Program and information processing system

The program integrates manual and automatic game modes, enhancing user convenience by allowing simultaneous processing of both types of responses, thus improving gameplay flexibility and efficiency.

JP2025146919APending Publication Date: 2025-10-03COLOPL
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Patent Information

Application Number
JP2025124726
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-07-25
Publication Date
2025-10-03

AI Technical Summary

Technical Problem

Existing information processing systems lack seamless integration of manual and automatic game modes, leading to suboptimal user convenience.

Method used

A program that enables a computer to process both automatic and manual responses simultaneously, allowing games to progress through user operations and automatic responses independently and in parallel.

Benefits of technology

Enhances user convenience by providing a flexible gaming experience that combines manual and automatic modes, improving gameplay flexibility and efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve a user's convenience.SOLUTION: A game is progressed by allowing a computer to process both an automatic response and a manual response as means for progressing the game.SELECTED DRAWING: Figure 14
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Description

[Technical Field]

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

[0002] Conventionally, there are known information processing systems that can switch between a manual mode in which a game progresses through manual responses by user operation and an automatic mode in which the game progresses through automatic responses without user operation (for example, Patent Documents 1 and 2). Patent Document 1 discloses that the automatic mode is restricted after the game progresses in the automatic mode, and the restriction on the automatic mode is lifted when the game progresses in the manual mode. Patent Document 2 discloses that the automatic mode is available for a predetermined period of time. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2020-075190 [Patent Document 2] Japanese Patent Publication No. 2023-170833 Summary of the Invention [Problem to be solved by the invention]

[0004] It is expected that user convenience will be improved in situations where both manual and automatic responses are available. [Means for solving the problem]

[0005] A program according to one aspect of the present disclosure progresses a game by causing a computer to process both automatic responses and manual responses. [Effects of the Invention]

[0006] According to the present disclosure, user convenience can be improved. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 1 is a diagram illustrating an overview of an information processing system. [Figure 2] FIG. 2 is a diagram illustrating an example of a module configuration of the terminal illustrated in FIG. [Figure 3] FIG. 3 is a diagram illustrating an example of a module configuration of the server illustrated in FIG. [Figure 4] FIG. 4 is a diagram showing an example of screen transitions on the terminal shown in FIG. [Figure 5] FIG. 5 is a diagram illustrating an example of the flow of the moving part process. [Figure 6] FIG. 6 is a diagram illustrating an example of the flow of the event part process. [Figure 7] FIG. 7 is a diagram showing an example of the flow of a process for switching between the manual mode and the automatic mode. [Figure 8] FIG. 8 is a diagram showing an example of the flow of a process for switching between the manual mode and the automatic mode. [Figure 9] FIG. 9 is a diagram showing an example of the relationship between the virtual movement space (virtual field) and the movement screen displayed on the terminal shown in FIG. [Figure 10] FIG. 10 is a diagram showing an example of a movement screen displayed on the terminal shown in FIG. [Figure 11] FIG. 11 is a diagram showing an example of a movement screen displayed on the terminal shown in FIG. [Figure 12] FIG. 12 is a diagram showing an example of an event screen displayed on the terminal shown in FIG. [Figure 13] FIG. 13 is a diagram showing an example of the relationship between the virtual movement space (virtual field) and the movement screen displayed on the terminal shown in FIG. [Figure 14] FIG. 14 is a diagram showing an example of the progress of a game in manual mode and an example of the progress of a game in automatic mode. [Figure 15] FIG. 15 is a diagram showing an example of screen transitions displayed on the terminal shown in FIG. [Figure 16] FIG. 16 is a diagram showing an example of a movement screen displayed on the terminal shown in FIG. [Figure 17] FIG. 17 is a diagram showing an example of screen transitions displayed on the terminal shown in FIG. DETAILED DESCRIPTION OF THE INVENTION

[0008] An information processing system according to the present disclosure will be described with reference to the drawings. [Outline of information processing system] As shown in FIG. 1, the information processing system 10 includes a network 20, a plurality of terminals 100, and one or more servers 200. The information processing system 10 is provided as a home system or a business system. Each terminal 100 is configured to be able to communicate with the server 200 via the network 20. As an example, the information processing system 10 is configured as a game system that provides a game to a user 11 of each terminal 100. In the following description, the term "game" simply refers to a game provided by the information processing system 10. Each terminal 100 can be used as a game terminal. The terminal 100 as a game terminal provides the user 11 with a function for playing a game (hereinafter referred to as a game function). The user 11 of each terminal 100 can be a player of the game. Each terminal 100 is an example of a computer (information processing device). The server 200 is an example of a computer (information processing device).

[0009] [network] For example, the network 20 includes the Internet and a mobile communication system including a wireless base station. For example, the mobile communication system may be realized as a 3G, 4G, or 5G mobile communication system, LTE (Long Term Evolution), or a wireless network connectable to the Internet via an access point.

[0010] [Device hardware configuration] As an example, each terminal 100 is a smartphone. Each terminal 100 may be a mobile terminal device such as a feature phone, a personal digital assistant (PDA), smart glasses, AR glasses, a wearable device, or a tablet computer. Each terminal 100 may be a fixed terminal device such as a personal computer (PC) or a workstation.

[0011] For example, the terminal 100 includes a processor 110, a memory 120, and a storage 130. The terminal 100 may include a communication interface 140 and an input / output interface 150. The terminal 100 may include a microphone 160, a speaker 170, a touchscreen 180, and a GNSS receiver 185. Each component included in the terminal 100 is connected to a communication bus 190.

[0012] In response to a signal provided to the terminal 100 or in response to the establishment of a predetermined condition, the processor 110 executes a series of instructions included in a program stored in the memory 120 or the storage 130. For example, the processor 110 can be realized as a central processing unit (CPU), a graphics processing unit (GPU), a microprocessor unit (MPU), a field-programmable gate array (FPGA), or other computing device.

[0013] The memory 120 temporarily stores programs and data. For example, the programs are read from the storage 130. The data includes data transmitted to the terminal 100 and data generated by the processor 110. For example, the memory 120 can be implemented as a random access memory (RAM) or other volatile memory. The storage 130 permanently stores the programs and data. For example, the storage 130 can be implemented as a read-only memory (ROM), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 130 may also be implemented as a removable storage device such as a memory card.

[0014] As an example, storage 130 stores a game program and a communication program. As an example, the game program realizes game functions. The game program provides an environment for user 11 to play the game. The game program realizes a function for executing an event within the game. In the following description, when simply referring to an "event," it means an event executed within the game. The communication program realizes a function for communicating with another computer. As an example, the other computer is server 200. Storage 130 may store an operating system, a simulation program, a user authentication program, and other programs.

[0015] For example, data stored in storage 130 may include data for defining a virtual space, data defining various objects, and user information. The data for defining a virtual space may include map data. The various objects may include characters, equipment, and objects that make up screens for various games. As an example, the user information may include a user ID, a user name, gender, age, and address. The user information may include in-game virtual currency, in-game items, and various rewards owned by user 11.

[0016] The communication interface 140 is connected to the network 20. The communication interface 140 communicates with other computers connected to the network 20. For example, the communication interface 140 can be implemented as a LAN (Local Area Network) or other wired communication interface. For example, the communication interface 140 can be implemented as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC (Near Field Communication), or other wireless communication interface. The communication interface 140 is not limited to the above.

[0017] The input / output interface 150 communicates with an external input device 300. For example, the input / output interface 150 can be implemented as a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI®), or other wired communication interface. For example, the input / output interface 150 can be implemented as a Bluetooth® or other wireless communication interface.

[0018] As an example, the input device 300 is a controller. The controller has one or more operational components. For example, the one or more operational components may include a button, a key, a switch, a handle, a bar, a touchpad, or a stick. The controller transmits an output value to the terminal 100 based on an operation of the user 11 on the operational component. As an example, the controller may include a motion sensor such as an acceleration sensor and an angular velocity sensor. The controller may be configured to transmit an output value of the motion sensor to the terminal 100. The controller may be attachable to and detachable from the terminal 100.

[0019] The input device 300 is not limited to the above. For example, the input device 300 may be a camera. The camera may be configured to transmit a captured image of the user 11 to the terminal 100. For example, the input device 300 may be a distance measurement sensor. The distance measurement sensor may be configured to transmit an output value based on detection of the hand of the user 11, a marker, or the like to the terminal 100.

[0020] The microphone 160 converts the speech of the user 11 into an audio signal (electrical signal) and transmits it to the processor 110. The speaker 170 converts the audio signal into sound and outputs it to the user 11. In addition to or instead of the speaker 170, the terminal 100 may be provided with an earphone or an earphone jack to which an earphone can be connected.

[0021] As an example, the touch screen 180 includes a monitor 181 and a touch sensor 182. The monitor 181 can be realized as a transmissive or non-transmissive display device. For example, the monitor 181 can be realized as a liquid crystal monitor, an organic electroluminescence (EL) monitor, or another display device. The monitor 181 displays various images. The images displayed on the monitor 181 include various objects such as backgrounds, characters, windows, buttons, menus, lists, and icons. The monitor 181 is not limited to the above. For example, the monitor 181 may be a 3D monitor including a sub-monitor that displays an image for the left eye and a sub-monitor that displays an image for the right eye.

[0022] The touch sensor 182 transmits an output value based on an operation of the user 11 on the monitor 181 to the processor 110. As an example, the touch sensor 182 can be realized as a capacitive touch sensor, a resistive touch sensor, an ultrasonic touch sensor, or another type of touch sensor. The input surface of the touch sensor 182 is a part or all of the display surface of the monitor 181. The touch sensor 182 can be used as an operation device configured to accept an input operation of the user 11. For example, if the operation device is the touch sensor 182, the processor 110 accepts the user 11's physical contact operation with the input surface of the touch sensor 182 as the input operation of the user 11. For example, modes of input operation using the touch sensor 182 can include tapping, swiping, dragging, flicking, and other modes.

[0023] The operating device is not limited to the above-described configuration. For example, if the operating device is the communication interface 140, the processor 110 receives a signal transmitted from an operating device (not shown) connected via the network 20 as an input operation by the user 11. For example, if the operating device is the input / output interface 150, the processor 110 receives a signal transmitted from an external input device 300 as an input operation by the user 11. For example, if the input device 300 is a camera and a distance measuring sensor, when the processor 110 detects the hand of the user 11 from a received captured image, the processor 110 receives a gesture detected based on the captured image and an output value as an input operation by the user 11. For example, if the input device 300 is a controller, the processor 110 receives an output value transmitted from the controller as an input operation by the user 11.

[0024] The GNSS receiver 185 receives positioning information transmitted from multiple positioning satellites constituting a Global Navigation Satellite System (GNSS), and acquires location information of the terminal 100 based on the received positioning information. As an example, the positioning information includes at least the position coordinates of the positioning satellites and the transmission time of the positioning information. Examples of GNSS include the Global Positioning System (GPS), GLONASS, Galileo, and BeiDou. The GNSS receiver 185 may be configured to receive positioning information from augmenting satellites in a specific region. As an example, the location information may be the latitude and longitude of the terminal 100. As an example, the location information may include the altitude of the terminal 100. The GNSS receiver 185 may be used as a positioning device that acquires information for identifying the location information of the terminal 100.

[0025] The positioning device is not limited to the above-described configuration. For example, if the positioning device is the input / output interface 150, the processor 110 identifies the current location of the terminal 100 based on a signal transmitted from an external input device 300. For example, if the input device 300 is a camera, the processor 110 identifies the photographing position based on a received photographed image, thereby identifying the current location of the terminal 100. Furthermore, the position information of the terminal 100 may be corrected based on the detection results of an acceleration sensor, a gyro sensor, and a magnetic sensor.

[0026] [Server hardware configuration] The server 200 may be a workstation or a general-purpose computer such as a PC. The server 200 includes a processor 210, a memory 220, a storage 230, a communication interface 240, and an input / output interface 250. The components of the server 200 are connected to a communication bus 290.

[0027] In response to a signal provided to the server 200 or in response to a predetermined condition being met, the processor 210 executes a series of instructions included in a program stored in the memory 220 or the storage 230. For example, the processor 210 can be implemented as a CPU, a GPU, an MPU, an FPGA, or other computing device.

