Information processor and program

The information processing device adjusts winning probabilities in gacha games based on user attributes, enhancing user engagement through personalized object distribution and cooperation opportunities.

JP2025137700APending Publication Date: 2025-09-19MIXI INC
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Patent Information

Application Number
JP2025122540
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-07-22
Publication Date
2025-09-19

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Abstract

To impart bias according to a user intrinsic attribute to winning probability of each object.SOLUTION: An information processor for determining a winning object from among a plurality of objects by lottery, includes a user attribute acquisition unit for acquiring information of an attribute of a user performing a lottery, an object attribute storage unit for storing information of an attribute assigned to each object, an inter-attribute distance setting unit for setting a distance between each attribute, and a lottery processing unit for determining the winning object based on a distance between an attribute of a user and attributes of respective objects.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

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

[0002] Gacha games are known in which players acquire objects such as characters and items used in online games through a lottery. In gacha games, the probability of winning varies depending on the object, making it difficult for any player to obtain a rare object. On the other hand, some efforts have been made to increase the probability of winning a rare object by satisfying certain conditions. For example, Patent Document 1 describes a technique for changing the probability of winning a specific item (object) when a player's terminal is located in a specific area. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6215410 Summary of the Invention [Problem to be solved by the invention]

[0004] In the online game described in Patent Document 1, any player can change the probability of winning a specific item by moving to a specified area. Therefore, it is not possible to bias the probability of winning each item according to the attributes of the player, such as their own profile.

[0005] Therefore, the present invention aims to bias the probability of winning each object according to the attributes unique to the user. [Means for solving the problem]

[0006] The information processing device of the present invention is an information processing device that determines a winning object from among a plurality of objects by lottery, and is equipped with a user attribute acquisition unit that acquires information on the attributes of the user conducting the lottery, an object attribute memory unit that stores information on the attributes assigned to each object, an attribute distance setting unit that sets the distance between each attribute, and a lottery processing unit that determines the winning object based on the distance between the user attribute and the attribute of each object.

[0007] The program of the present invention causes a computer to function as a user attribute acquisition unit that acquires information on the attributes of the user conducting the lottery, an object attribute memory unit that stores information on the attributes assigned to each object, an attribute distance setting unit that sets the distance between each attribute, a winning probability setting unit that sets the winning probability of each object based on the distance between the user attribute and the attribute of each object, and a lottery processing unit that performs lottery processing based on the set winning probability and determines the winning object. [Effects of the Invention]

[0008] According to the present invention, it is possible to bias the probability of winning each object according to the attributes unique to the user. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a block diagram showing a configuration of a game system 1 according to an embodiment of the present invention. [Figure 2] 1 is a block diagram showing the functional configuration of a game server 10 according to an embodiment of the present invention. [Figure 3] FIG. 2 is a block diagram showing the configuration of a user terminal 20 according to an embodiment of the present invention. [Figure 4] 3 is a flowchart showing the flow of a game played by game system 1 according to an embodiment of the present invention. [Figure 5] 5A to 5C are diagrams illustrating a method for setting distances between attributes according to an embodiment of the present invention. [Figure 6]10A and 10B are diagrams illustrating distributions of winning probabilities according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0010] Next, an embodiment of the present invention will be described in detail with reference to the drawings. Fig. 1 is a block diagram showing the configuration of a game system 1 including a game server (information processing device) 10 according to an embodiment of the present invention. As shown in Fig. 1, the game system 1 includes the game server 10 and a user terminal 20. The game server 10 and the user terminal 20 are connected via a communication network.

[0011] The communication network may be, for example, the Internet, a LAN, a dedicated line, a telephone line, an in-house network, a mobile communication network, Bluetooth (registered trademark), WiFi (Wireless Fidelity), other communication lines, or a combination thereof, regardless of whether it is wired or wireless.

[0012] The game server 10 is configured by a general-purpose computer, and server functions are realized by running a predetermined server program on the computer. The game server 10 is equipped with a control device 11 and an external storage device 12. The control device 11 is equipped with a CPU, memories such as ROM and RAM, an input interface, an output interface, a communication interface, and buses connecting these. The control device 11 realizes various functions by the CPU executing programs stored in the ROM, etc. The external storage device 12 is a hard disk drive, etc.

[0013] Fig. 2 is a block diagram showing the functional configuration of the game server 10. As shown in Fig. 2, the functional modules executed by the CPU of the control device 11 include a user attribute acquisition unit 101, a winning probability setting unit 102, a lottery processing unit 103, and an attribute distance setting unit 104.

