodiment of the present invention.

[0023] As shown in FIG. 1, the system includes player terminals 1-1 to 1-n (n is any integer value) and a server 2. The player terminals 1-1 to 1-n and the server 2 are connected to each other via a predetermined network N such as the Internet. However, the network N is not an essential component, and other networks such as NFC (Near Field Communication), Bluetooth (registered trademark), and LAN (Local Area Network) may also be used. In the following description, when there is no need to distinguish between the player terminals 1-1 to 1-n, they will be collectively referred to as the player terminal 1. Furthermore, hereinafter, when simply referring to an "image," it is intended to include images of any format, such as "moving images" and "still images."

[0024] The player terminal 1 is configured as a general-purpose PC (Personal Computer), a game console, etc., and is used by a player who plays the game. The player terminal 1 stores various programs related to the game, and executes the main processes required for the player to play the game.

[0025] The server 2 is configured with a general-purpose PC or the like, and is managed by an administrator of the system. The server 2 stores various programs related to the game, and executes some of the processes required for players to play the game. The server 2 also provides the player terminal 1 with various information related to the game (such as game update information and progress information for other players).

[0026] <Hardware configuration> FIG. 2 is a diagram showing an example of the hardware configuration of a player terminal that constitutes the information processing system according to one embodiment of the present invention.

[0027] As shown in FIG. 2, the player terminal 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20.

[0028] The control unit 11 is configured by a microcomputer including a CPU, a GPU, a semiconductor memory, etc. The control unit 11 executes various processes according to a program recorded in a ROM 12 or a program loaded from a storage unit 18 to a RAM 13. The RAM 13 also stores information necessary for the control unit 11 to execute various processes as needed.

[0029] The control unit 11, ROM 12, and RAM 13 are connected to one another via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.

[0030] The output unit 16 outputs image information, audio information, etc. to a display, a speaker, etc. The image information or audio information output by the output unit 16 is output from the display, the speaker, etc. in a form that can be recognized by a person as an image or audio.

[0031] The input unit 17 is configured by, for example, a game controller. The input unit 17 inputs various information in response to input operations by the player.

[0032] The storage unit 18 is configured with a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various information. For example, the storage unit 18 stores various game programs, save data, account information, etc., which are necessary for progressing through the game.

[0033] The communication unit 19 controls mutual communications with other hardware and the like via a network N including the Internet.

[0034] The drive 20 is provided as needed. Removable media 31, such as a magnetic disk, optical disk, magneto-optical disk, or semiconductor memory, is appropriately attached to the drive 20. The removable media 31 stores, for example, various programs for executing games. The programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as needed. Furthermore, the removable medium 31 can also store various types of information stored in the storage unit 18 in the same manner as the storage unit 18.

[0035] Here, the hardware configuration of the server 2 is omitted here because it can be basically the same as the hardware configuration of the player terminal 1. Cooperation between such various hardware and various software enables the player terminal 1 and the server 2 to execute various processes.

[0036] FIG. 3 is a diagram showing an example of the functional configuration of the player terminals and the server that constitute the information processing system according to one embodiment of the present invention.

[0037] As shown in FIG. 3, the control unit 11 of the player terminal 1 executes various programs and functions as a terminal-side game processing execution means 60, an input operation reception means 62, a first object generation means 64, a second object generation means 66, a third object generation means 68, a terminal-side flock management means 70, and a damage information management means 72.

[0038] The terminal-side game processing execution means 60 executes various processes required for the player to play the game. Specifically, the terminal-side game processing execution means 60 reads virtual game space objects and textures included in the game information from a storage unit (not shown) in accordance with various input operations by the player, etc., and generates two-dimensional or three-dimensional images, sounds, etc. related to the game while executing the game program. In other words, the terminal-side game processing execution means 60 controls the progress of the game by generating and managing the results of the operation instructions given by the player. In addition, the terminal-side game processing execution means 60 transmits to the server 2, as necessary and appropriate, information required for the progress of the game, such as input information from the player, time information when the input information was acquired, and information regarding the results of various game processes.

