Program, terminal, game system, and game management device

The game system enhances user experience by integrating AI-driven operation assistance through a second game element that provides timely advice based on character information, addressing confusion in city-building and competitive games.

JP2025142199APending Publication Date: 2025-09-30BANDAI CO LTD
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Patent Information

Application Number
JP2025119312
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2019-02-07
Filing Date
2025-07-15
Publication Date
2025-09-30

AI Technical Summary

Technical Problem

Conventional city-building games offer too many options, leading to user confusion about next steps, and competitive games using game elements like virtual cards lack timely advice during gameplay.

Method used

A game system that includes a first game element for players and a second game element providing autonomous operation assistance information, using AI to determine and provide advice based on character information that changes with game progression.

Benefits of technology

Improves user convenience by offering timely and relevant advice during gameplay, guiding players effectively.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game with improved user convenience.SOLUTION: A program causes a computer to execute a game using a first game element owned by a first player and a first game element owned by a second player, who is the opponent. The program causes a computer to function as: first setting means for setting the first game element that constitutes a first player's deck; second setting means for setting a second game element for the first player that has character information that can change as the first player's game progresses and does not constitute a deck; determination means for determining the selection or action of the first game element; acquisition means for acquiring operation support information related to the game progress for the first player that corresponds to the character information of the second game element for the first player; and provision means for providing the operation support information.SELECTED DRAWING: Figure 5
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Description

[Technical Field]

[0001] The present invention relates to a program, a terminal, a game system, and a game management device. [Background technology]

[0002] In recent years, games that use platforms such as smartphones and mobile phones have become popular. For example, there are games in which a deck made up of game elements such as virtual cards is used, and the outcome of a competitive game is determined by the parameter values ​​of each game element that makes up the deck.

[0003] Meanwhile, there have been conventional city-building simulation games in which the user manipulates the environment of a city within the game to develop the city. In such city-building games, the user installs various facilities and buildings in the city within the game to develop it, and also deals with various problems that arise, such as earthquakes and pollution. However, in conventional city-building games, the user has a wide range of options and the game objective is endless, so the user may become confused about what operation to perform next to further develop the city. Therefore, a technology has been proposed that can prevent the user from becoming confused about what to do by advising the user on the next operation (Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-147527 Summary of the Invention [Problem to be solved by the invention]

[0005] In the technology described in Patent Document 1, the server receives a request from the player to rate the town, rates the town for predetermined items, and advises the player on the next operation. In other words, the advice to the player is triggered by a request from the player, and is not given in a timely manner in a situation where the player can operate during game play.

[0006] In particular, in the case of a competitive game played using game elements such as the cards that make up the deck described above, if the game elements such as cards can be operated, it would be very convenient for the player if the player could receive advice from the device at the appropriate time without having to request advice from the player.

[0007] Therefore, an object of the present invention is to provide a program, a terminal, a game system, and a game management device that can provide a game with improved user convenience. [Means for solving the problem]

[0008] One aspect of the present invention is a program that causes a computer to execute a game using a first game element possessed by a first player and a first game element possessed by a second player who will be the opponent, the program causing the computer to function as: first setting means for setting a first game element that will constitute the first player's deck; second setting means for setting a second game element of the first player that has character information that can change as the game progresses and does not constitute the deck; determination means for determining a selection or action of the first game element; acquisition means for acquiring operation assistance information related to the progress of the game for the first player and that corresponds to the character information of the second game element; and provision means for providing the operation assistance information during a phase in which the first player can operate the game.

[0009] One aspect of the present invention is a terminal for playing a game using a first game element possessed by a first player and a first game element possessed by a second player who will be the opponent, the terminal comprising: a first setting means for setting a first game element that constitutes the deck of the first player; a second setting means for setting a second game element of the first player that does not constitute the deck and has character information that can change as the game progresses; a determination means for determining a selection or action of the first game element; an acquisition means for acquiring operation assistance information related to the progress of the game for the first player, the operation assistance information corresponding to the character information of the second game element; and a provision means for providing the operation assistance information during a phase in which the first player can operate the device.

[0010] One aspect of the present invention is a game system for playing a game using a first game element possessed by a first player and a first game element possessed by a second player who will be the opponent, the system comprising a terminal and a game management device, the terminal comprising: a first setting means for setting a first game element that constitutes a deck of the first player or the second player; a second setting means for setting a second game element of the first player or the second player that does not constitute the deck, having character information that can change as the game progresses; a determination means for determining a selection or action of the first game element by the first player or the second player; and a determination means for determining a selection or action of the first game element by the first player or the second player from the game management device. or a game system comprising an acquisition means for acquiring operation assistance information relating to the progress of the game for the first player or the second player, and a provision means for providing the acquired operation assistance information in a phase in which the first player or the second player can operate, wherein the game management device comprises an acquisition means for acquiring the operation assistance information according to character information of a second game element of the first player or the second player, a transmission means for transmitting the acquired operation assistance information to the terminal, and a character information change means for changing the character information of the second game element of the first player or the second player according to the progress of the game of the first player or the second player.