[0028] The memory 220 temporarily stores programs and data. For example, the programs are read from the storage 230. The data may include data sent to the server 200 and data generated by the processor 210. For example, the memory 220 may be implemented as a RAM or other volatile memory.

[0029] The storage 230 permanently stores programs and data. For example, the storage 230 can be realized as a ROM, a hard disk drive, a flash memory, or other non-volatile storage device. The storage 230 may also be realized as a removable storage device such as a memory card. The server 200 may use programs stored in an external storage device instead of the storage 230. For example, in a situation where multiple information processing systems 10 are used, such as an amusement facility, programs and data can be updated collectively.

[0030] The storage 230 stores a game program and a communication program. For example, the game program implements a game function. The communication program implements a function for communicating with other computers. For example, the other computers are one or more terminals 100. The storage 230 may store a distribution program, an operating system, a simulation program, a user authentication program, and other programs. For example, the storage 230 stores data for defining a virtual space, data for specifying objects, and user information.

[0031] The communication interface 240 is connected to the network 20. The communication interface 240 communicates with other computers connected to the network 20. For example, the communication interface 240 can be implemented as a LAN or other wired communication interface. For example, the communication interface 240 can be implemented as Wi-Fi (registered trademark), Bluetooth (registered trademark), NFC, or other wireless communication interface. The communication interface 240 is not limited to the above.

[0032] The input / output interface 250 communicates with external input / output devices (not shown). For example, the input / output interface 250 can be implemented as a USB, DVI, HDMI, or other wired communication interface. For example, the input / output interface 250 can be implemented as a Bluetooth® or other wireless communication interface.

[0033] [Device Features] As shown in FIG. 2 , one or more of the components of the terminal 100 are combined to form a functional unit (module) having a cohesive function. As an example, the terminal 100 may include a game control unit 101, a manual response unit 102, an automatic response unit 103, a position acquisition unit 105, a display control unit 106, a memory unit 107, a communication unit 108, and an input / output unit 109. As an example, the game control unit 101 and the display control unit 106 can be realized by a processor 110. As an example, the manual response unit 102 and the automatic response unit 103 can be realized by the processor 110. As an example, the position acquisition unit 105 can be realized by a GNSS receiver 185. As an example, the memory unit 107 can be realized by a memory 120 and a storage 130. As an example, the communication unit 108 can be realized by a communication interface 140. As an example, the input / output unit 109 can be realized by the processor 110, a touch sensor 182, and an input / output interface 150.

[0034] The input / output unit 109 detects an input operation by the user 11 on the touch sensor 182, and an input operation by the user 11 on an external operating device via the input / output interface 150. As an example, the input / output unit 109 can identify the mode of the input operation based on the input operation by the user 11 on the touch sensor 182. For example, the modes of the input operation that the input / output unit 109 can identify may include tapping, swiping, dragging, flicking, and other modes. Hereinafter, touching the touch sensor 182 with the finger or the like of the user 11 will simply be referred to as "touch."

[0035] When a touch on the touch sensor 182 starts, the input / output unit 109 identifies the coordinates of the touch position (hereinafter referred to as the touch start position). When the touch on the touch sensor 182 stops, the input / output unit 109 identifies the coordinates of the last touch position (hereinafter referred to as the touch end position). While the touch on the touch sensor 182 continues, the input / output unit 109 identifies the coordinates of the touch position at each time (hereinafter referred to as the current touch position). The input / output unit 109 identifies the mode of the input operation by the user 11 based on the touch time from the start of the touch to the end of the touch and the change in the touch position.

[0036] The location acquisition unit 105 acquires location information of the terminal 100. As an example, the location information may be latitude and longitude as coordinate values ​​of the terminal 100. As an example, the location information may include altitude as coordinate values ​​of the terminal 100. As an example, the location acquisition unit 105 acquires location information at predetermined time intervals. As an example, the predetermined time is one second. The predetermined time is not limited to this, and may be less than one second or more than one second. To improve the accuracy of the coordinate values, the location acquisition unit 105 may acquire location information in real time as much as possible. To avoid data load or data volume pressure, the predetermined time for acquiring location information may be changed arbitrarily. In this specification, "real-space location" refers to the coordinate values ​​of the terminal 100 identified as location information. As an example, a real-space location is expressed by coordinate values ​​on the Earth (surface) in the real world. However, the real-space location may be a partial area on the Earth or outer space.

[0037] The communication unit 108 receives various types of information from one or more servers 200. As an example, the information that the communication unit 108 receives from the server 200 may include progress information and user information. The progress information is information for controlling the progress of the game. The progress information may include various requests.

[0038] The communication unit 108 transmits various types of information to one or more servers 200. As an example, the information transmitted by the communication unit 108 to the server 200 may include play information and user information. The play information is information for reflecting input operations by the user 11 in the progress of the game. The play information is output in response to input operations received by the input / output unit 109. The play information is output in response to location information acquired by the location acquisition unit 105. The play information may include various requests.

[0039] The game of the present disclosure is controlled in a manual mode in which the game progresses through manual responses based on the operation of the user 11, and an automatic mode in which the game progresses through automatic responses without based on the operation of the user 11. The manual response refers to various instructions related to the game being specified based on the operation of the user 11. The game progresses based on the instructions specified by the manual response. The automatic response refers to various instructions related to the game being automatically specified without based on the operation of the user 11. The game progresses based on the instructions specified by the automatic response. The various instructions include manual instructions from a manual response and automatic instructions from an automatic response. The play information includes manual play information generated based on manual instructions and automatic play information generated based on automatic instructions. A game that progresses through a manual response is referred to as a "manual game," and a game that progresses through an automatic response is referred to as an "automatic game." As will be described in more detail below, in the manual mode, the manual game and the automatic game can be progressed independently of each other and in parallel. For example, a manual game and an automatic game may have the same content, but may proceed differently even if they are started at the same time. In automatic mode, the manual game does not proceed, but the automatic game proceeds.

[0040] The game control unit 101 defines a virtual space in which the game is set. As an example, the game control unit 101 defines a virtual movement space in which field movement in the game is set. The virtual movement space is an example of a virtual space. The virtual movement space includes a first virtual movement space for executing a manual game and a second virtual movement space for executing an automatic game. As an example, the first virtual movement space and the second virtual movement space have differences in response methods and some processing contents depending on the difference in response methods, but have the same configuration as virtual spaces. In the following description, when simply referring to a "virtual movement space," it is not intended to distinguish between the first virtual movement space and the second virtual movement space.

[0041] The game control unit 101 places various objects in each virtual movement space. The various objects include field objects that constitute a virtual field. As an example, the field objects are placed based on map data. That is, the game control unit 101 constructs a virtual movement space based on map data of the real space. As an example, in each virtual movement space, field objects corresponding to various information contained in the map data that indicates roads, buildings, parks, rivers, ponds, oceans, etc. in the real space are placed. Thus, in each virtual movement space, a virtual field that can be recognized as a map corresponding to the real world is constructed by the field objects. Each position in the virtual field corresponds to a position in the real space.

[0042] The various objects include a user object corresponding to the user 11. As an example, the user object is a player character (avatar). The user object is not limited to a character, but may also be a symbol or an icon. The user object is placed at a position in each virtual movement space that corresponds to the position of the terminal 100 in the real space. In other words, the user object is information indicating the current location of the user 11 who owns the terminal 100. The various objects include an event object corresponding to an event. The event object is placed at a position in each virtual movement space that corresponds to a position in any real space.

[0043] As will be described in detail later, in a game, when the terminal 100 reaches a real-world position in each virtual movement space (virtual field) that corresponds to the placement position of an event object, the event corresponding to the event object can be executed. In the following description, the real-world position of the terminal 100 may be simply referred to as the "terminal position." In the following description, a real-world position that corresponds to the placement position of an event in the virtual space may be simply referred to as the "event position." The terminal position and the event position are both positions in real space. As an example, the placement position of an event object in each virtual movement space can be understood as the placement position of the event in the virtual movement space. In a game, an event can be executed when a predetermined relationship is established between the terminal position and the event position. The predetermined relationship may be that the terminal position and the event position coincide with each other. Alternatively, the predetermined relationship may be that the terminal position is within a predetermined range from the event position. In each virtual movement space, it can also be said that an event can be executed when a user object reaches an event object. The game control unit 101 can make various determinations regarding the progress of the game. The game control unit 101 can perform various lotteries regarding the progress of the game. In addition, the progress of the manual game using the first virtual movement space and the automatic game using the second virtual movement space may differ due to different instructions, as well as different results of lotteries and judgments regarding the progress of the game.

[0044] The game control unit 101 defines a virtual event space where events in the game take place. The virtual event space is an example of a virtual space. The virtual event space includes a first virtual event space for executing a manual game and a second virtual event space for executing an automatic game. As an example, the first virtual event space and the second virtual event space have the same configuration as virtual spaces, although there are differences in the response method and some processing contents depending on the difference in the response method. In the following description, when simply referring to a "virtual event space," there is no intention to distinguish between the first virtual event space and the second virtual event space.

[0045] The game control unit 101 places various objects in each virtual event space. The various objects in each virtual event space include field objects. The various objects include user objects. The game control unit 101 can make various determinations regarding the progress of the game. The game control unit 101 can perform various lotteries regarding the progress of the game. Note that the manual game using the first virtual event space and the automatic game using the second virtual event space have different instructions and different results of lotteries and determinations regarding the progress of the game, which may result in situations where the progress of the two games differs.

[0046] The game control unit 101 generates game play information in accordance with game progress information, various game-related instructions, various determination results, and various lottery results. The progress information includes manual progress information for controlling a manual game and automatic progress information for controlling an automatic game. As an example, the game control unit 101 generates manual play information in accordance with the manual progress information, various game-related manual instructions, various determination results, and various lottery results. As an example, the game control unit 101 generates automatic play information in accordance with the automatic progress information, various game-related automatic instructions, various determination results, and various lottery results.

[0047] Each piece of play information generated by game control unit 101 is transmitted to server 200 by communication unit 108. As an example, processor 110, as game control unit 101, may perform a function corresponding to a step by executing a step for receiving various pieces of information. As an example, processor 110, as game control unit 101, may perform a function corresponding to a step by executing a step for transmitting various pieces of information. As an example, processor 110, as game control unit 101, may perform a function corresponding to a step by executing a step for progressing the game.

[0048] The manual response unit 102 identifies the user 11's instruction in a scene where the user 11 can input a predetermined instruction, and outputs the identified instruction to the game control unit 101. The manual response unit 102 identifies the user 11's instruction based on the manual progress information, the touch position received by the input / output unit 109, the mode of the input operation, the position of the user object in the first virtual movement space, and the position of the event object. As an example, the game control unit 101 can identify an instruction to start an event. The game control unit 101 identifies the user 11's instruction based on the manual progress information, the touch position received by the input / output unit 109, the mode of the input operation, and the coordinates of each object in the first virtual event space. As an example, it can identify an instruction to operate the user object. As an example, the processor 110, as the manual response unit 102, can execute steps for identifying various instructions, thereby performing functions corresponding to the steps.

[0049] In a scene where the user 11 can input a predetermined instruction, the automatic response unit 103 automatically identifies the instruction without the user 11's operation and outputs the identified instruction to the game control unit 101. The automatic response unit 103 automatically identifies the instruction based on the automatic progress information, the position of the user object in the second virtual movement space, and the position of the event object. As an example, the automatic response unit 103 can identify an instruction to start an event. The automatic response unit 103 automatically identifies the instruction based on the automatic progress information, the touch position received by the input / output unit 109, the mode of the input operation, and the coordinates of each object in the second virtual event space. As an example, the automatic response unit 103 can identify an instruction to operate the user object. As an example, the processor 110, as the automatic response unit 103, can execute steps for identifying various instructions, thereby performing functions corresponding to the steps.