[0014] The external storage device 12 also includes an object attribute storage unit 105. The object attribute storage unit 105 stores information about the attributes of each object. The objects are, for example, items or characters that can be won by lottery, and in this embodiment, the objects are game characters that can be won by lottery. A constellation is set as an attribute of each character.

[0015] The user terminal 20 is a terminal that allows a user to play a game in cooperation with the game server 10. The user terminal 20 is a terminal that can communicate with the game server 10 via a communication network, such as a smartphone, a mobile phone, a tablet terminal, a notebook PC (personal computer), a personal digital assistant (PDA), or a wearable device.

[0016] Fig. 3 is a block diagram showing the configuration of a user terminal 20. As shown in Fig. 3, the user terminal 20 includes a processor 21, an input device 22 such as a keyboard, a mouse, various operation buttons, or a touch panel, a display device 23 such as a liquid crystal display, a communication interface 24 for connecting to a communication network, and a storage resource 25 such as a disk drive or semiconductor memory (ROM, RAM, etc.). The storage resource 25 stores a computer program executed by the processor 21.

[0017] Next, a flow of a game played by the game system 1 will be described. Fig. 4 is a flowchart showing the flow of a game played by the game system 1. In this embodiment, a game (gacha) in which a user obtains an object by drawing lots on a game screen will be described as an example. The objects here are game characters, and each game character has a constellation set as an attribute.

[0018] The game starts when the user operates the user terminal 20 to launch an app of the game system 1 or access an online game site. The user attribute acquisition unit 101 of the game server 10 acquires attribute information of the user (step S101). In this case, the attribute is a zodiac sign. The user's zodiac sign may be identified, for example, from the date of birth registered in association with the user's user account. Alternatively, the user may operate the user terminal 20 to select the zodiac sign.

[0019] Next, the winning probability setting unit 102 of the game server 10 sets the winning probability of each object based on the distance between the user's attribute (constellation) and the attribute (constellation) of each object (step S102). The "distance" here is not limited to distance in the mathematical or physical sense, but may also refer to the degree of similarity between attributes or the distance between attributes.

[0020] The distance between attributes is set by the inter-attribute distance setting unit 104. FIG. 5 is a diagram illustrating a method for setting the distance between attributes by the inter-attribute distance setting unit 104 of the game server 10. As shown in FIG. 5, the inter-attribute distance setting unit 104 determines the distance along the circumference between each of the constellations when the attributes (twelve zodiac signs) are arranged in order in a circular ring as the distance between the attributes. Note that the distance between attributes is not limited to the distance along the circumference, but may also be the linear distance (for example, the distance connecting the center points of the arcs corresponding to the constellations) or the number of other attributes arranged between two attributes (for example, five for Pisces and Virgo in the example of FIG. 5). Furthermore, the method for setting the distance is not limited to arranging each attribute in a circular ring as shown in FIG. 5. For example, by storing each attribute in a data structure such as a unidirectional circular list or a ring buffer, the distance can be set using the same concept as a circular arrangement.

[0021] The winning probability setting unit 102 sets the winning probability of each object based on the distance between attributes set by the inter-attribute distance setting unit 104. For example, for a Pisces user, the winning probability of a Pisces object with the same attribute (distance is zero) is highest, followed by Aquarius and Aries, which are adjacent to each other on the circle, as shown in FIG. 5. Furthermore, since Virgo, located on the opposite side of the center of the circle, is the farthest, the Virgo character may have the lowest winning probability. FIG. 6 is a diagram illustrating an example of the distribution of winning probabilities. FIG. 6 shows the distribution of winning probabilities of each object for users (A) Gemini, (B) Libra, and (C) Aquarius. As shown in the diagram, for users of each zodiac sign, the closer the zodiac sign is to the user, the higher the winning probability, and the farther the zodiac sign is, the lower the winning probability. As such, the distribution of winning probabilities differs depending on the user's zodiac sign, resulting in a dispersion of winning objects overall and a bias in the objects won by each user.

[0022] The lottery processing unit 103 of the game server 10 performs lottery processing based on the set winning probability, and determines the winning object (step S103).

[0023] As described above, according to this embodiment, an attribute (constellation) is assigned to the object (game character) to be won by lottery, and the closer the character's constellation is to the user's constellation, the higher the probability of winning the character, and the farther the character's constellation is from the user's constellation, the lower the probability of winning the character. This allows each user to bias the probability of winning each object according to their own constellation. This can promote object exchanges and cooperation between users in the game. Furthermore, by adjusting the probability of winning to be higher for objects whose constellations are closer, it is possible to appropriately distribute the objects won overall while creating a bias in the objects won by each user.

[0024] In addition, the distance between constellations is set to the distance along the circumference of the circle when the twelve zodiac signs are arranged in order in a ring, so users have a higher chance of winning a character with a constellation closer to their own (a character with a birthday close by), allowing them to feel closer to the character.