[0011] One aspect of the present invention is a game management device capable of communicating with a terminal of a first player and a terminal of a second player who will be the first player's opponent, the game management device comprising: first transmission means for transmitting first game elements that constitute the first player's deck to the terminal of the second player and transmitting first game elements that constitute the second player's deck to the terminal of the first player; first acquisition means for acquiring character abilities of second game elements that do not constitute the deck of the first player or the second player; second acquisition means for acquiring operation assistance information corresponding to the acquired character information of the second game element of the first player or the second player, which is information related to the progress of the game for the first player or the second player in a phase in which the first player or the second player is operable; second transmission means for transmitting the acquired operation assistance information to the terminal of the first player or the second player; and character information change means for changing the character information of the second game element of the first player or the second player in accordance with the progress of the game for the first player or the second player. [Effects of the Invention]

[0012] The present invention can provide a game that improves user convenience. [Brief explanation of the drawings]

[0013] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of a game system according to this embodiment. [Figure 2] FIG. 2 is a diagram showing an example of the device configuration of a smartphone, which is an example of the player terminal 1. [Figure 3] FIG. 3 is a diagram showing an example of a screen display displayed on the display 11 of the player terminal 1 in the standby phase or card use preparation phase of a competitive game. [Figure 4] FIG. 4 is a diagram showing an example of a screen displayed on the display 11 of the player terminal 1. As shown in FIG. [Figure 5] FIG. 5 is a block diagram showing an example of the functional configuration of the player terminal 1. As shown in FIG. [Figure 6] FIG. 6 is a diagram showing an example of card setting data of cards held by a player. [Figure 7] FIG. 7 is a diagram showing an example of deck setting data. [Figure 8] FIG. 8 shows an example of player A's buddy setting data. [Figure 9] FIG. 9 is a block diagram showing an example of the functional configuration of the game server 2. As shown in FIG. [Figure 10] FIG. 10 is a diagram showing an example of user information data. [Figure 11] FIG. 11 is a sequence diagram for explaining the operations of the player terminal 1 and the game server 2. As shown in FIG. [Figure 12] FIG. 12 is an example of an icon image displayed on the player terminal 1. [Figure 13] FIG. 13 is a diagram showing an example of operation assistance information being output as text information from a buddy image. [Figure 14] FIG. 14 is a diagram for explaining another display example of the operation support information. DETAILED DESCRIPTION OF THE INVENTION

[0014] [Overall configuration] Fig. 1 is a diagram showing an example of the overall configuration of a game system in this embodiment. As shown in Fig. 1, the game system is configured with player terminals 1 provided for game players A and B, and a game server 2. The player terminals 1 and the game server 2 can be connected to a communication line N and can communicate with each other.

[0015] The communication line N refers to a communication path that allows data communication. In other words, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, regardless of whether the communication method is wired or wireless.

[0016] The player terminal 1 is a computer capable of executing a game program, and is connected to a communication line N via a wireless communication base station or the like, and can perform data communication with the game server 2. The player terminal 1 is, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, an arcade game device, a personal computer, a tablet computer, a controller for a stationary home game device, etc. There are basically multiple player terminals 1, and each is operated by a player.

[0017] The game server 2 is a server system configured to include one or more server devices, storage devices, etc. The game server 2 provides various services for operating the game of this embodiment, and can manage data necessary for operating the game, distribute game programs and data necessary for running the game on the player terminals 1, etc.

[0018] Fig. 2 is a diagram showing an example of the device configuration of a smartphone, which is an example of the player terminal 1. As shown in Fig. 2, the player terminal 1 includes a display 11, a touch operation panel 12 that is configured integrally with the display 11, and a speaker 13. The player terminal 1 also includes a control board, a built-in battery, a power button, a volume adjustment button, etc., which are not shown.

[0019] The control board is equipped with various microprocessors such as a CPU, GPU, and DSP, various IC memories such as an ASIC, VRAM, RAM, and ROM, and a wireless communication module for wireless communication with a mobile phone base station. The control board also is equipped with a so-called I / F circuit (interface circuit), such as a driver circuit for the touch operation panel 12. These elements equipped on the control board are electrically connected to each other via a bus circuit or the like, and are connected to enable reading and writing of data and sending and receiving of signals.

[0020] In this embodiment, an example is described in which the above-mentioned game system is applied to a competitive game using a first game element possessed by a first player A and a first game element possessed by a second player B, who is the opponent.

[0021] Here, the first game element is a character associated with a virtual or physical object. Examples of virtual or physical objects include, for example, a virtual card displayed on a computer or a physical card. In the game to be executed, the first game element that can be made to appear by using a card is assumed to be a character whose behavior is controlled based on the operation of a player (including a non-player controlled by a computer), and the card is assumed to bear a design of the corresponding character (an image showing the character's appearance). Furthermore, without being limited to this, it goes without saying that cards used to identify game elements of the game to be executed are not limited to those configured to be able to identify game elements such as characters, but may also identify other game elements such as items or activated effects. Note that the object is not limited to a card, and may be any object configured to be able to identify a game element associated with the object. The object may be, for example, a shaped object such as a figurine having the appearance of a game element.

[0022] Furthermore, in a fighting game to which this embodiment is applied, a second game element different from the first game element is added. The second game element is a character like the first game element, but does not necessarily need to be associated with a virtual or physical object.

[0023] Unlike the first game element, the second game element is not used as an offensive or defensive means by a player (including a non-player controlled by a computer) in a match within the game, but rather has the property of providing the player with operation assistance information, which is information related to the progress of the game, at least during the phase in which the player can operate it. In other words, unlike the first game element, whose behavior is controlled based on the operation of the player (including a non-player controlled by a computer), the second game element can be said to autonomously or voluntarily provide operation assistance information within the game. The operation assistance information can be of any type as long as it is information related to the progress of the game, and examples include information on operation methods, information on the selection or action of the first game element (advice information on card selection, opponent's cards to be attacked, etc.), and information that will give an advantage in the progress of the game (advice information on card types that will give an advantage in the outcome of the match), etc. In other words, the second game element can be said to form a team with the player (including a non-player controlled by a computer) and play against an opposing player.

