Object management system and program
The object management system uses AI to generate and customize objects in video games and virtual experiences, addressing the need for enhanced user engagement by creating varied and user-specific content.
Patent Information
- Application Number
- JP2024055849
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-29
- Publication Date
- 2025-10-10
AI Technical Summary
Existing video game and virtual experience content lacks mechanisms to enhance the interest and motivation of users by generating and managing objects with added value using AI models.
An object management system utilizing a generation AI to create new objects and a parameter setting mechanism to customize their properties based on analysis, evaluation, user information, and object circulation data, ensuring varied and user-specific object generation.
Enhances user engagement by generating diverse and user-tailored objects with unique properties, increasing the interest and enjoyment of the content.
Smart Images

Figure 2025153385000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an object management system and the like. [Background technology]
[0002] In video games, there are opportunities for items that can be used in the game to be awarded to users through a lottery. For example, an item drop is one example. When an item selected through a lottery is awarded to a user, the status of the item is often predetermined. However, Patent Document 1 describes a technology for awarding an item by changing its status depending on the user's play results. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-19564 Summary of the Invention [Problem to be solved by the invention]
[0004] In recent years, technological advances in AI (Artificial Intelligence) models have been remarkable, and various techniques for using AI models in video games are being considered. For example, it is conceivable to use AI models to generate objects such as items, characters, and game stages that appear in games. By using AI models, it is possible to generate a variety of unexpected objects that are different from pre-prepared objects, which is expected to increase the enjoyment of games. In this case, rather than simply appearing the generated objects as they are or making them usable, adding some kind of added value before appearing them can further increase the enjoyment of games and potentially increase the user's motivation to play.
[0005] These problems are not limited to video games, but also apply to virtual experience content that provides players with virtual experiences in virtual spaces.
[0006] The problem to be solved by the present invention is to provide a new technique for improving the interest of objects that appear in content or that can be used in the content. [Means for solving the problem]
[0007] The first invention to solve the above problem is: An object management system for managing objects that can be used by a user in playable or viewable content or that appear in the content, comprising: a new object generation control means (for example, the new object generation control unit 202 in FIG. 6) for controlling the generation of a new object using a generation AI for newly generating the object; parameter setting means for setting parameters of the new object (for example, the parameter setting unit 206 in FIG. 6); The object management system includes:
[0008] According to the first invention, it is possible to generate various new objects using the generation AI, and also to set parameters for the new objects, thereby making it possible to increase the interest of the objects appearing in the content.
[0009] A second aspect of the present invention is the object management system described above, the content provides the user with a virtual experience in a virtual space; The parameter indicates an effect to be exerted in the virtual space. It is an object management system.
[0010] According to the second invention, in content that provides a user with a virtual experience in a virtual space, it is possible to improve the interest of an object that exerts some kind of effect in the virtual space.
[0011] A third aspect of the present invention is the object management system, The parameter is an index value indicating the rarity of the new object. It is an object management system.
[0012] According to the third aspect of the present invention, it is possible to set an index value indicating the rarity of a new object as a parameter. As a result, new objects with various index values indicating rarity can be generated, and it is possible to increase the interest in the new objects.
[0013] A fourth aspect of the present invention is the object management system, an analysis and evaluation means (e.g., the analysis and evaluation unit 204 in FIG. 6) for analyzing and evaluating the new object; Further provided with the parameter setting means sets the parameters based on the results of the analysis and evaluation. It is an object management system.
[0014] According to the fourth aspect of the present invention, it becomes possible to set parameters based on the results of the analysis and evaluation of the new object.
[0015] A fifth aspect of the present invention is the above-mentioned object management system, The parameter is plural, The analysis and evaluation means determines the type of the new object; the parameter setting means determines which parameters to set for the new object based on the type of the new object; It is an object management system.
[0016] According to the fifth aspect of the present invention, it is possible to determine the parameters to be set from among a plurality of parameters based on the type of new object determined through analysis and evaluation. In other words, it is possible to set parameters according to the type of new object.