[0039] The input operation receiving means 62 receives input operations related to the game from the player. The input operations received by the input operation receiving means 62 include, for example, information about the type of button or analog stick on which the input operation was performed, information about the number of times the button or analog stick was pressed, and the like.

[0040] The first object generating means 64 generates a first object having a predetermined function in the game. Here, the first object is, for example, one of the aspects of an enemy character in this game that has all the functions of an enemy that is an attack target of the player character. The first object can freely perform actions such as evading attacks and attacking attacks by the player character.

[0041] The second object generating means 66 generates a second object that does not have some of the functions of the first object. Here, the second object is, for example, one of the aspects of an enemy character in this game in which some of the functions of the first object (normal enemy character) are limited. The second object is a target of attacks by the player character just like the first object, but some of its functions, such as autonomous object control function (so-called AI function in the game), attack function (attack action against the player character), and communication function, are limited. The second object can be seen to be able to perform actions that are very similar to those of the first object. In other words, the second object can be said to be an object designed to seamlessly fill the boundary between the first object, which has normal functionality, and the third object, which is designed to be extremely lightweight.

[0042] The third object generating means 68 generates a third object that does not have some of the functions of the first object and the second object. Here, the third object is, for example, one aspect of an enemy character in this game in which some of the functions of the second object (an enemy character with some limited functions) are further restricted. The third object's basic actions as an enemy character are restricted, and it is used to express the effects of the player character's attacking actions. Specifically, the third objects are not the target of attacks by the player character as individual objects, but are the target of attacks by the player character as a group, and are affected by the player character's attacks as a group (for example, the entire group is damaged, a certain number of third objects are killed, etc.). Furthermore, when the third object is attacked by the player character, it becomes the target of performance processing for the attack (for example, a performance that makes it look like the third object is being attacked).

[0043] By managing a mixture of these various objects, the system reduces the processing load of the game while creating a game situation in which the player feels as if they are naturally fighting a large number of enemy characters. Each of these various objects has a predetermined durability value (hereinafter referred to as "HP") in order to exist in the game, and if its HP falls below the predetermined value due to the effects of an attack action by the player character, it will be removed from the game.

[0044] The terminal-side flock management means 70 manages or controls the first object, the second object, and the third object in the virtual space of the game. Specifically, the terminal-side flock management means 70 places the first object in an area closest to the player character of the game or the virtual camera of the game, places the second object in a position farther than the first object, and places the third object in a position farther than the second object, and manages or controls them. In the following description, a group of enemy characters including a plurality of first objects, a plurality of second objects, and a plurality of third objects, which are managed or controlled as a whole by the terminal-side group management means 70 or the like, will be referred to as a "group." Furthermore, the terminal-side flock management means 70 acquires instruction information transmitted from the server via the communication unit 19. Based on the acquired instruction information, the terminal-side flock management means 70 generates or deletes the first object, second object, and third object, and newly places each object.

[0045] The damage information management means 72 calculates the effect on the herd of the player's attacking action. Specifically, the damage information management means 72 calculates the effect on the HP of each object and its survival status due to the player's attacking action. The damage information management means 72 also transmits information relating to the calculated effect on the HP of each object and its survival status (hereinafter referred to as "damage information") to the server 2.

[0046] As shown in FIG. 3, the control unit 100 of the server 2 executes various programs and functions as a game information management means 120, a server-side game processing execution means 122, and a server-side group management means .

[0047] The game information management means 120 manages various information and executes various processes required for the progress of the game by the player terminal 1. Specifically, for example, the game information management means 120 executes authentication of account information transmitted from the player terminal 1, distribution of game information in response to a download request from the player terminal 1, and the like.