[0024] The autonomous or spontaneous operation assistance information for the second game element is provided by an AI function included in the game server 2. This AI function is an AI function obtained by machine learning using the game progress and results of many competitive games as training data. Deep learning is a typical machine learning method, but is not limited to this.

[0025] Furthermore, the content or timing of providing the autonomous or spontaneous operation assistance information of the second game element varies depending on the character information possessed by the second game element. This character information varies as the game progresses. The character information can have multiple parameters. For example, in this embodiment, the character information includes a parameter (hereinafter referred to as "level") that varies depending on experience points gained as a result of the game, a parameter (hereinafter referred to as "card comprehension") that varies depending on the frequency of use of the type of first game element, a parameter (hereinafter referred to as "personality") that varies depending on the usage rate of the type of first game element, and a parameter (hereinafter referred to as "sync level") that varies depending on a predetermined event.

[0026] The level represents the basic level of the second game element, and increases with experience points gained through battles. As the level increases, the thinking ability of the second game element can increase. The higher the thinking ability, the more appropriate operation assistance information can be provided according to the game situation.

[0027] Card understanding is the level of understanding of the first game element (the level of understanding of the effects activated by the card character, etc.), and the higher the level of understanding, the more operational assistance information can be provided that appropriately informs the player of the timing to use that first game element (card).

[0028] The personality represents the attributes of the second game element, and changes depending on the proportion of the attributes of the first game element (each character has an attribute).

[0029] The synchronization level increases by achieving certain events within the game. Such events include logging into the game and the second game element acting together with the player within the game. The content of the operation support information varies depending on the synchronization level. For example, the higher the synchronization level, the higher the expression of intimacy.

[0030] The AI ​​function provided in the game server 2 has a plurality of AI functions according to the above-mentioned character information, and can provide operation assistance information according to the height of the character information. That is, the higher the character information of the second game element, the more appropriate operation assistance information can be provided. [Game Overview] Next, to facilitate understanding of the embodiment, an outline of the game will be explained using the display screen of the display 11 of the player terminal 1.

[0031] In the game of this embodiment, players A and B use virtual game cards (cards that embody a first game element, simply referred to as "cards"), which are game objects, in the game. Multiple types of cards are prepared, and each is distinguished by a combination of the ability of the character associated with it and card attributes. The card attributes are determined, for example, by a color such as red or blue or a number from 1 to 7. Each card has predetermined ability parameter values, such as level, attack power, and HP (hit points), which are used in battles against opponents such as computer-controlled enemy characters or other players.

[0032] When registering an account, players are given the minimum number of cards required for battles. Cards can also be acquired during the game, purchased as paid items, or acquired through a lottery known as gacha. Cards can also be acquired by obtaining physical game cards (hereinafter referred to as "real cards") and completing the registration procedures to make the acquired real cards usable in the game. Specifically, when players A and B complete the registration procedures for real cards, they can acquire cards of the card type associated with the real cards.

[0033] Then, players A and B construct decks using a predetermined number of cards (for example, 40 cards) from their possession, and compete in a battle using the decks. In a battle using the decks, the ability parameter values ​​(character information of the first game element) defined in the cards that make up the deck (deck cards) are used to determine victory or defeat against the opponent.

[0034] A battle begins by selecting (touching) the battle menu from the home screen that appears after logging in. Before starting the game, players A and B must register an account and organize their decks. Deck organization can be done by touching the card menu on the home screen, and then selecting the deck organization menu that appears.

[0035] The battle is carried out alternately between turns of Player A and opponent Player B. Each turn consists of multiple phases, such as a standby phase in which the player places their hand of deck cards in their own player area, such as the field, a card use preparation phase in which other deck cards are prepared in order to use the deck cards that have been placed, and a battle phase in which the player uses the deck cards placed in their player area to attack the opposing player or the opposing player's cards.

[0036] On the other hand, players A and B can obtain second game elements by selecting their preferred buddy from multiple second game elements (hereinafter referred to as buddies) when registering their accounts. The multiple parameters included in the character information of the buddy when first obtained are in their initial state (lowest level).

[0037] 3 is a diagram showing an example of a screen display in the standby phase or card use preparation phase of a competitive game displayed on the display 11 of the player terminal 1. The screen of the display 11 has a first area 20 in which cards etc. of player A are set, and a second area 21 in which cards etc. of competing player B are set. In addition, at the boundary between the first area 20 and the second area 21, operation information 30 is displayed that displays information on operations that can currently be performed.

[0038] Each of the first area 20 and the second area 21 includes a field area 22 where five cards (hand) selected from one's own deck are placed, a base area 23 where cards that are consumed (action cost) to activate the actions or effects of the cards placed on the field are placed, and a force area 24 where a first object 31 that influences the activated effects of the cards and has life (HP) and a second object that also has life (HP) are placed. In this embodiment, the second object 32 is displayed also as a buddy, which is a second game element.

[0039] 4, in the battle phase, player A touches the card to be used in the attack with his / her finger and drags it to the opponent's card, the first or second object 31, 32, which is the target of the attack, thereby determining the card to be used in the attack and the opponent player B's card, the first or second object 31, 32, which is the target of the attack. This starts player A's attack.

[0040] Player A and opponent player B alternate between these phases or turns, and the outcome is determined when either player's life total reaches 0 or their deck runs out of cards. [Function Configuration] FIG. 5 is a block diagram showing an example of the functional configuration of the player terminal 1. As shown in FIG.

[0041] As shown in FIG. 5, the player terminal 1 includes an operation input unit 51, a processing unit 52, an image display unit 53, a sound output unit 54, a communication unit 55, and a storage unit 56.