[0017] A sixth aspect of the present invention is the above-mentioned object management system, The parameter is plural, the parameter setting means variably determines the number of parameters to be set for the new object based on the results of the analysis and evaluation; It is an object management system.
[0018] According to the sixth aspect of the present invention, it is possible to variably determine the number of parameters to be set based on the results of analysis and evaluation of the new object, making it possible to generate new objects with various different parameters even if the type of new object is the same.
[0019] A seventh aspect of the present invention is the above-mentioned object management system, The analysis and evaluation means analyzes and evaluates the new object using an analysis and evaluation AI that analyzes and evaluates the object. It is an object management system.
[0020] According to the seventh invention, it is possible to use an analysis and evaluation AI to analyze and evaluate new objects. By using the analysis and evaluation AI, it is possible to analyze and evaluate new objects appropriately and quickly, and since the analysis and evaluation results can change depending on the time, even for the same object, it becomes possible to generate new objects with various different parameters.
[0021] An eighth aspect of the present invention is the above-mentioned object management system, the analysis and evaluation means performs analysis and evaluation based on at least the appearance of the new object; It is an object management system.
[0022] According to the eighth aspect of the present invention, it becomes possible to analyze and evaluate the appearance of a new object.
[0023] A ninth aspect of the present invention is the above-mentioned object management system, the parameter setting means sets the parameters based on user information of the user and / or information on the user's use of the content (hereinafter, these pieces of information are collectively referred to as "user individual information"); It is an object management system.
[0024] According to the ninth aspect of the present invention, it is possible to set parameters for a new object based on user individual information, making it possible to set various different parameters depending on the user.
[0025] A tenth aspect of the present invention is the object management system described above, The parameter is plural, the parameter setting means determines which parameters to set for the new object based on the user individual information; It is an object management system.
[0026] According to the tenth aspect of the present invention, it is possible to determine which of a plurality of parameters to set for a new object based on user individual information, making it possible to set various different parameters depending on the user.
[0027] An eleventh aspect of the present invention is the above-mentioned object management system, The parameter is plural, the parameter setting means variably determines the number of parameters to be set for the new object based on the user individual information; It is an object management system.
[0028] According to the eleventh aspect of the present invention, it is possible to change the number of parameters to be set for a new object from among a plurality of parameters based on user individual information, making it possible to set various different parameters depending on the user.
[0029] A twelfth aspect of the present invention is the above-mentioned object management system, The new object generation control means a receiving means for receiving information on a request to generate the new object from the user; and generating the new object using the generation AI based on the generation request information. It is an object management system.
[0030] According to the twelfth aspect of the present invention, it is possible to generate a new object using a generation AI based on information on a user's request to generate a new object. This makes it possible to generate a new object in accordance with the user's request, thereby increasing user satisfaction.
[0031] A thirteenth aspect of the present invention is the above-mentioned object management system, the parameter setting means sets the parameters based on the generation request information. It is an object management system.
[0032] According to the thirteenth aspect of the present invention, it is possible to set parameters for a new object based on the user's generation request information. This makes it possible to generate a new object with parameters that meet the user's request, thereby increasing user satisfaction.
[0033] A fourteenth aspect of the present invention is the above-mentioned object management system, the parameter setting means sets the parameter based on the distribution volume of the object satisfying a given similarity condition for the new object in the content; It is an object management system.
[0034] According to the fourteenth aspect of the present invention, it is possible to set a parameter based on the circulation volume of similar objects that are similar to the new object. For example, the parameter to be set may be an index value indicating the rarity of the new object. In this case, the index value of the rarity to be set for the new object is determined based on the circulation volume of similar objects, so it is possible to increase the added value of the new object.
[0035] A fifteenth aspect of the present invention is the above-mentioned object management system, The generation AI has AIs for each type of object to be generated, the parameter setting means sets the parameters based on the type of the new object. It is an object management system.