[0048] The server-side game processing execution means 122 executes a part of the processing required for the player to play the game. Specifically, for example, when an attack action is performed by the player character or a player character operated by another player (hereinafter referred to as "other player character"), the server-side game processing execution means 122 acquires damage information transmitted from each player terminal 1 via the communication unit 110. Furthermore, the server-side game processing execution means 122 verifies the content of the acquired damage information and determines whether or not the attack action performed by the player terminal 1 was fraudulent. Note that by having the server-side game processing execution means 122 take charge of such a part of the processing, even if an illegal act (a so-called cheating act) is performed on a player terminal 1, the influence on the entire game can be reduced.

[0049] The server-side flock management means 124 executes various processes on the server side related to flock management. Specifically, if the server-side game processing execution means 122 determines that the executed attack action is not fraudulent, the server-side group management means 124 determines the effect that the attack action will have on the group composition and content, for example, by excluding four second objects and ten third objects from the game. Then, the server-side group management means 124 transmits information relating to the effect (hereinafter referred to as “instruction information”) to the player terminal 1.

[0050] Next, the concept of a flock of this game will be described with reference to Fig. 4. Fig. 4 is an image diagram for explaining the concept of a flock in an information processing system according to one embodiment of the present invention.

[0051] Figure 4 displays the player character PC, enemy characters A-1 to Am (m is any integer value), enemy characters B-1 to Bp (p is any integer value), and enemy characters C-1 to Cq (q is any integer value). 4, enemy characters A-1 to Am are configured as first objects, enemy characters B-1 to Bp are configured as second objects, and enemy characters C-1 to Cq are configured as third objects. That is, in the example of Fig. 4, group A configured by the first objects, group B configured by the second objects, and group C configured by the third objects are arranged and managed as a unified flock. By using this concept of a flock to manage enemy characters, the system can efficiently manage a large number of enemy characters. This reduces the processing load compared to simply handling a large number of enemy characters, while providing the player with a realistic battle environment.

[0052] FIG. 5 is a diagram showing an example of the flow of various processes executed by the player terminals constituting the information processing system according to one embodiment of the present invention in relation to the generation of a group.

[0053] In step S1, the input operation receiving means 62 receives an input operation related to the game from the player.

[0054] In step S2, the terminal-side group management means 70 determines the number of first objects, second objects, and third objects to be generated.

[0055] In step S3, the first object generating means 64 generates a first object having a predetermined function in the game.

[0056] In step S4, the second object generating means 66 generates a second object that does not have some of the functions of the first object.

[0057] In step S5, the third object generating means 68 generates a third object that does not have some of the functions of the first object and the second object.

[0058] In step S6, the terminal-side flock management means 70 places the first object in an area closest to the player character of the game or the virtual camera of the game, places the second object in a position farther than the first object, and places the third object in a position farther than the second object, thereby completing the flock generation process.

[0059] Next, with reference to FIGS. 6 and 7, the division of processing between the player terminal 1 and the server 2 and the overall processing flow will be described. 6 is an image diagram for explaining the management of a group in an information processing system according to one embodiment of the present invention. Specifically, in this system, the group is managed in three hierarchical levels: "administrator," "parent (player terminal side, server side)," and "child (object main body)." Here, the administrator has the role of managing or controlling the configuration of the entire swarm, for example, by determining the number of objects to be created or deleted, and by creating an object that serves as a synchronization standard within the swarm. Also, as shown in Figure 6, in this system, the administrator exists only on server 2. The parent has independent thinking and is responsible for creating and deleting each object. The parent also synchronizes the coordinates and parameters of each object in the virtual space where it exists. The parent also issues abstract commands such as movement and attack to the children under its control. As shown in Figure 6, the parent exists on both the player terminal 1 and the server 2. A child (object body) basically performs actions such as movement and attacking according to instructions from a parent. As shown in FIG. By having such a hierarchical structure, the present system can manage objects more efficiently and reduce the processing load.

[0060] FIG. 7 is a diagram showing an example of the flow of various processes relating to group management that are executed by the player terminals and the server that constitute the information processing system according to one embodiment of the present invention.

[0061] In step S21, the input operation receiving means 62 of the player terminal 1 receives an input operation related to an attack action from the player.