[0042] The operation input unit 51 is used by the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 52. The function of the operation input unit 51 can be realized by, for example, elements that are directly operated by the player A's fingers, such as a touch operation pad, a home button, a button switch, a joystick, or a trackball, as well as elements that detect movement or posture, such as an acceleration sensor, an angular velocity sensor, a tilt sensor, or a geomagnetic sensor. In FIG. 2, this corresponds to the touch operation panel 12.

[0043] The processing unit 52 comprehensively controls the operation of the player terminal 1 based on programs and data stored in the memory unit 56, operation input signals from the operation input unit 51, etc. The functions of the processing unit 52 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, and an IC memory. The processing unit 52 includes, as its main functional units, a game calculation unit 61, an image generation unit 62, a sound generation unit 63, and a communication control unit 64.

[0044] The game calculation unit 61 executes various game processes for realizing the game of this embodiment, and outputs the processing results to the image generation unit 62 and the sound generation unit 63. The game calculation unit 61 includes a card setting unit 71, a buddy setting unit 72, a behavior determination unit 73, an operation assistance information acquisition unit 74, an operation assistance information provision unit 75, and a game management unit 76.

[0045] The card setting unit 71 uses card setting data and deck setting data, which will be described later, to manage the cards currently held by players A and B. It also manages the cards that make up each deck from the held cards, and sets the cards and hands to be set on each field from the decks selected by players A and B during the standby phase and card use preparation phase. It also generates card setting information, which is information about the cards and hands to be set on each field, and transmits it to the game server 2 via the communication unit 55.

[0046] The buddy setting unit 72 uses buddy setting data (described later) to manage information (including character information) about the buddies selected by players A and B as second game elements when registering their accounts. The buddy setting unit 72 also outputs image information about the buddies to the image generation unit 62 during a match or on other menu screens.

[0047] The action determination unit 73 determines the selection of cards and the action of the cards through touch operations, etc. by players A and B, generates action selection information which is information on the card selection or action, and transmits it to the game server 2 via the communication unit 55.

[0048] The operation assist information acquisition unit 74 acquires operation assist information from the game server 2 while the game is in progress.

[0049] The operation assist information providing unit 75 provides the acquired operation assist information via the image generating unit 122 or the sound generating unit 123.

[0050] The game management unit 76 manages the progress of the entire game.

[0051] The image generation unit 62 generates one game screen per frame time (for example, 1 / 60 seconds) based on the processing results of the game calculation unit 61, and outputs an image signal of the generated game screen to the image display unit 103. The functions of the image generation unit 62 can be realized by, for example, a processor such as a GPU or a digital signal processor (DSP), a video signal IC, a program such as a video codec, an IC memory for drawing frames such as a frame buffer, an IC memory used for expanding texture data, etc.

[0052] The sound generation unit 63 generates sound signals such as sound effects and background music related to the game, audio information for operation assistance information, and various operation sounds based on the processing results of the game calculation unit 61, and outputs them to the sound output unit 54. The function of the sound generation unit 63 can be realized by, for example, a processor such as a digital signal processor (DSP) or a voice synthesis IC, or an audio codec capable of playing audio files.

[0053] The communication control unit 64 performs communication connection and data processing for data communication with the game server 2 .

[0054] The image display unit 53 displays various game screens based on the image signals input from the image generation unit 62. The functions of the image display unit 53 can be realized by a display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head-mounted display. In FIG. 2, the image display unit 62 corresponds to the display 11.

[0055] The sound output unit 54 outputs sound effects and the like related to the game based on the sound signal input from the sound generation unit 63. In FIG.

[0056] The communication unit 55 realizes communication by connecting to the communication line N. The function of the communication unit 55 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, or the like.

[0057] The storage unit 56 stores in advance or temporarily stores each time processing is performed programs for operating the player terminal 1 and realizing the various functions of the player terminal 1, and data used during execution of these programs. The storage unit 56 can be realized by, for example, RAM, ROM, IC memory such as flash memory, magnetic disk such as hard disk, optical disk such as CD-ROM or DVD, etc.

[0058] The storage unit 56 stores a system program and a game program. The system program is a program for realizing the basic functions of the player terminal 1 as a computer. The game program is a program for causing the processing unit 52 to function as a game calculation unit 61. This program is distributed from the game server 2 or another application distribution server, etc., once the player has completed account registration.

[0059] Additionally, card setting data, deck setting data, and buddy setting data are stored in storage unit 56. In addition, other data necessary for the game, such as model data for displaying images of characters and buddy characters on cards, texture data, motion data, effect data, background images for the game screen, and sound data such as sound effects, are distributed as appropriate and stored in storage unit 56.

[0060] Card setting data is character information for cards held by a player, and is prepared for each card type. FIG. 6 is a diagram showing an example of card setting data for cards held by a player. FIG. 6 shows card setting data for one card identified by card identification information "001" held by the player. The card setting data includes card identification information, character image, card name, card type, cost, color, race, ability, attack power, hit points, and rarity. Note that FIG. 6 shows an example of card setting data, and is not limited to this. Furthermore, the card setting data increases or decreases as the number of cards held by players A and B increases or decreases.

[0061] Deck setting data is data related to each player's deck, and includes card identification information for the cards that make up each deck. FIG. 7 is a diagram showing an example of deck setting data. The example in FIG. 7 is an example of deck setting data for deck 1 of player A, and indicates that deck 1 is made up of cards with card identification information "001" to "023." Note that FIG. 7 shows only an example of deck setting data, and is not limited to this.