[0036] According to the fifteenth aspect of the present invention, by using a generation AI having an AI for each type of object, it becomes possible to generate new objects by specifying the type, and it becomes possible to set parameters according to the type of the generated new object.
[0037] A sixteenth aspect of the present invention is the above-mentioned object management system, the parameter setting means provisionally determines the recommended setting parameters of the new object using a recommended setting parameter determination AI that determines recommended setting parameters for a target object, and determines the parameters based on the recommended setting parameters; It is an object management system.
[0038] According to the sixteenth aspect of the present invention, it is possible to tentatively determine recommended setting parameters for a new object using the recommended setting parameter determination AI, and to set parameters based on the recommended setting parameters.
[0039] A seventeenth aspect of the present invention is the above-mentioned object management system, The content is game content. It is an object management system.
[0040] According to the seventeenth aspect, it is possible to improve the interest of objects appearing in game content.
[0041] The eighteenth invention is A program for causing a computer system to manage objects that can be used by a user in playable or viewable content or that appear in the content, a new object generation control means for controlling the generation of a new object using a generation AI for newly generating the object; parameter setting means for setting parameters of the new object; It is a program for causing the computer system to function as a
[0042] According to the eighteenth aspect, it is possible to realize a program that enables a computer system to perform the same functions as the first aspect. [Brief explanation of the drawings]
[0043] [Figure 1] FIG. 1 is a system configuration diagram showing an example of the configuration of an object management system. [Figure 2] FIG. 10 is a diagram for explaining an overview of setting generation parameters for a new object. [Figure 3] FIG. 10 is a diagram for explaining parameter settings. [Figure 4] FIG. 10 is a diagram for explaining a parameter setting AI. [Figure 5] FIG. 2 is a diagram showing examples of programs and data stored in the server system. [Figure 6] FIG. 2 is a diagram showing an example of a functional unit realized by a control board of the server system. [Figure 7] FIG. 4 is a diagram showing an example of the data structure of new object data. [Figure 8]FIG. 4 is a diagram showing an example of the data structure of play data. [Figure 9] FIG. 4 is a diagram showing an example of the data configuration of user management data. [Figure 10] 10 is a flowchart illustrating a process flow related to providing one piece of content in the server system. [Figure 11] FIG. 10 is a diagram for explaining a modified example. [Figure 12] FIG. 10 is a diagram for explaining a modified example. [Figure 13] FIG. 10 is a diagram for explaining a modified example. DETAILED DESCRIPTION OF THE INVENTION
[0044] Hereinafter, examples of embodiments of the present invention will be described, but it goes without saying that the forms to which the present invention can be applied are not limited to the following embodiments.
[0045] [Overall system] 1 is a system configuration diagram showing an example of the configuration of an object management system according to this embodiment. The object management system 1000 is a computer system that controls the execution of a video game, which is a type of entertainment content that provides users with a virtual experience in a virtual world. The object management system 1000 is a computer system that includes a server system 1100 and user terminals 1500 for individual users, which are connected via a network 9 so as to be able to perform data communications.
[0046] The network 9 refers to a communication path that allows data communication. That is, the network 9 includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and the like.
[0047] The server system 1100 is a computer system that performs various processes such as managing and controlling information of registered users, controlling the progress of the game, etc. The server system 1100 has a main unit 1101 equipped with a control board 1150.
[0048] The control board 1150 is equipped with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as a VRAM, RAM, and ROM, and a communication device 1153. Note that some or all of the functions equipped on the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field Programmable Gate Array), or an SoC (System on a Chip).
[0049] Although the server system 1100 is depicted as if it were a single server device, it may be configured to be realized by a plurality of devices. For example, the server system 1100 may be configured by providing a plurality of servers that share functions and connecting them to each other via an internal bus or network 9 so that they can communicate data. The server system 1100 may also include a database or online storage.