[0050] As an example, the automatic response unit 103 may identify instructions according to the progress of the game through control using AI (Artificial Intelligence). For example, the AI ​​may employ a combination of one or both of machine learning AI and rule-based AI. As an example, the machine learning AI may improve the accuracy of identifying optimal instructions according to the progress of the game from multiple instructions by using supervised learning, unsupervised learning, reinforcement learning, or a combination of these. As an example, the machine learning AI generates a trained model by learning a large amount of training data including the progress of the game, identified instructions, and game results. When the data on the progress of the game is input, the machine learning AI uses the trained model to identify instructions according to the progress of the game so as to achieve the optimal game result. As an example, the game result may be the result of playing a game over a predetermined period including one or more events, or the result of playing a single event. As an example, the play result may be the number of times an event is performed, the type of event, the completion status of tasks in the event, the type of reward for the event, the amount of reward for the event, etc. As an example, the trained model may be created using DNN (Deep Neural Networks). Examples of DNNs include recurrent neural networks (RNNs), long short-term memory (LSTMs), generative adversarial networks (GANs), and convolutional neural networks (CNNs). A trained model may be created by clustering. For example, clustering methods such as K-means, hierarchical clustering, and density-based spatial clustering of applications with noise (DBSCAN) are used. As an example, a rule-based AI may be trained in advance to learn rules for identifying instructions based on the progress of a game, and identify instructions based on the learning results. As an example, a rule-based AI may learn combination data of the progress of a game and optimal instructions as rules.Rule-based AI identifies instructions based on the progress of the game based on the rules it has learned.

[0051] The display control unit 106 controls the display content of the monitor 181. For example, the display control unit 106 creates an image to be displayed on the monitor 181. The display control unit 106 creates an image of a game screen according to each piece of progress information received via the communication unit 108. The display control unit 106 creates an image of a game screen according to each piece of play information generated by the game control unit 101. The display control unit 106 displays the image of the game screen on the monitor 181. The display control unit 106 may be configured to display the image of the game screen on an external display device via the input / output interface 150. The display control unit 106 may be configured to display the image of the game screen on an external display device via the communication interface 140. The game screen is an image obtained by controlling and drawing 2D or 3D objects.

[0052] The display control unit 106 controls and draws objects (hereinafter referred to as UI objects) for constructing a user interface (hereinafter referred to as UI) required for input operations by the user 11. The UI objects are information for assisting the input operations of the user 11 required to progress through the game. For example, UI objects are icons, buttons, lists, windows, and menus. The various UI objects described in this disclosure are merely examples and are not limited to these aspects. As an example, the processor 110, as the display control unit 106, can execute steps for controlling the display content of the monitor 181, thereby performing functions corresponding to those steps.

[0053] The functions corresponding to each step in each terminal 100 can be realized by hardware and software (programs) executed by the processor 110. The software may be stored in advance in the storage 130. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network, such as the Internet. The software is read from the data storage medium by a data reader or downloaded from another computer, such as the server 200, via the communication interface 140 and then stored in the storage 130. The software is read from the storage 130 by the processor 110 and stored in the memory 120 in the form of an executable program. The processor 110 executes the program.

[0054] [Server Features] As shown in FIG. 3 , one or more of the components of the server 200 are combined to form a functional unit (module) that is functionally cohesive. As an example, the server 200 may include a game control unit 201, a memory unit 207, a communication unit 208, and an input / output unit 209. The server 200 may also include a display control unit (not shown). The server 200 may also include a location information acquisition unit that acquires location information of the terminal 100. As an example, the game control unit 201 can be realized by the processor 210. As an example, the memory unit 207 can be realized by the memory 220 and the storage 230. As an example, the communication unit 208 can be realized by the communication interface 240. As an example, the input / output unit 209 can be realized by the processor 210 and the input / output interface 250.

[0055] The communication unit 208 receives various types of information from each terminal 100. For example, the information that the communication unit 208 receives from each terminal 100 includes play information and user information. The communication unit 208 transmits various types of information to each terminal 100. For example, the information that the communication unit 208 transmits to each terminal 100 includes progress information and user information. The input / output unit 209 may detect and accept input operations by the user 11 on an external input device via the input / output interface 250.

[0056] The game control unit 201 progresses the game in accordance with each piece of play information received by the communication unit 208 from the terminal 100. The game control unit 201 defines a first virtual movement space and a second virtual movement space as examples of virtual spaces. The game control unit 201 places various objects in each virtual movement space. The various objects include field objects and user objects. The game control unit 201 may make various determinations regarding the progress of the game. The game control unit 201 may perform various lotteries regarding the progress of the game. As an example, the game control unit 201 generates manual progress information in accordance with manual play information, various manual instructions related to the game, the position of each object in the first virtual movement space, various determination results, and various lottery results. As an example, the game control unit 201 generates automatic progress information in accordance with automatic play information, various automatic instructions related to the game, the position of each object in the second virtual movement space, various determination results, and various lottery results.

[0057] The game control unit 201 defines a first virtual event space and a second virtual event space as examples of virtual spaces. The game control unit 201 places various objects in each virtual event space. The various objects include field objects and user objects. The game control unit 201 may make various determinations regarding the progress of the game. The game control unit 201 may perform various lotteries regarding the progress of the game. As an example, the game control unit 201 generates manual progress information in accordance with manual play information, various manual instructions related to the game, the position of each object in the first virtual event space, various determination results, and various lottery results. As an example, the game control unit 201 generates automatic progress information in accordance with automatic play information, various automatic instructions related to the game, the position of each object in the second virtual event space, various determination results, and various lottery results.

[0058] Each piece of progress information generated by game control unit 201 is transmitted to terminal 100 by communication unit 208. As an example, processor 210, as game control unit 201, may perform a function corresponding to a step by executing a step for receiving various pieces of information. As an example, processor 210, as game control unit 201, may perform a function corresponding to a step by executing a step for transmitting various pieces of information. As an example, processor 210, as game control unit 201, may perform a function corresponding to a step by executing a step for progressing the game.

[0059] The functions corresponding to each step in the server 200 can be realized by hardware and software (programs) executed by the processor 210. The software may be stored in advance in the storage 230. The software may be stored on a computer-readable non-volatile data storage medium, such as a CD-ROM, and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network, such as the Internet. The software is read from the data storage medium by a data reading device or downloaded from another computer, such as an external storage device, via the communication interface 240, and then stored in the storage 230. The software is read from the storage 230 by the processor 210 and stored in the memory 220 in the form of an executable program. The processor 210 executes the program.

[0060] [Game Overview] As an example, a game according to the present disclosure is a game that uses position information of the terminal 100. As an example, in the game, various events occur based on the position information of the terminal 100. As an example, the game includes a movement part in which a user object moves through a virtual movement space. As an example, the game includes an event part in which various events associated with positions in the virtual movement space are executed.

[0061] [Overview of the movement part] An example of a specific specification of the moving part will be described. The user object is placed at a position in the virtual movement space that corresponds to the terminal position. When the terminal 100 moves in the real space, the user object is placed at a position in the virtual movement space that corresponds to the terminal position at that time, and the user object moves in the virtual movement space. In the movement part, when the terminal 100 reaches an event position in the real space, an event associated with the position corresponding to the event position in the virtual movement space can be progressed. In the movement part, the user 11 moves through the real space while holding the terminal 100, thereby moving to a position in the real space that corresponds to an event object placed on the virtual field. One of the objectives of the user 11 in the movement part is to move to the event position while holding the terminal 100 and start the event.

[0062] [Event Part Overview] An example of a specific specification of the event part will be described. As an example, the event includes accomplishing a predetermined task. As an example, the task is to defeat an enemy object. As an example, the event includes the user 11 controlling a user object. As an example, the user object is a character selected by the user 11 from among a plurality of characters. The outcome of the event includes the achievement status of the task in the event, that is, task accomplished or task not accomplished. As an example, the task is accomplished if the enemy object is defeated within the event time limit. As an example, the task is not accomplished if the enemy object cannot be defeated within the event time limit.

[0063] As an example, an event is executed with the content of a battle between a single user object and a single enemy object. As an example, the event employs a real-time method in which all objects operate according to the flow of time in real space. The condition for completing the event is for the enemy object to be rendered incapacitated before the event time limit elapses. An enemy object becomes incapacitated when its hit points (hereinafter referred to as HP), which is one of its parameter values ​​(ability values), reach 0. The enemy object's HP decreases when it is attacked by a user object. The user object's parameter values ​​may or may not include HP. If the user object's parameter values ​​include HP, the user object will become incapacitated when its HP reaches 0. The user object's HP decreases when it is attacked by an enemy object.

[0064] An event may involve a battle between multiple user objects and a single enemy object. An event may involve a battle between a single user object and multiple enemy objects. An event may involve a battle between multiple user objects and multiple enemy objects. When multiple user objects participate in an event, each user object may be controlled by a single user 11, or may be controlled by a different user 11. In other words, an event may be one in which multiple users 11 can participate. When multiple enemy objects participate in an event, the event may involve points being awarded when enemy objects are rendered unable to act. In this case, the conditions for achieving the event may be that one or more specific enemy objects are rendered unable to act, and that the total number of points reaches a specified value, etc.

[0065] As an example, there may be multiple types of events. For example, if an event is configured as a battle against an enemy object, the types of monsters that appear as enemy objects in the battle may be different. As an example, the multiple types of events may have different levels of difficulty to complete. If an event is configured as a battle against an enemy object, the parameter values ​​indicating the strength of the enemy object may be different. For example, the difficulty of completing the event may be increased by increasing the attack power, defense power, magic power, and HP of the enemy object. As an example, the multiple types of events may have different rewards awarded to the user when the event is completed. For example, the reward may be experience points that are accumulated to grow the user object, or virtual currency that can be used in the game. For example, the reward may be an item that the user object can use, or may be equipment that the user object can equip. For example, the item may be a healing potion that restores the user object's HP, or a magic potion that restores magic points, one of the user object's parameter values. Different types of events are not limited to differences in at least one of the objects appearing in the event, the difficulty to complete the event, and the reward, but may also include differences in the content of the event.

[0066] Events are not limited to the above-mentioned content. For example, an event may be a sport such as soccer, tennis, table tennis, boxing, or basketball. For example, an event may be a race such as a car race, a yacht race, a ski race, or an airplane race. Events are not limited to competitive content. An event may be cooperative content in which multiple users or multiple groups cooperate to accomplish a task. In this case, the task may be content to develop a character or content to build a city or a building. An event may also be content aimed at learning for the user 11, such as arithmetic, reading, writing, and drawing.

[0067] [Manual and automatic responses] The game is executed in either manual mode or automatic mode. In automatic mode, the manual game does not progress, while the automatic game progresses. In manual mode, the manual game and the automatic game progress in parallel. Even in the same game scene, the instructions in the manual response and the automatic response do not necessarily match. Therefore, even if the manual game and the automatic game are the same type and started simultaneously, the progress status at a given time may differ. Game play results include manual play results, which are the results of playing the manual game, and automatic play results, which are the results of playing the automatic game. Each play result may include one or more of the following: the movement route in the movement part, the number of times an event is executed, the type of event, whether or not the event task was completed, whether or not a reward was received for the event, the type of reward for the event, and the amount of the reward for the event. Each play result may also include the time or number of turns required to complete the event task, the amount of items consumed in the event, and parameter values ​​such as HP.

[0068] [Overview of screen transitions on each device] An overview of screen transitions on the terminal 100 will be described. 4, various screens may be displayed on the monitor 181 of the terminal 100 in accordance with the progress of the game and various instructions related to the game. As an example, the various screens may include a movement screen 40 and an event screen 50.

[0069] The movement screen 40 is displayed during the movement part. The movement screen 40 is displayed when an event is not being executed. The movement screen 40 can also be said to be a screen for instructing the display of the event screen 50. The movement screen 40 may include information indicating the event location. The movement screen 40 includes a manual movement screen 401 that is displayed when the movement part is executed by manual response processing because the system is set to manual mode. The movement screen 40 includes an automatic movement screen 402 that is displayed when the movement part is executed by automatic response processing because the system is set to automatic mode.

[0070] The event screen 50 is displayed during the event part. The event screen 50 is displayed while the event is being executed. The event screen 50 is a screen for displaying the progress of the event. The event screen 50 may include a screen for displaying the event results and event rewards. The event screen 50 includes a manual event screen 501 that is displayed when the event part is executed by manual response processing because the manual mode is set. The event screen 50 includes an automatic event screen 502 that is displayed when the event part is executed by automatic response processing because the automatic mode is set.