[0062] The buddy setting data is character information for a buddy selected from the menu settings. This buddy character information changes as the game progresses, and when a change occurs, the changed character information is notified from the game server 2, and the character information is updated. Figure 8 is a diagram showing an example of buddy setting data for player A. In the example of Figure 8, the buddy setting data includes buddy identification information, character image, buddy name, level, card understanding level, personality, and synchronization level. Note that Figure 8 shows an example of buddy setting data, and the buddy setting data is not limited to this.

[0063] Next, a description will be given of the configuration of the game server 2. Fig. 9 is a block diagram showing an example of the functional configuration of the game server 2.

[0064] The game server 2 includes a processing unit 91, a communication unit 92, and a storage unit 93.

[0065] The processing unit 91 comprehensively controls the operation of the game server 2 based on programs and data stored in the memory unit 93, received information, etc. The functions of the processing unit 91 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, and an IC memory. The processing unit 91 includes a player management unit 101, a game management unit 102, an AI processing unit 103, and a character information update unit 104.

[0066] The player management unit 101 manages the account, game progress, and the like for each connected player terminal 1 using user information data, which will be described later.

[0067] The game management unit 102 receives card setting information, action selection information, etc. from the player terminal 1, performs a battle process using the card setting information, action selection information, and card data (described later), and outputs the battle results.

[0068] The AI ​​processing unit 103 has an algorithm obtained by machine learning training data such as the game progress and results of many competitive games. This algorithm is based on buddy character information (buddy abilities). Deep learning is a typical machine learning method, but is not limited to this.

[0069] The AI ​​processing unit 103 receives card setting information or action selection information sent from the player terminal 1 and character information (buddy abilities) of the player's buddy, and outputs operation assistance information in accordance with the status of the card setting information or action selection information. Note that even if the card setting information or action selection information sent from the player terminal 1 is the same, different operation assistance information may be output if the character information (buddy abilities) of the player's buddy is different.

[0070] The character information update unit 104 receives card setting information or action selection information and match results from the game management unit 102, and uses this information to calculate various parameters of the character information (level, card understanding, personality, synchronization level), and updates the character information (buddy abilities) of players A and B in the user information data to increase or change them.

[0071] The communication unit 92 connects to a communication line N to realize communication.

[0072] A system program and a game program are stored in the memory unit 93. The system program is a program for realizing the basic functions of the game server 2 as a computer. The game program is a program for causing the processing unit 91 to function as a player management unit 101, a game management unit 102, an AI processing unit 103, and a character information update unit 104.

[0073] Furthermore, the recording unit 92 stores user information data and card data.

[0074] The user information data is basic data of the players participating in the game, and records the user information data for each player. FIG. 10 is a diagram showing an example of the user information data. The example of FIG. 10 includes the player's user identification information, the player's buddy setting data, and the player's deck setting data. Note that FIG. 10 shows only an example of the user information data, and the user information data is not limited to this.

[0075] The card data is the card data for all cards used in the game. Basically, data similar to the card setting data in Figure 6 described above is stored for all cards used in the game. The card data may also include basic data for buddies used in the game (buddy identification information, character image, buddy name, initial level, initial card understanding level, initial personality, and initial synchronization level). [Operation of each device] Next, a description will be given of the operations between the player terminal 1 and the game server 2. Fig. 11 is a sequence diagram for explaining the operations between the player terminal 1 and the game server 2. In the following description, a case will be described in which players A and B play a competitive game using player terminals 1.

[0076] First, when registering a game account, each player A and B performs a buddy setting process to set a buddy (Step 100). The buddy setting process is performed by selecting "Buddy Setting" from the menu screen. In the buddy setting process, a player can set a buddy by selecting a preferred buddy from multiple buddies. Information about the selected buddy is sent to the game server 2.

[0077] The player management unit 101 of the game server 2 uses the buddy selection information received from the player terminal 1 to register the buddy's character information (initial values ​​of the buddy's basic data) in the user information data corresponding to the user identification information of the player terminal 1 (Step 101). The registered buddy's character information is transmitted to the player terminal 1.

[0078] The buddy setting unit 72 of the player terminal 1 registers the character information of the registered buddy as buddy setting data (Step 100).

[0079] After registering their accounts, each of players A and B logs into the game (Step 102). At this time, the player terminal 1 transmits a login request including user identification information.

[0080] In response to the login request, the player management unit 101 of the game server 2 performs login processing (Step 103). The login processing includes a process of acquiring user information data corresponding to the user identification information of the player who requested login and passing it to the game management unit 102. Once the collation of the user identification information, etc. is completed, a session is established between the game server 2 and the player terminal 1.

[0081] Once login is complete, the player terminal 1 of each player A and B performs a card setting process (Step 104). The card setting process is performed by selecting one deck from the set decks and placing cards from that deck in the field area, base area, force area, and hand. The card identification information of the placed cards and the placement status of the cards are sent to the game server 2 as card setting information.

[0082] Having received the card setting information, the game server 2 performs operation help information provision processing (Step 105). The operation help information provision processing is performed by the AI ​​processing unit 103. First, the AI ​​processing unit 103 performs operation help information provision processing for player A, who is playing first. The AI ​​processing unit 103 acquires character information of player A's buddy from the user information data. The AI ​​processing unit 103 inputs the acquired character information of player A's buddy and the card setting information of each of players A and B, and outputs operation help information for player A. The operation help information includes not only advice information in the form of text or audio, but also position information for displaying an icon image indicating the presence of the operation help information (advice information) in a position corresponding to the card or operation information that is the target of the operation help information (advice information).