[0050] The user terminal 1500 serves as a man-machine interface (MMIF) for user 2 to play the game as a player. In other words, for user 2 who is a player, the user terminal 1500 functions as a game play terminal for playing the game. Although only one user terminal 1500 is illustrated, in actual operation, multiple user terminals 1500 will be connected to the server system 1100 for communication at the same time.
[0051] The user terminal 1500 is a computer system connectable to the network 9, such as a personal computer, a smartphone, a wearable computer, a portable game device, a home game device, or a tablet computer.
[0052] The user terminal 1500 is a computer equipped with an operation input device, an image display device, and a control board 1550 that performs arithmetic processing. Examples of the operation input device include a touch panel 1506, a keyboard, a game controller, and a mouse. Examples of the image display device include the touch panel 1506, a head-mounted display, and a glasses-type display.
[0053] The control board 1550 is equipped with a CPU 1551, various microprocessors such as a GPU and a DSP, various IC memories 1552 such as a VRAM, a RAM and a ROM, a communication module 1553 connected to the network 9, and the like. These elements equipped on the control board 1550 are electrically connected via a bus circuit or the like, and are connected so as to be able to read and write data and send and receive signals. Part or all of the control board 1550 may be an ASIC, an FPGA, or an SoC.
[0054] The control board 1550 stores in the IC memory 1552 programs and various data for realizing the functions of the user terminal 1500. The user terminal 1500 realizes the functions of a play terminal by executing a predetermined application program.
[0055] [Game Overview] 2 is a diagram illustrating an overview of the game in this embodiment. The server system 1100 controls the execution of the game by referencing applicable content data 50. The applicable content data 50 is various data that defines the content of the game, and is data for setting up various parameters for controlling the progress of the game. The applicable content data 50 is copied from standard content data 510, which is a group of initial setting data prepared in advance by the game maker, before game play begins, and is used in game play.
[0056] The applicable content data 50 includes multiple types of content setup information 52. One piece of content setup information 52 includes a setup element type and setup element information. The setup element type is, for example, the type of setup element, such as a game scenario, game stage, quest, appearing characters, item appearance, item shop, etc. Of course, other types are also acceptable. The setup element information is a specific information group of setup elements.
[0057] For example, setup element information corresponding to the setup element types of game stages and stage scenarios includes stage order, game space data, background object data, background image data, NPC (Non Player Character) data, SE (Sound Effect) data, BGM (Background Music) data, etc.
[0058] In addition, the setup element information corresponding to the appearing character (playable), which is a setup element type, includes character type, character model data that defines the shape, texture data that determines the color scheme of the appearance, motion data that defines the movement, ability setting data that defines the character's abilities, owned equipment data, and spoken voice data.
[0059] The applied content data 50 is arranged and changed during game play and used to control the execution of the game. The initial setup element types and setup element information included in the content setup information 52 are information copied from the standard content data 510, and this is called standard setup information. The standard setup information defines, as setup element information, information on various objects (standard objects) that appear in the game, such as characters, items, and backgrounds. In addition to these standard objects, the standard setup information in the content setup information 52 is arranged and changed so that new objects (new objects) appear during game play.
[0060] In the example shown in FIG. 2, content setup information 52 is prepared for each game stage. The server system 1100 controls the execution of play (content provision) of the first game stage by referencing the content setup information 52 (52a) for the first game stage. In the example shown in FIG. 2, in the first game stage, the player character 4 fights an enemy NPC 6 (6a) using a weapon 5 (5a), which is an item. The server system 1100 stores and manages various information related to the control of content provision as play data 560.
[0061] The server system 1100 is equipped with a new object generation AI 10, and inputs all or a predetermined type of data from the play data 560 to the new object generation AI 10. The new object generation AI 10 is an AI (Artificial Intelligence) that has been trained using training data that associates play data with objects, and generates and outputs an object (new object) based on the input play data 560. In the example of FIG. 2, the new object generation AI 10 generates a new object 5b to appear in the second game stage based on the play data 560 of the first game stage.