[0062] In step S22, the damage information management means 72 of the player terminal 1 calculates the effect on the herd of the attacking action performed by the player. Specifically, the damage information management means 72 calculates the effect on the HP of each object and its survival status due to the attacking action performed by the player.

[0063] In step S23, the damage information management means 72 of the player terminal 1 transmits to the server 2 the calculated damage information relating to the impact on the HP of each object and the survival status of each object.

[0064] In step S41, the server-side game processing execution means 122 of the server 2 acquires, via the communication unit 110, damage information transmitted from each player terminal 1.

[0065] In step S42, the server-side game processing execution means 122 of the server 2 verifies the content of the acquired damage information and determines whether or not the attacking action executed by the player terminal 1 was illegal.

[0066] In step S43, if the server-side game processing execution means 122 determines that the executed attack action is not fraudulent, the server-side group management means 124 of the server 2 determines the effect of the attack action on the composition and content of the group. If the server-side game processing execution means 122 determines that the executed attack action is fraudulent, the server-side group management means 124 determines that the executed attack action will not affect the group's composition or content.

[0067] In step S44, the server-side flock management means 124 of the server 2 transmits instruction information relating to the effect to the player terminal 1.

[0068] In step S24, the terminal-side group management means 70 of the player terminal 1 acquires the instruction information transmitted from the server 2 via the communication unit 19.

[0069] In step S25, the terminal-side flock management means 70 generates or deletes the first object, second object, and third object, and places each object anew, based on the acquired instruction information, etc. This completes the various processes executed by the player terminal 1 and the server 2.

[0070] Although one embodiment of the present invention has been described above, the present invention is not limited to the above-described embodiment, and modifications, improvements, etc. within the scope that can achieve the object of the present invention are included in the present invention.

[0071] <Other embodiments> In the above embodiment, the second object is described as being limited only in its autonomous object control function, attack function, and communication function among the enemy character functions, but this is not limited thereto. These functions are merely examples, and within the scope of the concept of the present invention, the functions limited by the second object may be arbitrarily determined by an administrator of the system, etc.

[0072] In the above embodiment, the system has been described as arranging the first object in an area closest to the player character or the virtual camera of the game, arranging the second object in a position farther than the first object, and arranging the third object in a position farther than the second object, but these arrangement methods are merely examples. The system may use any criteria for arranging the first object, second object, and third object.

[0073] In addition, in the above-described embodiment (particularly the embodiment of FIG. 6), the method by which the present system manages a flock has been illustrated, but this is merely an example and is not limiting. The present system may manage a flock according to a hierarchical structure based on any standard, or may manage a flock without a hierarchical structure.

[0074] Furthermore, although not described in the above embodiment, in this system, each player terminal 1 may adjust the number of each object in a manner of their choice based on instruction information. That is, the instruction information in this system may include, for example, only the number of each object after an attacking action, and each player terminal 1 may delete each object in a manner that is independently selected so that the player of the game does not feel uncomfortable. This further reduces the processing load, and allows the player to continue playing the game without feeling uncomfortable.

[0075] Also, although not explained in the above embodiment, the second object or third object may have functions or capabilities that the first object does not have, as long as the processing load is lower than that of the first object.

[0076] Although not described in the above embodiment, the second object of the present system may have a certain degree of functionality, although it may have limited functionality compared to the first object, and therefore may be able to be handled with a relatively high degree of freedom. For example, the present system may place the second object in an area relatively close to the player character, or in an area that may be the target of the player character's movement or attack action. Furthermore, the present system may use second objects to enhance the effects of a large number of objects during the time it takes for the object to reach the player, such as falling from a high place, bursting into flames, or running over a building.

[0077] Although not described in the above embodiment, the third object in the present system is extremely limited in the actions it can perform in order to reduce its weight. Therefore, in the present system, for example, it is conceivable that the third object may be placed in an area in the virtual space where movement of the player character is prohibited.