[0071] [An example of the flow of manual movement part processing] The manual movement part process is one of the manual response processes, and is a process that executes a movement part in response to a manual response. The manual movement part process is executed when the manual mode is set.

[0072] As shown in FIG. 5, in step S100, when the game program is launched, the processor 110 of the terminal 100 starts the game and transmits a game start notification including information that can identify the start of the game to the server 200. The processor 110 of the terminal 100 sets the manual mode as the initial mode. As an example, the game start notification includes, as one piece of user information, a user ID assigned to the user 11 who uses the terminal 100. As an example, the game start notification includes location information of the terminal 100. In step S101, the processor 210 of the server 200 receives the game start notification. As an example, based on the game start notification, the processor 210 synchronizes location information and map information with the user ID, thereby enabling the game using location information to proceed. The processor 210 sets the manual mode as the initial mode.

[0073] In step S102, the processor 110 of the terminal 100 defines a first virtual movement space. As an example, the first virtual movement space is defined based on map data. As an example, a virtual field is constructed in the first virtual movement space. As an example, a user object is placed in the virtual field in the first virtual movement space. The user object is placed in a position in the first virtual movement space that corresponds to the position of the terminal 100 in the real space. The processor 110 places a virtual camera in the first virtual movement space for displaying the manual movement screen 401. As an example, the virtual camera may be placed in a position in the first virtual movement space that overlooks the user object and the virtual field.

[0074] In step S103, the processor 110 of the terminal 100 displays the manual movement screen 401 on the monitor 181. For example, the processor 110 displays the range that can be captured by the virtual camera placed in the first virtual movement space on the monitor 181 as part of the manual movement screen 401. In the following description, the range of the virtual space that is displayed on the manual movement screen 401 (the virtual camera's capturing range) will be simply referred to as the "display range."

[0075] As an example, an event object is placed in the first virtual movement space (virtual field). The event object is placed in association with a position in the first virtual movement space that corresponds to a predetermined position in real space. As an example, the predetermined position may be a monument, public facility, store, scenic spot, etc. that exists in real space. The event object is placed in association with a position in the first virtual movement space that corresponds to the event location, as information indicating the event location. As an example, one event object is placed in association with a position in the first virtual movement space that corresponds to one event location. However, this is not limited to this, and multiple event objects may be placed in association with positions in the first virtual movement space that correspond to one event location. The upper limit number of event objects that can be placed in the first virtual movement space may be one or more.

[0076] In step S104, the processor 110 of the terminal 100 executes terminal-side main processing. The processor 110 transmits and receives various information to and from the server 200 via the communication interface 140. The processor 110 controls the game based on the various information received from the server 200. As an example, the processor 110 acquires position information of the terminal 100 from the GNSS receiver 185 at predetermined time intervals. Based on the position information, the processor 110 places the user object in a position in the first virtual movement space that corresponds to the current terminal position. If the terminal position is moving, the processor 110 moves the user object on the virtual field to match the current terminal position. As an example, each time the processor 110 acquires position information, the processor 110 transmits manual play information indicating the acquired position information to the server 200. As an example, the processor 110 receives manual progress information from the server 200. The processor 110 updates the first virtual movement space in accordance with the manual progress information. In other words, it can be said that the instruction to move the user object in the first virtual movement space is performed by moving through the real space while holding the terminal 100. The progress information may include information specifying the placement of an event in the first virtual movement space and the placement position of the event in the first virtual movement space. The processor 110 places the event object in the placement position indicated in the manual progress information in the first virtual movement space. The manual progress information may include information specifying the removal of the event from the first virtual movement space. The processor 110 removes the instructed event from the first virtual movement space.

[0077] In step S105, the processor 210 of the server 200 defines a first virtual movement space. As an example, a virtual field is constructed in the first virtual movement space. As an example, a user object and an event object are placed on the virtual field in the first virtual movement space. In step S106, the processor 210 of the server 200 executes server-side main processing. The processor 210 transmits and receives various information to and from the terminal 100 via the communication interface 240. The processor 210 controls the game based on the various information received from the terminal 100. As an example, the processor 210 receives manual play information from the terminal 100. The processor 110 updates the first virtual movement space in accordance with the manual play information. For example, the processor 210 determines the placement position of an event in the first virtual movement space based on the manual play information. The processor 210 places the event in the first virtual movement space and transmits manual progress information indicating the placement position of the event in the first virtual movement space to the terminal 100.

[0078] [An example of the automatic movement part processing flow] The automatic movement part process is one of the automatic response processes, and is a process in which a movement part is executed by an automatic response. The automatic movement part process is executed when automatic mode is set. The automatic movement part process is also executed when manual mode is set. In the automatic movement part process, the processor 110 of the terminal 100 identifies various instructions according to the progress of the game through AI control. The automatic movement part process is a process in which the first virtual movement space is replaced with a second virtual movement space and the manual movement screen 401 is replaced with an automatic movement screen 402, respectively, in the manual movement part process. The automatic movement part process is a process in which the manual response is replaced with an automatic response, the manual play information is replaced with automatic play information, and the manual progress information is replaced with automatic progress information, respectively, in the manual movement part process. Note that, as in the first virtual movement space, instructions to move a user object in the second virtual movement space are given by moving in real space while holding the terminal 100. The manual movement part process and the automatic movement part process differ in whether the response method is a manual response or an automatic response. On the other hand, the manual movement part processing and the automatic movement part processing have the same game content to be processed. The manual movement part processing and the automatic movement part processing are performed in parallel by the terminal 100 and the server 200. Therefore, the movement part by automatic response and the movement part by manual response are executed in parallel, independently of each other.

[0079] [An example of the flow of manual event part processing] The manual event part process is one of the manual response processes, and is a process that causes an event part to be executed in response to a manual response. The manual event part process is executed when the manual mode is set.

[0080] As shown in FIG. 6, in step S200, processor 110 of terminal 100 identifies an event start instruction in the case of a moving part. As an example, when processor 110 receives an event start operation, it identifies the event start instruction as a manual response. The event start instruction can be identified when terminal 100 reaches the event location. As an example, processor 110 identifies that terminal 100 has reached the event location when terminal 100 is located within a specified range centered on the event location. As an example, the specified range may be a cylindrical space with a radius of 50 meters and a height of 50 meters centered on the event location.

[0081] In step S201, processor 110 of terminal 100 transmits an event start notification indicating the start of an event to server 200. The event start notification is an example of manual play information. In step S202, processor 110 of terminal 100 defines a first virtual event space. Processor 110 places a field object in the first virtual event space. Processor 110 places a user object of user 11 and an enemy object in the first virtual event space. In step S203, processor 110 of terminal 100 displays a manual event screen 501 on monitor 181. For example, processor 110 displays, on monitor 181, the area that can be captured within the shooting range of a virtual camera placed in the first virtual event space as part of manual event screen 501.

[0082] In step S204, processor 110 of terminal 100 executes terminal-side event processing. That is, processor 110 enables an event arranged in the virtual space in association with a position in real space to proceed. For example, processor 110 transmits and receives various information to and from server 200 via communication interface 140. As an example, when processor 110 identifies an action instruction for a user object based on a manual response, processor 110 transmits manual play information indicating the content of the instruction to server 200. Processor 110 controls the event based on the various information received from server 200. As an example, processor 110 updates the first virtual event space based on the manual progress information.

[0083] In step S205, processor 210 of server 200 receives the event start notification. In step S206, processor 210 of server 200 defines a first virtual event space. Processor 210 places a field object in the first virtual event space. Processor 210 places a user object of user 11 and an enemy object in the first virtual event space.

[0084] In step S207, the processor 210 of the server 200 executes server-side event processing. That is, the processor 210 allows an event arranged in the virtual space in association with a position in real space to proceed. For example, the processor 210 transmits and receives various information to and from the terminal 100 via the communication interface 240. The processor 210 controls the event based on the various information received from the terminal 100. As an example, the processor 210 may receive manual play information from the terminal 100. The processor 210 manages the action of the user object according to the manual play information. As an example, the processor 210 determines whether the user object has moved. The processor 210 moves the user object based on the determination result. As an example, the processor 210 determines whether an attack has hit an enemy object. If the processor 210 determines that the attack has hit, the processor 210 reduces the HP of the enemy object. The processor 210 transmits manual progress information indicating the result of the user object's action to the terminal 100.

[0085] The processor 210 of the server 200 also causes the enemy object to act. As an example, the processor 210 determines whether the enemy object should move. As an example, the processor 210 moves the enemy object based on the determination result. As an example, the processor 210 may determine whether an attack has hit the user object. If the processor 210 determines that the attack has hit, the processor 210 reduces the HP of the user object. The processor 210 transmits manual progress information indicating the result of the enemy object's action to the terminal 100.

[0086] The processor 210 of the server 200 executes a process for determining the result of an event at predetermined time intervals. For example, the processor 210 determines whether or not the achievement condition of the event has been met. As an example, the processor 210 determines that the achievement condition of the event has been met when the HP of the enemy object reaches 0. If the achievement condition of the event has been met, the processor 210 determines that the task has been completed as the result of the event. If the achievement condition of the event has not been met, the processor 210 determines whether or not the event time limit has elapsed. If the event time limit has elapsed, the processor 210 may determine that the task has not been completed as the result of the event when the HP of the user object reaches 0, even if the event time limit has not elapsed. After determining the result of the event, the processor 210 ends the event and proceeds to step S208.

[0087] In step S208, the processor 210 of the server 200 grants the user 11 a reward for the event. As an example, if the event challenge is completed, the processor 210 can grant a reward associated with the event. For example, a first reward may be determined to be granted to the user 11 whenever the event challenge is completed. As an example, the first reward may be experience points and virtual currency. For example, if the event challenge is completed, a second reward may be determined to be granted to the user 11 if the user wins a predetermined lottery. As an example, the second reward may be an item and weapons. As an example, if the event challenge is not completed, the processor 210 may not grant a reward to the user 11. Not limited to this, if the event challenge is not completed, the processor 210 may grant a reward of lower value than if the event challenge is completed. Therefore, even if the user 11 completes the challenge of the same event, the presence or absence of a reward, the value of the reward, and the amount of the reward may vary. As an example, in step S208, the processor 210 may determine one or more reward IDs from among a plurality of reward IDs associated with the event, and then the processor 210 may grant a reward to the user 11 by associating the determined reward ID with the user ID of the user 11.

[0088] In step S209, processor 210 of server 200 transmits an event result notification indicating the result of the event to terminal 100. The event result notification includes information indicating the reward for the event to be granted to user 11. In step S210, processor 110 of terminal 100 receives the event result notification. In step S211, processor 110 of terminal 100 displays the result of the event on monitor 181 on manual event screen 501. Processor 110 displays the reward for the event on monitor 181 on manual event screen 501. Thereafter, processor 110 of terminal 100 displays manual movement screen 401 on monitor 181, and ends the series of processes for executing the event.

[0089] In step S212, processor 210 of server 200 accumulates the results of events resulting from manual responses and stores them in memory 220 as an example of a manual play result. As an example, processor 210 updates the number of times the event was performed, the type of event, and the success or failure of the event's task as data associated with the user ID as a result of the event resulting from the manual response. As an example, processor 210 updates the time or number of turns required to complete the task, the number of items consumed in the event, and the amount of parameter values ​​consumed, such as HP, as data associated with the user ID. Then, processor 210 of server 200 ends the series of processes for executing the event.

[0090] [An example of the automatic event part processing flow] The automatic event part processing is one type of automatic response processing, and is processing for executing an event part by an automatic response. The automatic event part processing is executed when automatic mode is set. The automatic event part processing is also executed when manual mode is set. In the automatic event part processing, the processor 110 of the terminal 100 identifies various instructions according to the progress of the game through AI control. As an example, the processor 110 identifies an event start instruction as an automatic response through AI control. As an example, the processor 110 identifies an action instruction as an automatic response through AI control.