[0062] The server system 1100 performs a parameter setting process to set parameters for the new object 5b generated and output by the new object generation AI 10. Then, it executes an arrangement process to change the content setup information 52 (52b) of the second game stage to changed setup information so that the new object 5b with the set parameters appears in the second game stage.
[0063] In the example of Figure 2, a weapon 5 (5b) is generated as a new object, and content setup information 52 (52c) is generated in which the standard setup information of the content setup information 52 (52b) is changed to modified setup information so that the weapon 5 (5b) appears in the second game stage.
[0064] When play of the first game stage ends, the server system 1100 starts play of the second game stage, and at that time, it controls the execution of play (content provision) of the second game stage by referring to the arranged content setup information 52 (52c).
[0065] 3 is a diagram illustrating the generation of a new object and the parameter setting process. The new object generation AI 10 has multiple type-specific generation AIs 12 for different types of objects. The type-specific generation AIs 12 are AIs trained using training data that associates play data with specific types of objects, and generate and output specific types of objects based on the input play data 560.
[0066] The new objects generated by the new object generation AI 10 are objects that the user can use in the game or that appear in the game. Specifically, there are items, characters, and backgrounds. Items are objects that are provided to the user in the game, can be used in the game, and have some kind of effect on the user. For example, there are equipment such as weapons and armor, and tools. Characters include playable player characters and NPCs such as enemy characters. Backgrounds are objects that make up the game stage (virtual space), such as the terrain and objects placed on the terrain.
[0067] The new object generation AI 10 may select which type-specific generation AI 12 to use when generating a new object based on the input play data 560, or the server system 1100 may determine the type of object and input / specify it to the new object generation AI 10.
[0068] The server system 1100 has an analysis and evaluation unit 204 and a parameter setting unit 206 as functional units for realizing the parameter setting process.
[0069] The analysis and evaluation unit 204 uses the object analysis and evaluation AI 20 to analyze and evaluate the new object generated and output by the new object generation AI 10.
[0070] The object analysis and evaluation AI 20 is an AI (Artificial Intelligence) trained using training data that associates objects with analysis and evaluation results for predetermined analysis and evaluation items, and outputs analysis and evaluation results based on an input new object. Analysis and evaluation items include, for example, the type and appearance of the object. Appearance includes color, pattern, size, shape characteristics such as roundness, and impressions such as strength or coolness. The object analysis and evaluation AI 20 outputs, for example, a numerical value for each analysis and evaluation item as the analysis and evaluation result.
[0071] The parameter setting unit 206 has a parameter setting AI 30 and a determination unit 34, and sets the parameters of the new object generated and output by the new object generation AI 10 using the parameter setting AI 30 based on the analysis and evaluation results input from the analysis and evaluation unit 204, user individual information 570, the number of similar objects in circulation, etc. In other words, the parameter setting unit 206 sets the parameter values generated and output by the parameter setting AI 30 as recommended setting parameters, and the determination unit 34 finally determines the parameters to be set for the new object based on the recommended setting parameters.
[0072] The individual user information 570 includes user information about the user and content usage information about the user's game play (use of content). The user information includes, for example, information such as account, gender, age, registration date, and billing status. The content usage information includes, for example, information such as game progress, total play time, total number of plays, user level, player character, owned items, and play data.
[0073] The circulation volume of similar objects is the circulation volume of similar objects that are objects circulating in the game and that satisfy predetermined similarity conditions with respect to a new object. The objects circulating in the game are all objects managed by the object management system 1, and include standard objects prepared in advance as standard content data 510 and new objects that have appeared in past game plays by registered users.