[0078] Furthermore, although not described in the above embodiment, the player terminal 1 may or may not transmit information regarding the coordinates and positions of various objects to the server 2. If the server 2 is unable to acquire information regarding the coordinates and positions of various objects, it may have a function to acquire only information regarding the space ID of the virtual space, the number of various objects, and the direction and orientation of movement, and predict the coordinates and position of each object.

[0079] Although not described in the above embodiment, the present system may have a function that, when the distance between the player character or the virtual camera and each object changes (for example, when the player character moves), can, for example, swap the first object with the second object, or swap or rearrange the second object with the third object, depending on the changed distance between the player character or the virtual camera and each object. Note that when swapping or rearranging each object, it is desirable to do so when each object is outside the imaging range of the virtual camera in the game.

[0080] Although not described in the above embodiment, when a large number of objects exist as in the above embodiment, it is expected that a large processing load will be imposed on the reproduction of corresponding audio information. Therefore, the present system may have a function for generating audio information for a group of objects in a predetermined unit (for example, a unit of a group as shown in FIG. 4 or a unit of a predetermined number of objects) and reproducing the information according to the game situation. This allows the audio information of a large number of objects to be reproduced without any sense of incongruity.

[0081] Although not described in the above embodiment, the system may impose a predetermined restriction on the area in which each object is placed. For example, the system may place a wall that the player character cannot pass through in the boundary area between the first object and the second object, or the boundary area between the second object and the third object. This prevents the behavior of the second object or the third object from appearing unnatural when the player character approaches the second object or the third object.

[0082] In the above embodiment, the first object, second object, and third object are all described as having the same shape, but this is not limited to this. For example, the system may make the shapes of the second object and the third object different from the shape of the first object. For example, the system may make the shapes of the second object and the third object similar to the shape of the first object, but lighter in quality and detail. This allows the system to further reduce the processing load.

[0083] Furthermore, although not described in the above embodiment, the present system may arrange only some of the objects, rather than arranging all of the first object, second object, and third object, depending on the number of groups, etc. For example, the present system may arrange only the first object and the second object, or only the first object and the third object, depending on the number of groups, etc.

[0084] Furthermore, although not explained in the above embodiment, the game may be executed by any hardware, such as a home game console such as a PlayStation (registered trademark), a portable game console such as a Nintendo Switch (registered trademark), various game consoles designed for commercial use, or electronic devices such as a personal computer, smartphone, or tablet.

[0085] Although not described in the above embodiment, the content of the game related to this system is not limited. This system may be applied to any game, such as a first-person shooter (FPS), a third-person shooter (TPS), a role-playing game (RPG), an action game not using a network, a simulation game, a sports game, a card game, a battle royale (symmetric or asymmetric), a multiplayer online battle arena (MOBA), a music game, a fighting game, or a quiz game.

[0086] The above-described series of processes can be executed by hardware or software. In other words, the functional configurations in FIG. 3 and the like are merely examples and are not particularly limited. That is, it is sufficient that the information processing system is provided with a function that can execute the above-described series of processes as a whole, and the type of functional block used to realize this function is not limited to the example shown in Fig. 3. Furthermore, the location of the functional block is not limited to the example shown in Fig. 3, and may be arbitrary. Furthermore, one functional block may be configured by hardware alone, by software alone, or by a combination of these.

[0087] Furthermore, the number of various hardware components constituting this system and the number of users are optional, and the system may also include other hardware components.

[0088] Furthermore, when a series of processes is executed by software, the programs that make up the software are installed into a computer or the like from a network or a recording medium.

[0089] The computer may also be a computer that is built into dedicated hardware, or a computer that can execute various functions by installing various programs. That is, for example, the various hardware in the above-described embodiments may be freely adopted as any computer, any mobile terminal such as a smartphone, any game console, etc. Furthermore, any combination of types and contents of various input units and various output units may be adopted.

[0090] Furthermore, the recording medium containing such a program may be configured not only as a removable medium (not shown) provided separately from the device main body in order to provide the program to the player, etc., but also as a recording medium provided to the player in a state where it is pre-installed in the device main body.