[0083] As for the number of pieces of operation support information output from the AI ​​processing unit 103, two methods are possible.

[0084] The first method is to increase the number of operation support information to be output (increase the occurrence rate of operation support information) as the ability specified by the character information of the player's buddy increases. This method has the advantage that the user can obtain more operation support information as the buddy's ability increases, broadening the range of choices or actions that the user can decide.

[0085] The second method is to narrow down the operation guide information to one item, regardless of the buddy's ability level. In this method, operation guide information is provided that will be the best move for deciding on a choice or action in that situation. However, the content of the operation guide information itself will be related to the buddy's ability level and will be different. The higher the buddy's ability, the more accurate the content of the operation guide information. This method has the advantage that the user will no longer have to worry about making a choice.

[0086] Although the number of pieces of operation support information output from the AI ​​processing unit 103 has been described above, any method may be used, and other methods are not excluded.

[0087] The operation assist information output as described above is then transmitted to the user terminal 1 of player A. The card setting information of the opponent player B is also transmitted together with the operation assist information. This card setting information of player B is used to display player B's cards on the user terminal 1 of player A.

[0088] An action selection process is performed in the user terminal 1 of player A (Step 106). The action selection process is performed by the action determination unit 73, the operation assistance information acquisition unit 74, and the operation assistance information provision unit 75. First, the operation assistance information acquisition unit 74 acquires operation assistance information from the game server 2 and passes it to the operation assistance information provision unit 75. The operation assistance information provision unit 75 uses position information of the icon image included in the operation assistance information to display the icon image at the corresponding position.

[0089] FIG. 12 shows an example of an icon image displayed on the player terminal 1. In FIG. 12, a plurality of icon images 40 are displayed in the action selection phase. In the example of FIG. 12, the icon images 40 are displayed on the image of the card that is the target of the operation guide information, or near the image of the card, or near the operation information. In the example of FIG. 12, the icon image 40 is displayed not only in the first area for player A but also in the second area for player B. This is to identify the card that is the target of attack and provide advice on that card. However, this is not limited to this. For example, if player B is a non-player, it is not necessarily required to display the icon image in the first or second area. Such an icon image allows the user to see at a glance which target (e.g., card or object) has operation guide information, and is highly convenient for the user.

[0090] In the example of FIG. 12, multiple icon images are displayed in a scene where a selection or action is to be decided, but the number of icon images increases or decreases by adjusting the amount of operation support information output from the AI ​​processing unit 103 described above. In other words, the higher the ability of the buddy, the more operation support information the user can obtain, and therefore the occurrence rate of icon images increases. On the other hand, when a single icon image is displayed in a scene where the player can operate cards, etc., it is possible to present operation support information regarding the best operation for the user in that scene, which has the advantage of eliminating the user's confusion when making a selection.

[0091] The operation help information providing unit 75 detects a touch or the like made by Player A on the icon image 40, and outputs operation help information for the target card or the like. The operation help information (advice information) may be output as either text information or audio information. FIG. 13 is a diagram showing an example in which operation help information (advice information) is output as text information from a buddy image. FIG. 13 shows an example in which, when the icon image 40 of a hand is touched, the operation help information (advice information) for that hand, "Select this card," is displayed in the form of a speech bubble from the buddy.

[0092] Furthermore, when player A decides to select a card displaying the target icon image 40 in accordance with the buddy's operation assistance information (advice information) "Select this card," the action decision unit 73 can be configured to display a selection screen for that card by touching the card displaying the icon image 40 with a finger.

[0093] Furthermore, when the operation support information (advice information) is information about an attacking action, the operation support information providing unit 75 may display an image of an arrow from the card taking the attacking action to the card that is the target of attack in the buddy's operation support information (advice information). For example, Fig. 14 shows an example in which the operation support information (advice information) "Attack with this card!" is displayed together with an image of an arrow from card X taking the attacking action to card Y that is the target of attack.

[0094] Furthermore, when a player decides on a card selection or action in accordance with the operation support information (advice information), it is also possible to hide the icon image showing that operation support information (advice information). By doing so, every time a player decides on a selection or action in accordance with the operation support information (advice information), only icon images for which a selection or action has not been decided in accordance with the operation support information (advice information) are displayed, which has the effect of preventing the user from making the mistake of deciding on an action again using an icon image for an action that has already been decided.

[0095] The number of times that a selection or action can be determined based on the operation assistance information can be limited to a predetermined number in one fighting game.

[0096] In the above explanation of the action selection process, an icon image indicating the presence of operation help information is displayed, and the player decides on the selection of a card or an action in accordance with the operation help information (advice information). However, even when an icon image indicating the presence of operation help information is displayed, it goes without saying that the selection of a card or an action can be determined by the player's judgment other than the selection of a card or an action corresponding to the icon image.

[0097] Through the above process, the selection of cards etc. or the action is determined by player A. Information on the determined selection of cards etc. or the action is transmitted to the game server 2 by the action determination unit 73 as action selection information.

[0098] The game management unit 102 of the game server 2 receives the action selection information of player A and performs a battle process using the action selection information of player A and the card setting information and card data of each player A and B (Step 107). Information on the battle result is sent to the player terminals 1 of each player A and B.

[0099] The game management unit 76 of the player terminal 1 of each player A, B receives the match result and performs match result processing (Step 108). The match result processing is processing for displaying the match result on the player terminal 1 of each player A, B.

[0100] Next, the operation assist information provision process (Step 105), action selection process (Step 106), battle process (Step 107), and battle result process (Step 108) for player B, who plays second, are similarly performed.