[0074] The similarity conditions include similarity conditions related to appearance, such as color, pattern, size, and shape, and similarity conditions related to parameters. Because new objects are generated by an AI model, it is rare for multiple completely identical new objects to be generated. For this reason, objects of the same type that have a certain degree of similarity in appearance and parameters are considered similar objects. As for parameters, as will be described later, the parameter setting unit 206 sets parameters so that they are changed from initial values determined for each type of object. Therefore, for example, a similarity condition can be that the parameters are within a predetermined range based on the initial values of the parameters determined for the type of new object.
[0075] The parameter setting AI 30 is an AI trained using learning data that associates the analysis and evaluation results of the object by the analysis and evaluation unit 204, user individual information 570, the circulation volume of similar objects, etc. with parameter setting values (parameter values), and outputs parameter setting values (parameter values) based on the input analysis and evaluation results, etc.
[0076] The parameter setting AI 30 has a plurality of type-specific setting AIs 32 for each type of object. The type-specific setting AI 32 is an AI trained to output parameter settings (parameter values) for a specific type of object based on the analysis and evaluation results of the specific type of object input. The parameter setting AI 30 selects and uses the type-specific setting AI 32 corresponding to the type of new object. The type of new object may be determined based on the analysis and evaluation results by the analysis and evaluation unit 204, or may be determined based on which type-specific generation AI 12 the new object generation AI 10 used.
[0077] 4 is a diagram showing an example of the type-specific setting AI 32. A plurality of parameters are set for each type of object. The type-specific setting AI 32 selects which parameters to set from the plurality of parameters set for the corresponding type of object, and generates and outputs setting values for the selected parameters. Specifically, initial values for the parameters are set, and selected parameters can be set by changing the initial values, while unselected parameters can be set to their initial values.
[0078] Parameters indicate the effects that are exerted in the virtual space. For example, when a user possesses or uses a parameter in a game, it affects the user, other users sharing the virtual space, and NPCs (non-player characters) such as enemy characters. Specifically, parameters include rarity, which indicates the degree of scarcity, as well as ability parameters such as attributes, rank, durability (stamina), attack power, defense power, and movement speed.
[0079] Parameters include parameters that are set for all types of new objects, such as rarity and attributes, and parameters that are set according to the type of new object (for example, "attack power" which is a parameter for a "weapon" type, and "stamina value" which is a parameter for a "character" type). Parameters also include parameters that are always set or assigned, such as rarity and attributes, and optional parameters that are set or assigned only when selected to be set. For example, even if there are N (N≧2) parameters for a "weapon," the parameter setting AI 30 may not necessarily change all N parameters from their initial values and set them.
[0080] [Function Configuration] FIG. 5 is a diagram showing an example of programs and data stored in the server system 1100. As shown in FIG. The server system 1100 stores in the IC memory 1152 a server program 501, a distribution client program 502, standard content data 510, new object generation AI model data 520, object analysis and evaluation AI model data 530, parameter setting AI model data 540, object management data 550, play data 560, user management data 571, and a current date and time 580. Of course, data other than these may also be stored as appropriate.
[0081] The server system 1100 executes and processes the server program 501 in the CPU 1151, thereby realizing the function of the server processing unit 200 in the control board 1150, as shown in FIG. 6, for example.
[0082] The server processing unit 200 includes a new object generation control unit 202 , an analysis and evaluation unit 204 , a parameter setting unit 206 , a content provision control unit 208 , and a timing unit 210 .
[0083] The new object generation control unit 202 controls the generation of new objects using a generation AI (new object generation AI 10) that generates new objects. Specifically, all or a predetermined type of data from the play data 560 is input to the new object generation AI 10, which then generates and outputs a new object (see FIG. 3).
[0084] The new object generation AI 10 is defined and stored as new object generation AI model data 520. The new object generation AI model data 520 includes multiple type-specific generation AI model data 522 that define each type-specific generation AI prepared for each type of object.