[0025] In this embodiment, constellations are used as an example of attributes, but attributes are not limited to these and may be any attribute that allows the distance between attributes to be set based on the user's unique characteristics and profile. In particular, by using attributes that are generally used to display all elements in a circular arrangement (e.g., hue, zodiac sign, etc.), the distance between attributes can be set in a similar manner to this embodiment. For example, a user's favorite color may be used as an attribute. In this case, for each character, the character's theme color or favorite color is set. When favorite color is used as an attribute, a circle (in this case, a color circle) similar to that shown in FIG. 5 can be used to set objects that are close in favorite color (close on the color circle) as easy to hit, and objects that are farther away as hard to hit. For example, if the user's favorite color is "red," it can be set that objects close in color to red, such as orange or reddish purple, are easy to hit, and green objects are hard to hit.

[0026] In addition, in this embodiment, the distance between attributes is defined as the distance along the circumference between the attributes when the attributes are arranged in a ring shape, but the definition of the distance between attributes is not limited to this. For example, attributes may be defined as having an actual physical distance between them, such as locations on a map, and the winning probability may be set using the actual distance. For example, an attribute may be a birthplace, and the winning probability may be set based on the actual distance between the user's birthplace and the birthplace set for the character.

[0027] In this embodiment, the present invention is applied to determining a winning object in a gacha game system, but the present invention is not limited to this and can be applied to determining an object to be assigned to a user from multiple options by lottery. For example, when dividing teams in a game or sport, attributes (such as team color) may be assigned to each team, and the team to which a user belongs may be determined based on the user's favorite color. In this embodiment, the information processing device of the present invention is the game server 10, but the information processing device is not limited to a server. For example, the information processing device may be a terminal device such as a personal computer or a mobile information terminal, or a dedicated game machine.

[0028] Furthermore, according to this embodiment, since there is a bias in the objects that are easy to acquire among users, other users whose attributes are different from yours (other users whose attribute distance is equal to or greater than a predetermined value) are likely to have acquired objects that you do not have. For this reason, information about other users whose attributes are different from yours may be displayed on the user terminal 20 so that you can select them as partners with whom to exchange objects or as potential members for multiplayer (cooperative play).

[0029] The present invention is not limited to the above-described embodiments, and can be embodied in various other forms without departing from the spirit and scope of the present invention. Therefore, the above-described embodiments are merely illustrative in all respects and should not be construed as limiting. For example, the order of the above-described processing steps can be arbitrarily changed or executed in parallel as long as no contradiction occurs in the processing content. Other steps may also be added between processing steps. Furthermore, a step described as one step may be divided into multiple steps and executed, and what is described as multiple steps may be understood as one step. [Explanation of symbols]

[0030] 1. Game System 10...Game server 12...Control device 12…External storage device 20...User terminal 21...Processor 22...Input device 23...Display device 24...Communication interface 25…Memory resources 101...User attribute acquisition unit 102...Winning probability setting section 103...lottery processing unit 104…Attribute distance setting section 105...Object attribute storage unit

Claims

1. An information processing device that determines a winning object from among a plurality of objects by lottery, a user attribute acquisition unit that acquires information on the attributes of a user who will participate in the lottery; an object attribute storage unit that stores information on attributes assigned to each object; an attribute distance setting unit that sets the distance between each attribute; and a lottery processing unit that determines a winning object based on the distance between the attribute of the user and the attribute of each object.

2. The inter-attribute distance setting unit 2. The information processing apparatus according to claim 1, wherein the distance between the attributes when the attributes are arranged in a circular ring in a predetermined order is set as the distance between the attributes.

3. The inter-attribute distance setting unit 2. The information processing device according to claim 1, wherein the distance between attributes is set to the distance between the attributes when the attributes are managed in a data structure in which the order of the attributes is determined and the order is determined so that the last attribute is followed by the first attribute.

4. the user attribute acquisition unit acquires information on a constellation corresponding to a birthday of the user, the object attribute storage unit stores information on constellations assigned to each object; The information processing device according to claim 1 , wherein the lottery processing unit adjusts the probability of winning so that the closer the distance between the user and the constellation is to an object, the higher the probability of winning.

5. Computer, a user attribute acquisition unit that acquires information on the attributes of a user who will participate in the lottery; an object attribute storage unit that stores information on attributes assigned to each object; an attribute distance setting unit that sets the distance between each attribute; a winning probability setting unit that sets a winning probability for each object based on a distance between the attribute of the user and the attribute of each object; The program functions as a lottery processing unit that performs lottery processing based on a set probability of winning and determines a winning object.

Citation Information

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