[0101] In this way, player A and player B alternate between playing against each other, and the winner is decided when either player's life reaches 0 or their deck has no cards left.

[0102] Once the outcome is determined, the character information update unit 104 of the game server 2 performs a character information update process (Step 109). The character information update unit 104 receives the card setting information and the battle results from the game management unit 102, and updates the character information of players A and B to increase or change them based on the results. Specifically, it calculates the level based on the experience points obtained from the battle results, calculates the card understanding level and personality based on the type of card used during the battle, and calculates the synchronization level if a predetermined event is achieved. Then, it updates the buddy setting data in the user information data with the calculated parameter values. The updated character information is sent to the player terminal 1.

[0103] As a specific method for calculating each parameter in the character information update unit 104, the following example is conceivable.

[0104] The experience points required to increase a level are set for each level. In this case, the character information update unit 104 calculates and updates the player's experience points at a predetermined timing, such as the end of a battle, using information about the battle (card setting information, action selection information, battle result, etc.) obtained from the game management unit 102 and a predetermined calculation formula. Then, based on the updated experience points, it determines whether the experience points required to increase the level have been reached, and if so, updates the level to increase. Note that the predetermined calculation formula may be set so that the experience points obtained are higher when a specific card is included in a deck and used. The specific card is, for example, a card with the highest rarity among multiple levels of rarity.

[0105] Furthermore, conditions for increasing the card understanding level and an increase rate corresponding to each condition are set for the card understanding level. The card understanding level is a parameter that indicates the understanding level for each card for all cards. For example, the condition "put cards into a deck and battle" means that the player uses a certain deck during battle, and the 40 cards that make up that deck are the cards that are the targets for increasing the card understanding level. An increase rate of "x%" means that if the condition is met, the understanding level of each card that makes up the deck will increase by x%. When the condition is met, the character information update unit 104 increases the value of the card understanding level by the increase rate corresponding to the condition.

[0106] Furthermore, each of the personalities (first personality, second personality, ... nth personality) is associated with one of the card attributes (color in this embodiment). In this case, at a predetermined timing, such as the end of the battle, the character information update unit 104 adds points to the cumulative value for each color set in the personality for the cards used in the battle, based on information about the battle (card setting information, action selection information, etc.) obtained from the game management unit 102. Then, as a result of the additions, the personality corresponding to the color with the largest cumulative value (highest usage rate) is selected and set as the personality. Note that, although colors are used as card attributes corresponding to multiple personalities, this is not limiting, and other card attributes consisting of multiple types may also be used.

[0107] For example, conditions for increasing the synchronization level and an increase rate corresponding to each condition are set for the synchronization level. For example, a condition for increasing the synchronization level is set to "battle." In this case, the character information update unit 104 updates the synchronization level by a predetermined increase rate at the end of the battle.

[0108] The above-described update by the character information update unit 104 is merely an example, and other update methods may also be used.

[0109] The buddy setting unit 72 of the player terminal 1 receives the updated character information and updates the buddy setting data (Step 110).

[0110] This concludes the explanation of the operations of the player terminal 1 and the game server 2.

[0111] As described above, according to this embodiment, operation assistance information (advice information) related to the progress of the game is provided without the player having to request it, so that even in complex games, the user can be supported in a timely manner, and a game that is highly convenient for the user can be provided.

[0112] In addition, an icon image indicating the presence of operation assistance information (advice information) is displayed on or near the image of the target card (first game element), etc., so that the player can easily recognize the presence of operation assistance information (advice information) and the target of that operation assistance information (advice information).

[0113] Furthermore, since the operation assistance information (advice information) provided varies depending on the character information of the player's buddy (second game element), the player can also enjoy the game like a training game by raising their buddy (second game element).

[0114] In the above-described embodiment, an example has been described in which operation assistance information (advice information) is provided in a phase in which the player can perform an operation and can decide on a selection or action for a first game element. However, the timing of providing the information is not limited to this. For example, operation assistance information (advice information) may be provided on a menu screen in which no cards (first game elements) appear, or on a screen in which only buddies (second game elements) appear.

[0115] Furthermore, in the above-described embodiment, an example was described in which the buddy (second game element) was virtually assigned the role of providing operation assistance information (advice information). However, by using an AI function that provides operation assistance information (advice information), it is possible for the buddy (second game element) to autonomously determine the selection and action of cards (first game elements) just like a real player. Therefore, a real player and a buddy (second game element) can form a team, and the real player and the buddy (second game element) can each play against other players using the same cards (first game elements). In this case, the real player and the buddy (second game element) take turns determining the selection or action of the same cards (first game elements).

[0116] Furthermore, the function of providing operation assistance information (advice information) can be configured so that it can be set to either enabled or disabled according to the player's (user's) preference.

[0117] In addition, although the above-described embodiment has been described as an example of a card game using virtual game cards, the genre of the applicable game is not limited. For example, it may be a sports competition game in which the characters associated with the first game element are players, or a training game for the characters associated with the first game element.

[0118] Furthermore, some or all of the above-described embodiments may also be described as in the following supplementary notes, but are not limited to the following.

[0119] [Appendix 1] A terminal for playing a game using a first game element owned by a first player and a first game element owned by a second player who is an opponent, A memory in which an executable instruction is stored and a processor are included, The processor executes the execution instructions: a first setting process for setting a first game element that constitutes the deck of the first player; a second setting process for setting a second game element of the first player, the second game element having character information that can change as the game progresses and that does not constitute the deck; a decision process for deciding a selection or action of the first game element; an acquisition process for acquiring operation assist information related to the progress of the game for the first player, the operation assist information corresponding to the character information of the second game element; a providing process for providing the operation assistance information in a phase in which the first player can operate the game; The device on which you run.