[0085] The analysis and evaluation unit 204 analyzes and evaluates the new object generated by the new object generation control unit 202. Specifically, it determines the type of the new object and analyzes and evaluates the new object based on its appearance. It also analyzes and evaluates the new object using an analysis and evaluation AI (object analysis and evaluation AI 20) that analyzes and evaluates objects (see FIG. 3).
[0086] The object analysis and evaluation AI 20 is defined and stored as object analysis and evaluation AI model data 530. The object analysis and evaluation AI model data 530 includes an analysis and evaluation item list 532 (see FIG. 5). The analysis and evaluation item list 532 is a list of analysis and evaluation items to be output as the results of analysis and evaluation, such as the type and appearance of the object (color, pattern, size, shape characteristics such as roundness), and impression (strong, cool, etc.). These analysis and evaluation items specify what kind of data to generate and any restrictions on the generated data, and are used as part of the prompt to be input to the object analysis and evaluation AI 20, together with reference data at the time of generation (corresponding to the new object, which is the input data).
[0087] The parameter setting unit 206 sets parameters for the new object. There are multiple parameters, including a parameter indicating an effect to be exerted in the virtual space and a parameter that is an index value indicating the rarity of the new object. The parameter setting unit 206 sets the parameters based on the results of analysis and evaluation. For example, the number of parameters to be set for the new object is variably determined based on the results of analysis and evaluation. Furthermore, the parameters to be set for the new object are determined based on the type of the new object. Furthermore, the parameters are set based on user information about the user and / or individual user information 570, which is information about the user's use of the content. For example, the parameters to be set for the new object are determined, and the number of parameters to be set for the new object is variably determined. Furthermore, the parameters are set based on the circulation volume of objects (similar objects) that satisfy given similarity conditions for the new object in the game content. The circulation volume of similar objects can be determined with reference to object management data 550 (see FIG. 5 ). Furthermore, the parameter setting AI 30, which is a recommended parameter determination AI that determines recommended setting parameters for the target object, tentatively determines recommended setting parameters for the new object, and the parameters are determined based on the recommended setting parameters.
[0088] The parameter setting AI 30 is defined and stored as parameter setting AI model data 540. The parameter setting AI model data 540 includes multiple type-specific setting AI model data 542 that define each type-specific setting AI 32 prepared for each object type. The type-specific setting AI model data 542 includes the corresponding object type, a parameter list, and an input data type list. The parameter list is a list of parameters (rarity, attributes, rank, attack power, etc.) set by the type-specific setting AI 32, each of which is associated with an initial value. The input data type list specifies which type of data is to be input to the type-specific generation AI model from among the data included in the analysis and evaluation results, individual user information, and the amount of similar objects in circulation. Different types of data can be input to the type-specific generation AI 12 for different object types, thereby enabling different criteria for parameter setting. The parameter list specifies the type of data to be generated and restrictions on the generated data, while the input data type list specifies reference data during generation and is used as part of the prompts input to the type-specific generation AI 12.
[0089] The content provision control unit 208 executes processing related to the progress of the game, which is the content to be provided to the user, by referring to the applicable content data 50. Specifically, the content provision control unit 208 changes the standard setup information in the content setup information 52 to modified setup information so that a new object generated by the new object generation control unit 202 and whose parameters have been set by the parameter setting unit 206 appears in the game, and controls the progress of the game based on the modified content setup information 52 (see FIG. 2).
[0090] The timekeeping unit 210 uses the system clock to measure various times such as the current date and time 580, the time limit for a mission, and the game time.
[0091] Returning to FIG. 5, the distribution client program 502 is the original client program provided to the user terminal 1500 .
[0092] The object management data 550 is data relating to objects available in the game, and includes standard object data 552 relating to standard objects prepared in advance as the standard content data 510, and new object data 554 relating to new objects.
[0093] 7, the new object data 554 includes a type, model data, parameter data, generation process information, generation date and time, and an appearance play ID, all of which are associated with an object ID assigned at the time of generation. The generation process information is information related to the generation process of the new object, and includes the type-specific generation AI 12 used to generate the new object, the analysis and evaluation results by the analysis and evaluation unit 204, identification information of the type-specific setting AI 32 used to set the parameters by the parameter setting unit 206, recommended setting parameters, etc.