[0091] The automatic event part processing is a process in which the first virtual event space is replaced with a second virtual event space and the manual event screen 501 is replaced with an automatic event screen 502, respectively, in the manual event part processing. The automatic event part processing is a process in which the manual response is replaced with an automatic response, the manual play information is replaced with automatic play information, the manual progress information is replaced with automatic progress information, and the manual play result is replaced with an automatic play result, respectively, in the manual event part processing. After the event ends, the processor 110 of the terminal 100 displays the automatic move screen 402 on the monitor 188, rather than the manual move screen 401. The difference between the manual event part processing and the automatic event part processing is whether the response method is a manual response or an automatic response. On the other hand, the manual event part processing and the automatic event part processing process have the same game content. The manual event part processing and the automatic event part processing can be performed in parallel by the terminal 100 and the server 200. Therefore, the event part based on the automatic response and the event part based on the manual response are executed in parallel, independently of each other.

[0092] [An example of the response method change process] The response method change process is a process for changing the response method between manual response and automatic response. As shown in FIG. 7 , in step S300, the processor 210 of the server 200 records the progress of the automatic game as an example of an automatic play result. Note that step S300 may be executed as step S212. For example, the processor 210 may start recording the progress of the automatic game based on receiving the game start notification in step S101. For example, the processor 210 records the progress of the automatic game, which is processed in parallel with the manual game, over a period from when the manual mode is set to manual mode until it is released. In the following description, information stored in the memory 220 as a record of the automatic play result is referred to as play record information. The automatic game includes a movement part based on an automatic response and an event part based on the automatic response. For example, the processor 210 may store, as the automatic play result, information capable of identifying a movement trajectory on a virtual field while the automatic response is being executed, or a movement trajectory in real space based on position information. For example, the processor 210 may store, as the automatic play result, information capable of identifying the result of an event based on the automatic response and a reward for the event in the memory 220. As an example, the processor 210 stores video data recording the transitions in the second virtual movement space and the second virtual event space in the memory 220 as the automatic play result. In this case, the video data as play record information may be the results of various instructions by the automatic response, and lotteries and judgments based on the various instructions. The video data may be data recording the transitions in the second virtual movement space and the second virtual event space as still images or moving images. The video data is a video of the game being played by the automatic response.

[0093] In step S301, when the processor 110 of the terminal 100 is set to manual mode and is in a movement part, the processor 110 identifies an automatic response start instruction based on an automatic response start operation. In step S302, the processor 110 of the terminal 100 transmits an automatic response start request, which is an example of manual play information, to the server 200. In step S303, the processor 110 of the terminal 100 sets automatic mode and starts automatic response processing. As an example, the processor 110 copies the first virtual movement space to the second virtual movement space and switches from manual movement part processing to automatic movement part processing. Thereafter, the processor 110 executes automatic movement part processing and automatic event processing. In step S304, the processor 210 of the server 200 receives the automatic response start request. In step S305, the processor 210 of the server 200 ends recording of the automatic play results and erases (initializes) them. The processor 210 copies the first virtual movement space to the second virtual movement space, and switches from manual movement part processing to automatic movement part processing, and then executes automatic movement part processing and automatic event processing.

[0094] In step S306, if the terminal 100 is set to automatic mode and is in a movement part, the processor 110 of the terminal 100 identifies an automatic response cancellation instruction based on an automatic response cancellation operation. In step S307, the processor 110 of the terminal 100 transmits an automatic response cancellation request, which is an example of manual play information, to the server 200. In step S308, the processor 110 of the terminal 100 continues the automatic response processing, sets the terminal 100 to manual mode, and starts manual response processing. That is, the processor 110 processes both the automatic response and the manual response. As an example, the processor 110 copies the second virtual movement space to the first virtual movement space and executes automatic movement part processing and manual movement part processing in parallel. Thereafter, the processor 110 executes manual movement part processing and manual event processing, and automatic movement part processing and automatic event processing in parallel. In step S306, the processor 110 allows the user to select execution of both automatic response and manual response processing.

[0095] In step S309, the processor 210 of the server 200 receives the automatic response cancellation request. In step S310, the processor 210 of the server 200 starts recording the automatic play results. Then, while continuing the automatic response processing, the processor 210 of the server 200 sets the manual mode and starts the manual response processing. That is, the processor 210 processes both the automatic response and the manual response. As an example, the processor 210 copies the second virtual movement space to the first virtual movement space and executes the automatic movement part processing and the manual movement part processing in parallel. Thereafter, the processor 210 executes the manual movement part processing and the manual event processing, and the automatic movement part processing and the automatic event processing in parallel. As a result, while the manual mode is set and the manual game is progressing, the automatic game is executed in parallel. Play result information of the automatic game is accumulated in the memory 220.

[0096] As shown in FIG. 8 , in step S311, processor 110 of terminal 100 is set to manual mode and, in a movement part, identifies a record confirmation instruction for the automatic play result based on a record confirmation operation. In step S312, processor 110 of terminal 100 transmits a record confirmation request, which is an example of manual play information, to server 200. In step S313, processor 210 of server 200 receives the record confirmation request. In step S314, processor 210 of server 200 reads out play record information stored in memory 220 and transmits it to terminal 100. This play record information includes information indicating the outcome of the event as a result of the automatic play and the reward for the event. In step S315, processor 110 of terminal 100 receives the play record information. In step S316, processor 110 of terminal 100 displays information indicating the automatic play result on monitor 181 based on the play record information. As an example, processor 110 displays the results of one or more events executed by the automatic response and the rewards for the events on monitor 181. Note that processor 110 of terminal 100 and processor 210 of server 200 suspend the manual movement part processing and manual event part processing from the time a record check instruction is identified until a record check end instruction is identified. Processor 110 of terminal 100 and processor 210 of server 200 suspend the automatic movement part processing and automatic event part processing from the time a record check instruction is identified until a record check end instruction is identified. In other words, the manual game and the automatic game are suspended from the time a record check instruction is identified until a record check end instruction is identified.

[0097] In step S317, it is assumed that processor 110 of terminal 100 is set to manual mode and is in a movement part, and has identified a video playback instruction for an automatic game based on a video playback operation. In step S318, processor 110 of terminal 100 transmits a video playback request, which is an example of manual play information, to server 200. In step S319, processor 210 of server 200 receives the video playback request. In step S320, processor 210 of server 200 transmits video data stored in memory 220 as play record information to terminal 100. In step S321, processor 110 of terminal 100 receives the video data. In step S322, processor 110 of terminal 100 plays the received video data and displays it on monitor 181. In this way, processor 110 makes it possible to display play result information for a predetermined period of time after the automatic response was initiated.

[0098] In step S323, when the manual mode is set and the game is in a movement part, processor 110 of terminal 100 identifies a result change instruction based on a result change operation. In step S324, processor 110 of terminal 100 transmits a result change request, which is an example of manual play information, to server 200. The result change request is information instructing a change in the play result between the automatic play result and the manual play result. In step S325, processor 210 of server 200 receives the result change request. In step S326, processor 210 of server 200 updates the contents stored in memory 220 so as to change the play result while the manual mode is set from the manual play result to the automatic play result. Then, processor 210 erases (initializes) the play record information.

[0099] As an example, the play result to be changed is the result of an event and a reward for that event. In other words, the user 11 can continue the game by inheriting the event result included in the automatic play result stored as the play record information, rather than the event result included in the manual play result. In this case, the processor 210 may update data indicating the event result associated with the user ID. Furthermore, the user 11 is awarded the reward included in the automatic play result stored as the play record information, instead of the reward included in the manual play result. In this case, the processor 210 may update the reward ID associated with the user ID. In this way, if one of the automatic play result and the manual play result is superior to the other, the game can progress based on the superior play result. As an example, the play result to be changed is the progress status of the game. In other words, the progress status of the manual game is transferred to the current progress status of the automatic game. In this case, the processor 210 may copy the second virtual movement space to the first virtual movement space.

[0100] In step S327, processor 210 of server 200 transmits change result information indicating the result after the change to terminal 100. The change result information includes information indicating the result of the event due to the automatic response and the reward for the event, which are stored as play record information. In step S328, processor 110 of terminal 100 receives the change result information. In step S329, processor 110 of terminal 100 updates the contents stored in memory 120 so that the result of the event due to the manual response and the reward for the event are the result of the event and the reward for the event, respectively, indicated in the change result information. Processor 110 copies the second virtual movement space to the first virtual movement space. Thereafter, processor 110 of terminal 100 terminates the response method change process. Then, processor 110 of terminal 100 and processor 210 of server 200 resume the interrupted manual movement part process. The processor 110 of the terminal 100 and the processor 210 of the server 200 resume the interrupted automatic moving part processing and automatic event processing.

[0101] After identifying the record check instruction, processor 110 of terminal 100, if it identifies the record check end instruction based on the record check end operation, transmits a record check end request to server 200. In this case, processor 110 of terminal 100 controls monitor 181 to end the display of information indicating the automatic play result. Processor 210 of server 200 receives the record check end request. Thereafter, processor 110 of terminal 100 and processor 210 of server 200 resume the interrupted manual movement part processing. Processor 110 of terminal 100 and processor 210 of server 200 resume the interrupted automatic movement part processing and automatic event processing.

[0102] [Example of display screen on device and processing flow related to display] [Move screen] As shown in FIGS. 9 and 10 , when the game starts by launching the game program, the game transitions to the movement part, and a movement screen 40 is displayed on the monitor 181 of the terminal 100. The movement screen 40 includes various objects. As an example, the movement screen 40 includes a display of a virtual movement space 80. As described above, the first virtual movement space 801 and the second virtual movement space 802 have the same configuration but are constructed separately. When the manual mode is set, the manual movement screen 401 includes a portion of the virtual field 800 constructed in the first virtual movement space 801. When the automatic mode is set, the automatic movement screen 402 includes a portion of the virtual field 800 constructed in the second virtual movement space 802. The virtual field 800 includes one or more field objects 81.

[0103] As an example, the movement screens 401 and 402 each include a user object 91 placed in a virtual field 800 of the virtual movement spaces 801 and 802. The user object 91 is an object that indicates the terminal location. As an example, the movement screens 401 and 402 may each include an event object 92 placed in a virtual field 800 of the virtual movement spaces 801 and 802. The event object 92 is an object that indicates the event location. The event object 92 may be an object that indicates the content of the event. The event object 92 may include information that indicates the remaining time of the event time limit. The event object 92 may include information that indicates the remaining time of the restart time limit. As an example, the event object 92 may be an object that resembles an enemy character that appears as an opponent in the event, such as a demon or a dragon.

[0104] The movement screens 401 and 402 display areas of the virtual field 800 that fall within the shooting range of the virtual camera CM placed in the virtual movement spaces 801 and 802, respectively. As an example, the virtual camera CM is set in a position in the virtual movement spaces 801 and 802 from which it overlooks a portion of the virtual field 800 together with the user object 91. As an example, when the user 11 moves in the real world while holding the terminal 100, the user object 91 moves in the virtual field 800. In other words, the user 11 can instruct the user object 91 to move to a corresponding position in the virtual movement spaces 801 and 802 by moving while holding the terminal 100. As an example, the movement screens 401 and 402 display the user object 91 moving in the virtual field 800 as the virtual camera CM moves in accordance with the movement of the user object 91 in the virtual field 800.

[0105] On the movement screens 401 and 402, when the event object 92 falls within the shooting range of the virtual camera CM, the event object 92 is displayed. As an example, when the terminal 100 has reached the placement position of the event, the event start operation can be performed by tapping the portion of the monitor 181 where the event object 92 is displayed. As an example, as shown by the dashed line in the figure, the state in which the terminal 100 has reached the placement position of the event may be the state in which the terminal 100 is located within a specified range centered on the placement position of the event.

[0106] When set to manual mode, the monitor 181 displays the event object 92 placed in the first virtual movement space 801, and when an event start operation is performed on that display portion, an event start instruction is specified as a manual response. When set to manual mode, the monitor 181 does not display the event object 92 placed in the second virtual movement space 802, but an event start instruction for that event object 92 is automatically specified by an automatic response. When set to automatic mode, the monitor 181 displays the event object 92 placed in the second virtual movement space 802, and even if an event start operation is not performed on that display portion, an event start instruction is automatically specified by an automatic response.