[0091] In addition, in this specification, the term "system" refers to an overall device that is made up of a plurality of devices or a plurality of means.

[0092] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate.

[0093] To sum up, the information processing system to which the present invention is applied can take various forms having the following configurations. Computer, a first object generating means (for example, a first object generating means 64) for generating a first object having a predetermined function in a game; a second object generating means (for example, a second object generating means 66) for generating a second object that does not have some of the functions of the first object; a third object generating means (for example, a third object generating means 68) for generating a third object that does not have some of the functions of the first object and the second object; an object management control means (e.g., a terminal-side flock management means 70) that manages or controls the first object, the second object, and the third object in the virtual space of the game; Any program that functions as such is sufficient.

[0094] That is, the first object generating means 64 functions as a first object generating means. The second object generating means 66 functions as a second object generating means. The third object generating means 68 functions as a third object generating means. The terminal side group management means 70 functions as an object management control means.

[0095] <Effects> This allows the player to enjoy a more natural and realistic game without feeling stressed by the processing load of the game. [Explanation of symbols]

[0096] 1, 1-1 to 1-n player terminals 11 Control section 60 Terminal side game processing execution means 62 Input operation acceptance means 64 First object generation means 66 Second object generation means 68 Third object generation means 70 Terminal-side flock management means 72 Damage Information Management Method 2 Server 100 control section 120 Game information management means 122 Server-side game processing execution means 124 Server-side flock management method

Claims

1. Computer, a first object generating means for generating a first object having a function as an enemy character to be attacked by a player character in a game; a second object generating means for generating a second object which is an enemy character having some of the functions of the first object limited; a third object generating means for generating a third object which is an enemy character having some of the functions of the second object further restricted; a management means for managing the first object, the second object, and the third object; It functions as The management means is configured to include three layers: a first layer, a second layer, and a third layer; the first layer of the management means has a role of managing the number of each object to be created or the number of each object to be deleted, the second layer of the management means has a role of executing processes related to the creation of each object or the deletion of each object, the third layer of the management means has a role of executing processing related to the movement of each object or the attack of each object in accordance with instructions from the second layer; program.

2. the second object generating means generates the second object as an enemy character having limited functions, among the functions of the first object, including at least an autonomous object control function and a function of attacking the player character; The program according to claim 1.

3. the third object generating means generates the third object as an enemy character that is not a target of an attack action of the player character as an individual object but that can be affected by an attack action of the player character as a group of objects; The program according to claim 1.

4. 1. A computer-implemented information processing method, comprising: a first object generating step of generating a first object having a function as an enemy character to be attacked by a player character in a game; a second object generating step of generating a second object which is an enemy character having some of the functions of the first object limited; a third object generating step of generating a third object which is an enemy character having some of the functions of the second object further restricted; a management step of managing the first object, the second object, and the third object; Including, The management step includes three layers: a first layer, a second layer, and a third layer; The first layer of the management step has a role of managing the number of each object to be created or the number of each object to be deleted, The second layer of the management step has a role of executing a process related to the creation of each object or the deletion of each object, the third layer of the management step has a role of executing processing related to the movement of each object or the attack of each object in accordance with instructions from the second layer; Information processing methods.

5. a first object generating means for generating a first object having a function as an enemy character to be attacked by a player character in a game; a second object generating means for generating a second object which is an enemy character having some of the functions of the first object limited; a third object generating means for generating a third object which is an enemy character having some of the functions of the second object further restricted; a management means for managing the first object, the second object, and the third object; Equipped with The management means is configured to include three layers: a first layer, a second layer, and a third layer; the first layer of the management means has a role of managing the number of each object to be created or the number of each object to be deleted, the second layer of the management means has a role of executing processes related to the creation of each object or the deletion of each object, the third layer of the management means has a role of executing processing related to the movement of each object or the attack of each object in accordance with instructions from the second layer; Information processing system.

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