[0120] [Appendix 2] A game system for playing a game using a first game element possessed by a first player and a first game element possessed by a second player who is an opponent, comprising: A terminal and a game management device are provided, The terminal includes a memory in which execution instructions are stored and a processor; The processor executes the execution instructions: a first setting process for setting a first game element that constitutes a deck of the first player or the second player; a second setting process for setting a second game element of the first player or the second player, the second game element having character information that can change according to the progress of the game and that does not constitute the deck; a determination process for determining a selection or action of the first game element by the first player or the second player; an acquisition process of acquiring operation assist information related to the progress of the game for the first player or the second player from the game management device; a providing process for providing the acquired operation assistance information in a phase in which the first player or the second player can operate the game; Run the game management device includes a memory in which execution instructions are stored and a processor; The processor executes the execution instructions: an acquisition process of acquiring the operation assist information according to character information of a second game element of the first player or the second player; a transmission process of transmitting the acquired operation assistance information to the terminal; a character information change process for changing character information of a second game element of the first player or the second player according to the progress of the game of the first player or the second player; Run Game system.

[0121] [Appendix 3] A game management device capable of communicating with a terminal of a first player and a terminal of a second player who is an opponent of the first player, A memory in which an executable instruction is stored and a processor are included, The processor executes the execution instructions: a first transmission process for transmitting a first game element constituting the deck of the first player to a terminal of the second player, and transmitting a first game element constituting the deck of the second player to a terminal of the first player; a first acquisition process for acquiring character abilities of a second game element that does not constitute a deck of the first player or the second player; a second acquisition process for acquiring, in a phase operable by the first player or the second player, information related to the progress of the game for the first player or the second player, operation assist information corresponding to the acquired character information of a second game element of the first player or the second player; a second transmission process of transmitting the acquired operation assistance information to the terminal of the first player or the second player; a character information change process for changing character information of a second game element of the first player or the second player according to the progress of the game of the first player or the second player; A game management device comprising:

[0122] Although the present invention has been described above by way of preferred embodiments, the present invention is not necessarily limited to the above-described embodiments, and can be modified and implemented in various ways within the scope of its technical concept.

[0123] This application claims priority based on Japanese Patent Application No. 2018-245730, filed December 27, 2018, and Japanese Patent Application No. 2019-021085, filed February 7, 2019, the disclosures of which are incorporated herein in their entireties. [Explanation of symbols]

[0124] 1 player terminal 2 Game Server 11 Display 12 Touch panel 13 Speaker 20 1st area 21 Second area 22 Field Area 23 Base Area 24 Force Area 30 Operation information 31 First Object 32 Second Object 40 Icon Images 51 Operation input section 52 Processing section 53 Image display unit 54 Sound output section 55 Communications Department 56 Memory section 61 Game Calculation Unit 62 Image generation unit 63 Sound generation section 64 Communication control unit 71 Card Settings 72 Buddy Setting Section 73 Action Decision-Making Department 74 Operation auxiliary information acquisition unit 75 Operational assistance information provision department 76 Game Management Department 91 Processing section 92 Communications Department 93 Memory section 101 Player Management Department 102 Game Management Department 103 AI processing section 104 Character Information Update Section

Claims

1. A program for causing a computer to execute a game using a first game element possessed by a first player and a first game element possessed by a second player who is an opponent, the program comprising: The program causes the computer to: a first setting means for setting a first game element that constitutes the deck of the first player; a second setting means for setting a second game element of the first player, the second game element having character information that can change according to the progress of the game of the first player, the second game element not constituting the deck; a determination means for determining a selection or action of the first game element; an acquisition means for acquiring operation assist information relating to the progress of the game for the first player, the operation assist information corresponding to character information of a second game element of the first player; a providing means for providing the operation assistance information; A program that functions as a

2. the advice information is information regarding a selection or action of the first game element; The program according to claim 1.

3. A terminal for executing a game using a first game element possessed by a first player and a first game element possessed by a second player who is an opponent, a first setting means for setting a first game element that constitutes the deck of the first player; a second setting means for setting a second game element of the first player, the second game element having character information that can change according to the progress of the game of the first player, the second game element not constituting the deck; a determination means for determining a selection or action of the first game element; an acquisition means for acquiring information relating to the progress of the game for the first player, the information being operation assist information corresponding to character information of a second game element of the first player; providing means for providing the operation assistance information; A terminal comprising:

4. A game management device capable of communicating with a terminal of a first player and a terminal of a second player who is an opponent of the first player, a first transmitting means for transmitting a first game element constituting the deck of the first player to a terminal of the second player, and transmitting a first game element constituting the deck of the second player to a terminal of the first player; a first acquisition means for acquiring character information of a second game element of the first player that does not constitute the deck, and acquiring character information of a second game element of the second player that does not constitute the deck; second acquisition means for acquiring information relating to the progress of the game for the first player, operation assist information corresponding to the acquired character information of the second game element of the first player, and acquiring information relating to the progress of the game for the second player, operation assist information corresponding to the acquired character information of the second game element of the second player; a second transmitting means for transmitting the acquired operation assistance information of the first player to a terminal of the first player and for transmitting the acquired operation assistance information of the second player to a terminal of the second player; character information changing means for changing character information of the second game element of the first player in accordance with the progress of the game of the first player, and for changing character information of the second game element of the second player in accordance with the progress of the game of the second player; A game management device comprising:

Citation Information

Patent Citations

  • Communication system, method of controlling the same, and program

    JP2014147527A