[0107] The manual move screen 401 includes a manual mode icon 811, which is an example of information indicating that the manual mode is set. The manual move screen 401 includes an automatic response result confirmation button 812. As an example, a record confirmation operation can be performed by tapping on a portion of the monitor 181 where the automatic response result confirmation button 812 is displayed. The manual move screen 401 includes an automatic response button 813. As an example, an automatic response start operation can be performed by tapping on a portion of the monitor 181 where the automatic response button 813 is displayed. The automatic move screen 402 includes an automatic mode icon 814, which is an example of information indicating that the automatic mode is set. The automatic move screen 402 includes an automatic response cancel button 815. As an example, an automatic response cancel operation can be performed by tapping on a portion of the monitor 181 where the cancel button 815 is displayed.

[0108] As shown in FIG. 11 , when the processor 110 of the terminal 100 identifies a record confirmation instruction based on the record confirmation operation, it displays a record of the automatic play result on the monitor 181 based on the play record information transmitted from the server 200 (step S316). As an example, the record of the automatic play result may be displayed as a record window 83 including the progress of the automatic game. As an example, the record window 83 may include automatic response result information 831 indicating the automatic play result. The automatic response result information 831 may include one or more of the following, which may be arbitrarily selected: the number of times an event was executed by an automatic response, the success or failure of the event, and the event reward that would have been awarded to the user 11 if the automatic response had been used. As an example, the number of times an event was executed may be displayed as the number of battles executed. The success or failure of an event may be displayed as the number of battle victories (number of defeats). The event reward may be displayed as cumulative experience points acquired through one or more events. The event reward may be displayed as the type and quantity of items acquired through one or more events. As an example, the record window 83 may include manual response result information 832 indicating the results of manual play while the automatic play results are being recorded. The manual response result information 832 may include one or more items that can be arbitrarily selected from the number of times an event was executed through a manual response, the success or failure of the event, and the reward for the event. The reward for the event indicated in the manual response result information 832 is the reward for the event that was granted to the user 11 as the game progressed through the manual response.

[0109] As an example, the record window 83 may include a result change button 833. As an example, a result change operation can be performed by tapping on a portion of the monitor 181 where the result change button 833 is displayed. When a result change instruction is identified based on the result change operation, the play result is changed from a manual play result to an automatic play result (steps S323 to S329).

[0110] As one example, the recording window 83 may include a video playback button 834. As one example, a video playback operation can be performed by tapping on the portion of the monitor 181 where the video playback button 834 is displayed. When a video playback instruction is identified based on the video playback operation, the video data is played on the monitor 181, thereby displaying a recorded video 85 of the automatic game. As one example, the recorded video 85 may be a video of only the event part, or may be a video of both the movement part and the event part, or may be a digest of a scene that the user 11 is particularly interested in viewing.

[0111] [Event screen] As shown in FIG. 12 , when an event starts, an event screen 50 is displayed. The event screen 50 includes various objects. As an example, the event screen 50 displays a virtual event space 90. As described above, the first virtual event space 901 and the second virtual event space 902 have the same configuration but are constructed separately. When set to manual mode, the manual event screen 501 includes a portion of the virtual field 900 constructed in the first virtual event space 901. When set to automatic mode, the automatic event screen 502 includes a portion of the virtual field 900 constructed in the second virtual event space 902. The virtual field 900 includes one or more field objects 86.

[0112] Each of the event screens 501 and 502 includes a user object 91. The event screen 50 includes an enemy object 93. Each of the event screens 501 and 502 includes an HP bar 94 indicating the HP of the enemy object 93. Each of the event screens 501 and 502 includes event time limit information 95 indicating the remaining time of the event time limit. The manual event screen 501 includes a controller 99 for instructing the user object 91 to move. As an example, an operation to instruct the user object 91 to move can be performed by tapping and sliding the area where the controller 99 is displayed. As an example, an operation to instruct the enemy object 91 to attack can be performed by tapping the area where the enemy object 93 is displayed. Based on these operations, the action instruction for the user object 91 is identified. As an example, the controller 99 is included in the manual event screen 501 but not in the automatic event screen 502. The manual event screen 501 includes a manual mode icon 811, which is an example of information indicating that the game is set to manual mode. The automatic event screen 502 includes an automatic mode icon 814, which is an example of information indicating that the automatic mode is set.

[0113] [Game Flow] An example of the flow of a game according to the present disclosure will be described. As shown in FIG. 13, when the manual mode is set, the position of the terminal 100 carried by the user 11 in real space changes to positions corresponding to positions 911, 912, and 913 in the first virtual movement space 801, in that order. In this case, the user object 91 moves continuously or intermittently to positions 911, 912, and 913 in the virtual field 800 constructed in the first virtual movement space 801, in the order corresponding to the real-space position of the terminal 100. When the user object 91 is at positions 911 to 913, the virtual camera CM is positioned at positions CM1 to CM3, respectively. As a result, the monitor 181 displays, as a manual movement screen 401, the user object 91 and the ranges within the shooting range of the virtual camera CM corresponding to positions CM1, CM2, and CM3 in the virtual field 800, in that order.

[0114] In the first virtual movement space 801 and the second virtual movement space 802, a first event is associated with positions 921, 923, and 924, and an event object 92 is placed at each of these positions. As an example, the event object 92 indicating the first event may be a first monster that appears in the first event. Furthermore, in the first virtual movement space 801 and the second virtual movement space 802, a second event is associated with position 922, and a third event is associated with position 925, and an event object 92 is placed at each of these positions. As an example, the event object 92 indicating the second event may be a second monster that appears in the second event. As an example, the event object 92 indicating the third event may be a third monster that appears in the third event.

[0115] Positions 921 to 925 are event positions that the user 11 can reach as the terminal 100 moves in real space. As an example, the monsters that appear in the first event, second event, and third event are assumed to be stronger and more difficult to complete in that order. The experience points that can be earned upon completing the task are 40 points for the first event, 10 points for the second event, and 90 points for the third event. The virtual currency that can be earned upon completing the task is 100 points for the first event, 150 points for the second event, and 180 points for the third event. Furthermore, the items that can be acquired by lottery upon completing the task are a healing potion for the first event, none for the second event, and a magic potion for the third event.

[0116] As shown in FIGS. 13 and 14 , it is assumed that an event start operation is performed on the event objects 92 located at positions 921, 923, and 924 while the user object 91 moves from position 911 to position 913. That is, in steps S400, S402, and S404, three first events are executed by manual responses from the user 11. In the three first events, it is assumed that the user object 91's action instructions are identified by the manual responses, and all enemy objects are successfully defeated, thereby accomplishing the task. In this case, in steps S401, S403, and S405, the user 11 can earn rewards for the events. For example, it is assumed that the user 11 has earned 40 points x 3 experience points and 100 points x 3 virtual currency as rewards. It is also assumed that the user 11 has won a predetermined lottery and earned two healing potions as rewards.

[0117] The monitor 181 of the terminal 100 displays the game being progressed through manual responses as a manual move screen 401 and a manual event screen 501. Meanwhile, the monitor 181 of the terminal 100 does not display the automatic move screen 402 or the automatic event screen 502, but the game is also progressing through automatic responses while the game is progressing through manual responses. As an example, an automatic response is performed by automatically identifying instructions through AI control. Assume that, while the user object 91 moves from position 911 to position 912, event start instructions for events located at positions 921, 922, 923, and 924 are automatically identified. In this case, in steps S500, S502, S504, and S506, the first event, the second event, the first event, and the third event are executed in this order. For each event, an action instruction for the user object 91 is identified through automatic responses using AI control. As a result, in steps S504 and S506, it is assumed that the enemy object is successfully defeated in one first event and one third event, and the task is accomplished. In steps S500 and S502, it is assumed that the enemy object is unsuccessfully defeated in one first event and one second event, and the task is not accomplished.

[0118] In this case, in steps S505 and S507, the user 11 can acquire rewards for the event. For example, the user 11 may acquire 40 points + 90 points of experience points and 100 points + 180 points of virtual currency as rewards. The user 11 may also acquire one healing potion and one magic potion as rewards by winning a predetermined lottery. On the other hand, in steps S501 and S503, the user 11 cannot acquire rewards for the event for which the task was not completed.

[0119] In such a situation, the play results differ between a manual game and an automatic game. For example, in a game progressed by manual responses, three events are executed and the event is completed three times. User 11 can earn 120 experience points, 300 virtual currency points, and two potions as event rewards. On the other hand, in a game progressed by automatic responses, four events are executed and the event is completed two times. User 11 can earn 130 experience points, 280 virtual currency points, one potion, and one magic potion as event rewards. When comparing such manual play results and automatic play results, which play result is preferable may vary depending on the user 11's perspective. For example, the experience points earned are greater with automatic responses than with manual responses, which is attractive to users 11 who value the growth of user object 91. For example, the virtual currency earned is greater with manual responses than with automatic responses, which is attractive to users 11 who desire more virtual currency. For example, the number of items acquired is greater with a manual response than with an automatic response, which is attractive to users 11 who desire more items. For example, the types of items acquired include potions in the case of an automatic response, but do not include potions in the case of a manual response, so the reward with an automatic response is more attractive to users 11 who find value in the first object (potions in this case). Also, the number of times tasks in the event are completed is greater with a manual response than with an automatic response, so the result with a manual response is more attractive to users 11 who find value in the number of times the event is completed.

[0120] As shown in FIG. 11 , in a scene during a movement part, user 11 can confirm how the event results and rewards differ between manual and automatic responses by performing a record confirmation operation. Then, user 11 can change the play results between the manual play result and the automatic play result so that the event results and rewards are better in terms of the perspectives that user 11 prioritizes by performing a result change operation. Furthermore, user 11 can view video data including the progress of the game with automatic responses by performing a video playback operation. Thus, user 11 can confirm the game flow with automatic responses that user 11 could not see by progressing the game with manual responses. In other words, user 11 can easily obtain information to determine whether to select the manual play result or the automatic play result.

[0121] The effects of the present disclosure will be described. (1) The game progresses by processing both automatic responses and manual responses. Therefore, a game that progresses with manual responses operated by the user 11 and a game that progresses with automatic responses without the user 11's operations can be realized in parallel. Therefore, while enjoying a game with manual responses, the game with automatic responses can also progress. Therefore, the convenience for the user 11 can be improved.

[0122] (2) The user 11 can select whether to process both automatic and manual responses, so the user 11 can enjoy the game using a response method that suits his or her mood and convenience.

[0123] (3) Play result information can be displayed for a predetermined period of time after the automatic response has started. For example, when the automatic play result is displayed as play result information, the user 11 can understand the results of the automatic game that progressed regardless of the user's operation. For example, when video data of a game that progresses through an automatic response is played as play result information, the user 11 can check the progress of the automatic game.

[0124] (4) The terminal 100 can display the results of manual play and the results of automatic play, making it easy to compare the play results of a game that is automatically played with an automatic response and a game that is played with a manual response.

[0125] (5) The user 11 can select and confirm either the manual play result or the automatic play result. Thus, the user 11 can select the play result that he or she feels is superior from the viewpoint that he or she values ​​most.

[0126] (6) The automatic play result includes the execution results of the movement part and one or more event parts. Therefore, the difference between the manual play result and the automatic play result may be large. The user 11 can check the automatic play result at any time during the execution of the movement part, so that the user 11 can proceed with the game by responding manually with peace of mind. Furthermore, the user 11 can switch to the automatic play result in a situation where the automatic play result is preferable to the manual play result. This further improves the convenience for the user 11.

[0127] (7) When the manual mode is set, the automatic movement screen 402 and the automatic event screen 502 are not displayed on the monitor 181. Therefore, the user 11 can concentrate on progressing through the game by manual responses.

[0128] (8) The user 11 can select between automatic play results and manual play results, and can obtain the reward that he or she considers most desirable. The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility.

[0129] [Change Example 1] In the above embodiment, when the manual mode is set, the entire automatic game, including both the movement part and the event part, is executed in parallel with the manual game, and the automatic play results are recorded. However, this configuration is not limited to this. For example, when the manual mode is set and an event start instruction is identified through a manual response, the processor 110 of the terminal 100 may allow the user to select whether to execute the event through only the manual response, or through both the manual response and the automatic response. In this case, the processor 110 may include as an option whether to execute the event through only the automatic response.

[0130] As shown in FIG. 15 , when the processor 110 of the terminal 100 identifies an instruction to start an event by manual response, it displays a response method selection window 97 on the monitor 181 to allow the user to select a response method for the event. As an example, the response method selection window 97 may include a manual response button 971 indicating that only manual response is selected as a response method, an automatic response button 973 indicating that only automatic response is selected, and a parallel response button 972 indicating that both response methods are selected. The processor 110 identifies the manual response instruction based on a tap operation on the portion where the manual response button 971 is displayed. The processor 110 identifies the parallel response instruction based on a tap operation on the portion where the parallel response button 972 is displayed. The processor 110 identifies the automatic response instruction based on a tap operation on the portion where the automatic response button 973 is displayed. The processor 110 of the terminal 100 and the server 200 execute manual event processing based on the manual response instruction or the parallel response instruction. The processor 110 of the terminal 100 and the server 200 execute automatic event processing based on the automatic response instruction or the parallel response instruction.

[0131] When a parallel response instruction is identified, processor 110 of terminal 100 displays a manual event screen 501 resulting from a manual response on monitor 181. Processor 110 displays an automatic event screen 502 resulting from an automatic response on monitor 181 in parallel with the manual event screen 501. At this time, processor 110 displays the automatic event screen 502 in a small size on a portion of the manual event screen 501. According to this modified example, it is possible to display an automatic play screen, which is a game play screen based on an automatic response, and a manual play screen, which is a game play screen based on a manual response, in parallel. In this modified example, the display area of ​​the manual play screen is larger than that of the automatic play screen. However, the display area of ​​the manual play screen may be smaller than or the same as that of the automatic play screen.

[0132] When the manual event processing and the automatic event processing are completed, the processor 110 of the terminal 100 displays the manual move screen 401 on the monitor 181. The processor 110 displays a result selection window 98 on the monitor 181 as an example of information indicating the manual play results and the automatic play results for one event. The result selection window 98 may include a manual play result selection button 981 indicating the selection of the manual play result and an automatic play result selection button 982 indicating the selection of the automatic play result. The manual play result selection button 981 may include image or text data as information indicating the manual play result. The automatic play result selection button 982 may include image or text data as information indicating the automatic play result. The processor 110 identifies a manual play result selection instruction based on a tap operation on the portion where the manual play result selection button 981 is displayed. The processor 110 identifies an automatic play result selection instruction based on a tap operation on the portion where the automatic play result selection button 982 is displayed.

[0133] When the processor 110 of the terminal 100 identifies the manual play result selection instruction, the processor 110 of the terminal 100 and the processor 210 of the server 200 determine the manual play result as the play result of the current event. In this case, the user 11 can continue the game based on the event result and the reward for the event resulting from the manual response. When the processor 110 of the terminal 100 identifies the automatic play result selection instruction, the processor 110 of the terminal 100 and the processor 210 of the server 200 determine the automatic play result as the play result of the current event. In this case, the user 11 can continue the game based on the event result and the reward for the event resulting from the automatic response. Thereafter, the processor 110 of the terminal 100 displays the manual move screen 401 on the monitor 181 based on the setting of the manual mode, but does not display the automatic move screen 402 on the monitor 181. In this modified example, it is possible to display the automatic play result, which is the play result of the game based on the automatic response, and the manual play result, which is the play result of the game based on the manual response. Thereafter, the display of the automatic play screen can be terminated while the display of the manual play screen continues.

[0134] According to this modified example, a manual response or an automatic response can be selected for each event in the game, providing a system that is easy for the user 11 to understand. Furthermore, in this modified example, the user 11 can select to process both manual and automatic responses, thereby enhancing convenience for the user 11. Because the manual event screen 501 and the automatic event screen 502 are displayed in parallel on the monitor 181, the user 11 can progress through the game with manual responses while also understanding the progress of the game with automatic responses. Because the display area of ​​the manual event screen 501 is larger than that of the automatic event screen 502, the user 11 can easily give various instructions by operating the touch screen 180. After the event ends, the monitor 181 displays the manual play results and the automatic play results, making it easy for the user 11 to understand the results of the manual game and the automatic game. Furthermore, the user 11 can select the play results that are best in terms of their priorities, thereby enhancing convenience.

[0135] In this modified example, when a manual play result is selected, the setting may continue to be in manual mode, whereas when an automatic play result is selected, the setting may change to automatic mode. In this modified example, when the manual event screen 501 and the automatic event screen 502 are displayed on the monitor 181, the processor 110 of the terminal 100 may identify a display swap instruction by a tap operation on the portion where the automatic event screen 502 is displayed. When the processor 110 identifies a display swap instruction, the processor 110 may swap the display position and display range of the automatic event screen 502 with the display position and display range of the manual event screen 501. Furthermore, the processor 110 may end the manual mode and set the automatic mode, and display only the automatic event screen 502 on the monitor 181.

[0136] [Change Example 2] When an event is completed based on one of the automatic response and the manual response, the event may be allowed to be completed even if the event is not completed based on the other response. For example, as in Modification Example 1, in a situation where an event is being executed in both the manual game and the automatic game, the event of the automatic game may be ended when the event of the manual game is completed. Conversely, in a situation where an event is being executed in both the manual game and the automatic game, the event of the manual game may be ended when the event of the automatic game is completed. In this modification example, when one of the events of the manual game and the automatic game is completed, the user 11 may be able to select whether to end the other event. According to this modification example, in a situation where the result or reward of one of the events of the manual game and the automatic game is satisfactory to the user 11, the other event can be quickly ended.

[0137] [Change Example 3] As shown in FIG. 16 , when the processor 110 of the terminal 100 identifies an automatic response cancellation instruction in step S306, in step S308, the processor 110 displays the manual move screen 401 and may display the automatic move screen 402 or the automatic event screen 502 as part of the manual move screen 401. In this modified example, it is preferable that the area of ​​the area displaying the automatic move screen 402 and the automatic event screen 502 is smaller than the area of ​​the area displaying the manual move screen 401 and the manual event screen 501. Alternatively, the area of ​​the area displaying the automatic move screen 402 and the automatic event screen 502 may be the same as the area of ​​the area displaying the manual move screen 401 and the manual event screen 501. The area of ​​the area displaying the automatic move screen 402 and the automatic event screen 502 may be larger than the area of ​​the area displaying the manual move screen 401 and the manual event screen 501. In this modified example, when the processor 110 of the terminal 100 identifies a result change instruction or a record confirmation end instruction, the processor 110 of the terminal 100 may end the automatic response process and execute a manual response process. In this case, in step S308, the processor 110 of the terminal 100 may display the manual movement screen 401 on the monitor 181 based on the setting of the manual mode, while not displaying the automatic movement screen 402 on the monitor 181.

[0138] [Change Example 4] In the embodiments and modified examples, when a game is being progressed by manual response processing and an attempt is made to change the game progress status to that progressed by automatic response processing, it may be possible to change the game progress status to that progressed by automatic response processing when a predetermined condition is met.

[0139] As shown in FIG. 17 , in an embodiment, when processor 110 of terminal 100 identifies a video playback instruction in step S317, it executes a specific event before playing the video data. Alternatively, when processor 110 of terminal 100 identifies a record confirmation instruction in step S311, it may execute a specific event before displaying the play result. As an example, the specific event may be a game different from the game using the virtual movement space and the virtual event space. For example, the specific event may be a competitive mini-game in which the player competes against an NPC (Non-Player Character).

[0140] As an example, the manual movement screen 401 may include a mini-game window 96 for executing a mini-game. As an example, the mini-game window 96 may include UI objects for issuing various instructions related to the mini-game. When a specific event ends, the processor 110 of the terminal 100 and the processor 210 of the server 200 may determine that a predetermined condition is met and enable playback of the video data. Alternatively, the predetermined condition may be met not only when the specific event is executed but also when a task set for the specific event is accomplished. In this case, if the task for the specific event is not accomplished, the predetermined condition is not met. Furthermore, if the task for the specific event is not accomplished, information encouraging the user to re-execute (attempt) the specific event may be displayed on the monitor 181.

[0141] The predetermined condition is not limited to executing a specific event such as a mini-game. For example, the predetermined condition may include displaying summary information that summarizes the results of the automatic play. For example, the summary information may be information indicating the movement trajectory of the user 11, information indicating the number of times an event has been performed, information indicating the type of event, etc. The summary information may be displayed on the monitor 181 as a combination of one or more of video, still images, and text data.

[0142] In an embodiment, the processor 110 of the terminal 100 and the processor 210 of the server 200 may execute a specific event when a result change instruction is identified, and may apply an automatic play result when a predetermined condition, including the specific event being executed, is satisfied. In a first modified example, the processor 110 of the terminal 100 and the processor 210 of the server 200 may execute a specific event when an automatic play result selection instruction is identified, and may apply an automatic play result when a predetermined condition, including the specific event being executed, is satisfied. As in this modified example, a specific event may be enabled in the game, and the predetermined condition may include the specific event being executed. According to this modified example, the user 11 cannot unconditionally change to a game that has been progressed through an automatic response process. This creates a sense of exclusivity when changing to a game that has been progressed through an automatic response process.

[0143] [Change Example 5] In the embodiment and modified examples, the change in play result between the manual play result and the automatic play result is not necessarily possible regardless of whether the automatic play result is superior to the manual play result. For example, the change in play result may be possible only when the automatic play result is superior to the manual play result. For example, the selection of a play result may be possible only when the automatic play result is inferior to the manual play result. The superiority or inferiority of a play result may be determined based on a predetermined indicator or an indicator selected by the user 11. For example, the indicator for determining the superiority or inferiority of a play result may be one or more of the number of times an event is performed, the type of event, the type of reward for the event, and the amount of reward for the event. For example, the indicator for determining the superiority or inferiority of a play result may be the time or number of turns required to complete a task, the number of items consumed in an event, and the amount of a parameter value such as HP consumed.

[0144] In the embodiment and modified examples, the user 11 is not limited to being able to select the manual play result and the automatic play result all at once. For example, the processor 110 of the terminal 100 and the processor 210 of the server 200 may accumulate and record, for each predetermined period, either the manual play result or the automatic play result, whichever is more advantageous to the user 11, and apply the accumulated record to the user 11. For example, the predetermined period may be one event. In this case, the processor 110 of the terminal 100 and the processor 210 of the server 200 compare the manual play result and the automatic play result each time an event ends and record the play result that is better for the user 11. The user 11 may then select either the manual play result based only on a manual response or the recorded play result. If either the automatic play result or the manual play result is superior to the other, the game may proceed based on the superior play result. According to this modification, the user 11 can proceed with the game based on the result of the better response method, either the result of the manual response or the result of the automatic response, and can therefore enjoy the game with peace of mind by using the manual response.

[0145] [Change Example 6] In the embodiment and modified examples, the automatic play result is not limited to being able to be confirmed when the manual game is a movement part, but may be able to be confirmed when the manual game is an event part. Furthermore, the automatic play result may be able to be confirmed whether the manual game is a movement part or an event part. The automatic play result is not limited to being able to be confirmed whether the automatic game is a movement part or an event part, but may be able to be confirmed when the automatic game is a movement part. The automatic play result may be able to be confirmed when the automatic game is an event part.

[0146] [Change Example 7] When the manual mode is set, whether or not to start recording the automatic play results may be selectable by an operation of the user 11. When the automatic play results are being recorded, whether or not to end recording the automatic play results may be selectable by an operation of the user 11.

[0147] [Change Example 8] In the embodiment, the recording of the automatic play result is not limited to the entire game. For example, in the embodiment, the recording of the automatic play result may be for only the movement part or only the event part.

[0148] [Change Example 10] In the embodiment and modified examples, the automatic mode may include multiple types of modes with different automatic response conditions. For example, the automatic response conditions may differ in the priority given to identifying instructions. For example, the automatic response conditions in the event part may differ in whether to prioritize attacks against enemy objects or avoiding attacks from enemy objects. For example, the automatic response conditions in the movement part may differ in whether to specify an event start instruction frequently or infrequently. The processor 210 of the server 200 may record automatic play results for each of the multiple automatic modes. The user 11 may then be able to select a play result to apply from the multiple automatic play results. Furthermore, video data may be played as an example of play result information for each automatic mode.

[0149] [Change Example 12] In the embodiment and modified example, video data is played as the play result information. However, the play result information may be any of still images, symbols, and text data, or a combination of two or more of these, as long as the user 11 can understand the progress of the automatic game. Furthermore, the video data may record only important scenes in an event. For example, important scenes may include battle scenes with special enemy objects, scenes in which special moves are activated, and scenes in which enemy objects are defeated.

[0150] [Change Example 13] The game is not limited to a location-based game that uses location information, and may be a game that does not use location information. For example, the game may be any of a role-playing game (RPG), action game, shooting game, racing game, adventure game, strategy game, simulation game, and music game (rhythm).

[0151] [Change Example 14] The above-described processes and the order of steps are merely examples and are not intended to be limiting. The processes and the order of steps can be arbitrarily changed without departing from the scope of the embodiments and modifications.

[0152] [Change Example 15] One or more modules or functions provided in the terminal 100 and the server 200 may be realized by circuits such as an ASIC (Application Specific Integrated Circuit), a PLD (Programmable Logic Device), an FPGA (Field-Programmable Gate Array), or an MCU (Micro Control Unit).

[0153] [Change Example 16] One or more modules or functions of the terminal 100 and the server 200 may be implemented by software using a processor. The computer includes a processor, memory, and storage. The above programs and various data are recorded in the storage so that they can be read by the processor. The programs are deployed in the memory. The processor then reads and executes the programs from the storage, thereby realizing the functions of the present disclosure. As already explained, the storage can be implemented as a non-volatile storage device.

[0154] [Change Example 17] The program may be supplied to the computer via any transmission medium capable of transmitting the program (such as a communication network or broadcast waves). The program may be recorded on a storage medium such as a magnetic disk (such as a floppy disk or hard disk), an optical disk (such as a CD-ROM, DVD, or MO), or a semiconductor memory (such as a ROM, RAM, or flash memory).

[0155] [Change Example 18] The game program of the server 200 and the game program of the terminal 100 can be understood as one program, or they can be understood as separate programs. The server 200 may perform all processing, and the processing results may be displayed as images on the monitor 181 of the terminal 100.

[0156] [Change Example 19] In the above-described embodiment and modified examples, some or all of the processes and steps executed by the processor 210 of the server 200 as the game control unit 201 may be executed by the processor 110 of the terminal 100 as the game control unit 101. In the above-described embodiment and modified examples, some or all of the processes and steps executed by the processor 110 of the terminal 100 as the game control unit 101 may be executed by the processor 210 of the server 200 as the game control unit 201. In the above-described embodiment and modified examples, some or all of the processes and steps executed by the processor 110 of the terminal 100 as the manual response unit 102 may be executed by the processor 210 of the server 200 as the manual response unit. In the above-described embodiment and modified examples, some or all of the processes and steps executed by the processor 110 of the terminal 100 as the automatic response unit 103 may be executed by the processor 210 of the server 200 as the automatic response unit. That is, all of the processes and steps described in the embodiment and modified examples may be performed by the processor 210 of the server 200 or by the processor 110 of the terminal 100 .

[0157] Any specific process and step among the processes and steps described in the embodiment and modified examples may be executed by the processor 210 of the server 200, and any process and step other than the specific process and step may be executed by the processor 110 of the terminal 100. That is, in the information processing system 10, the computer may be configured with one or more terminals 100 and one or more servers 200. As an example, all of the various means and functions that can be implemented by the processor 210 of the server 200 may be implemented by the processor 110 of the terminal 100. As an example, any part of the various means and functions that can be implemented by the processor 210 of the server 200 may be implemented by the processor 210 of the server 200, and the remaining parts may be implemented by the processor 110 of the terminal 100.

[0158] The various functions that can be realized by the game control unit 201 are not limited to being configured by a single processor 210, but may be configured by multiple processors included in one server 200 or multiple servers 200. The various functions that can be realized by the game control unit 101, the manual response unit 102, the automatic response unit 103, and the display control unit 106 are not limited to being configured by a single processor 110, but may be configured by multiple processors included in one terminal 100 or multiple terminals 100. Furthermore, the various functions may be configured by one or multiple processors included in one or multiple terminals 100 and one or multiple servers 200. In this way, a computer may be configured by one or more terminals 100, one or more servers 200, or may be configured to include one or more terminals 100 and one or more servers 200.

[0159] [Change Example 20] When the terminal 100 executes all of the processes and steps described in the embodiment and modified examples, the terminal 100 may be configured not to communicate with other devices when executing these processes and steps. Furthermore, the computer is not limited to being configured by one or both of the terminal 100 and the server 200. The computer may be a device that does not communicate with other devices. As an example, the computer may be a stationary device for home or business use, or may be a portable device.

[0160] [Note] The present disclosure includes the following examples, in which reference numbers are provided to elements of the embodiments to aid understanding and not by way of limitation.

[0161] (assignment) For example, the purpose is to improve user convenience. (Appendix 1) A program that allows a computer (100, 200) to process both automatic and manual responses to progress a game (S100-S106, S200-S211).

[0162] This allows a game that proceeds with manual responses and a game that proceeds with automatic responses to be realized in parallel. Therefore, while enjoying a game with manual responses, the game with automatic responses can also proceed. This improves convenience for the user 11.

[0163] (Supplementary Note 2) The program according to Supplementary Note 1, which causes the computer (100, 200) to allow the user to select whether to execute both the automatic response process and the manual response process (S306).

[0164] This allows the user to enjoy the game in a way that suits their mood and convenience. (Appendix 3) The program described in Appendix 1 or Appendix 2, which causes the computer (100, 200) to display, in parallel (S308), an automatic play screen (402, 502) that is a play screen of the game based on the automatic response and a manual play screen (401, 501) that is a play screen of the game based on the manual response.

[0165] According to this, the automatic play screen and the manual play screen are displayed in parallel, so that the progress of the game by the automatic response can be grasped while the game is progressing by the manual response.

[0166] (Supplementary Note 4) The program according to any one of Supplementary Note 1 to Supplementary Note 3, wherein the display area of ​​the manual play screen (401, 501) is larger than the display area of ​​the automatic play screen (402, 502).

[0167] According to this, the manual play screen is displayed larger than the automatic play screen, making it easier to see the game played by manual response and improving operability. (Appendix 5) A program described in any one of Appendices 1 to 4, which causes the computer (100, 200) to display an automatic play result, which is the result of playing the game based on the automatic response, and a manual play result, which is the result of playing the game based on the manual response, and continues displaying the manual play screen (401, 501) while terminating display of the automatic play screen (402, 502) (S308).

[0168] According to this, after the automatic play result and the manual play result are displayed, only the manual play screen continues to be displayed, so that the user can easily progress through the game by manual responses. (Appendix 6) A program described in any one of Appendices 1 to 5, in which the computer (100, 200) progresses the game based on the superior play result of either the automatic play result, which is the play result of the game based on the automatic response, or the manual play result, which is the play result of the game based on the manual response, when the play result is superior to the other play result (S326).

[0169] This allows the user to progress through the game based on the play results of the better response method, either the reward for the manual response or the reward for the automatic response, so the user can enjoy the game by responding manually with peace of mind.

[0170] (Appendix 7) A program described in any one of Appendices 1 to 6, which causes the computer (100, 200) to execute an event in the game, and when the event based on one of the automatic response and the manual response is completed, causes the event based on the other to be completed even when the event based on the other has not been completed.

[0171] This allows the user to quickly complete an event using either a manual response or an automatic response in a situation where the result of the other event is satisfactory to the user.

[0172] (Appendix 8) A program described in any one of Appendices 1 to 7, which causes the computer (100, 200) to, when a game is being progressed by the manual response processing and an attempt is made to change the game progress status to that progressed by the automatic response processing, when a predetermined condition is met.

[0173] This prevents the user from unconditionally switching to a game that has been progressed through an automatic response process, thereby creating a special feeling of switching to a game that has been progressed through an automatic response process.

[0174] (Appendix 9) A program described in any one of Appendices 1 to 8, which causes the computer (100, 200) to execute a specific event in the game, and the specified condition includes the specific event being executed.

[0175] According to this, a predetermined condition is fulfilled by executing a specific event, so that while the specific event can be enjoyed, a special feeling can be created by changing the game to one that has progressed through automatic response processing.

[0176] (Supplementary Note 10) The program described in any one of Supplementary Note 1 to Supplementary Note 9, which causes the computer (100, 200) to be able to display play result information for a predetermined period of time after the automatic response has started (S322).

[0177] This allows the user to check play information over a predetermined period of time after the automatic response has started, and thus allows the user to understand the flow of the game that has progressed through the automatic response regardless of the user's operation.

[0178] The configurations described in Supplementary Notes 1 to 10 may be appropriately applied to the fields of devices, systems, methods, and media. It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from the spirit of the present invention. For example, some of the components described in the embodiment (or one or more aspects thereof) may be omitted, or some components may be combined. The same applies to procedures. The scope of the present invention should be determined with reference to the appended claims, along with the full scope of equivalents to which such claims are entitled. [Explanation of symbols]

[0179] 10...Information processing system, 11...User, 20...Network, 40...Movement screen, 50...Event screen, 80...Virtual movement space, 81...Field object, 83...Recording window, 85...Recorded video, 86...Field object, 90...Virtual event space, 91...User object, 92...Event object, 93...Enemy object, 94...HP bar, 95...Event time limit information, 96...Mini-game window, 97...Response method selection window, 98...Result selection window, 99...Controller, 100...End End, 101...game control unit, 102...manual response unit, 103...automatic response unit, 105...position acquisition unit, 106...display control unit, 107...memory unit, 108...communication unit, 109...input / output unit, 110...processor, 120...memory, 130...storage, 140...communication interface, 150...input / output interface, 160...microphone, 170...speaker, 180...touch screen, 181...monitor, 182...touch sensor, 185...GNSS receiver, 190...communication bus, 200...server, 201...game control unit, 207...memory unit, 208...communication unit, 209...input / output unit, 210...processor, 220...memory, 230...storage, 240...communication interface, 250...input / output interface, 290...communication bus, 300...input device, 401...manual movement screen, 402...automatic movement screen, 501...manual event screen, 502...automatic event screen, 800...virtual field, 801...first virtual movement space, 802...second virtual movement space, 811...manual mode icon, 812...automatic response result confirmation button, 813...automatic response button, 814...manual mode icon , 815...cancel button, 831...automatic response result information, 832...manual response result information, 833...result change button, 834...video playback button, 900...virtual field, 901...first virtual event space, 902...second virtual event space, 971...manual response button, 972...parallel response button, 973...automatic response button, 981...manual play result selection button, 982...automatic play result selection button, CM...virtual camera, CM1...position, CM2...position, CM3...position, S100~S106, S200~S211, S300~S329...steps.

Claims

1. On the computer, The game events are progressed in parallel with automatic and manual responses, accumulating an automatic play result, which is a play result of an event of the game progressed by the automatic response, and a manual play result, which is a play result of an event of the game progressed by the manual response; displaying information relating to the automatic play result and information relating to the manual play result in response to an instruction from a user; allowing the user to select either the automatic play result or the manual play result; granting a reward to the user according to the play result selected by the user from the automatic play result and the manual play result; program.

2. before granting the user a reward according to the play result selected by the user, displaying at least one of a video, an important scene, a digest, and text relating to the play result as information leading to the play result; The program according to claim 1.

3. Executing an event related to a specific mini-game in response to an instruction from the user; When a condition is satisfied in an event related to the specific mini-game, information leading to the play result is displayed. The program according to claim 2.

4. granting the user one of the automatic play results and the manual play results in accordance with a predetermined setting, and after granting one of the play results, granting the user another play result different from the one of the automatic play results and the manual play results in accordance with an instruction from the user at any timing to change the play result, thereby allowing the user to select one of the automatic play results and the manual play results; The program according to claim 1.

5. The game events are progressed in parallel with automatic and manual responses, accumulating an automatic play result, which is a play result of an event of the game progressed by the automatic response, and a manual play result, which is a play result of an event of the game progressed by the manual response; displaying information relating to the automatic play result and information relating to the manual play result in response to an instruction from a user; allowing the user to select either the automatic play result or the manual play result; granting a reward to the user according to the play result selected by the user from the automatic play result and the manual play result; Information processing system.

Citation Information

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