[0094] Play data 560 is prepared for each game play and stores various data describing the situation of that game play. For example, as shown in Figure 8, one play data 560 includes a play ID 702, a player account 704, game situation information 710, and a list of new objects that have appeared in that game play 719. Of course, data other than these may also be included as appropriate.
[0095] The game status information 710 includes a game time 712, a currently played stage ID log 713, a currently played quest ID log 714, a player character status log 715, an NPC status log 716, and a game performance data log 717. The logs are records that associate data with dates and times, and are historical information.
[0096] User management data 571 is individual user information 570 about a registered user that is generated for that registered user, and includes user information and content usage information, as shown in Fig. 9. The user information includes account information, as well as gender, age, registration date, billing information, etc. The content usage information includes information on the history of the date and time that the user used the content.
[0097] [flowchart] FIG. 10 is a flowchart for explaining the flow of processing related to the execution control of game play (provision of content) in the server system 1100.
[0098] As shown in Fig. 10, the server system 1100 first copies the standard content data 510 to set the applicable content data 50. This results in the initial setup of the content. Then, by referencing the applicable content data 50, the game space of the first game stage to be played is initialized (step S100), and control of game play execution (control of content provision) begins. At the same time, the server system 1100 begins recording and occasionally updating play data 560 (step S102).
[0099] When control of the progress of game play begins, the server system 1100 monitors whether the new object generation conditions are met. If the new object generation conditions are met (YES in step S104), the server system 1100 inputs the play data 560 to the new object generation AI 10 (step S106). The new object generation AI 10 then selects an applicable type-specific generation AI 12 from among a plurality of type-specific generation AIs 12 (see FIG. 3), and generates and outputs a new object using the selected type-specific generation AI 12 based on the input play data 560 (step 108).
[0100] Next, the new object generated and output by the new object generation AI 10 is input to the object analysis and evaluation AI 20 (step S110), which then outputs the analysis and evaluation results of the input new object (step S112).
[0101] Next, the server system 1100 inputs the analysis and evaluation results, user individual information 570, the similar object circulation volume, etc. output from the object analysis and evaluation AI 20 into the parameter setting AI 30 (step S114). The parameter setting AI 30 then selects an applicable type-specific setting AI from among a plurality of type-specific setting AIs 32 depending on the type of the new object, and outputs recommended setting parameters using the selected type-specific setting AI 32 (step S116). The server system 1100 then finally determines parameters to be set for the new object based on the output recommended setting parameters, and sets the determined parameters for the new object (step S118).
[0102] Next, the server system 1100 executes an arrangement process to change the content setup information 52 so that the new object with the set parameters appears in the game (step S120).
[0103] Next, the server system 1100 determines whether the play data 560 satisfies a predetermined end condition, i.e., whether the game end condition has been met (step S122). If the end condition has not been met (NO in step S122), the server system 1100 determines whether the game stage or quest being played has ended (step S124), and if so, switches the game stage or quest being played (step S126). Then, the process returns to step S104.
[0104] If the end condition is met (YES in step S122), the server system 1100 executes a predetermined game end process (step S128) and ends the series of processes.
[0105] The game end process may include announcing the game results, saving data for restarting the game, generating and saving training data for additional learning of the new object generation AI 10 based on the play data 560, etc. If training data for additional learning is generated, the server system 1100 may use the training data to perform additional learning of the new object generation AI 10.
[0106] As described above, according to this embodiment, it is possible to generate various new objects using the new object generation AI 10, and to set parameters for the new objects, thereby making it possible to increase the interest of the objects that appear in the content.
[0107] [Variations] Although examples of embodiments to which the present invention is applied have been described above, the forms to which the present invention can be applied are not limited to the above forms, and constituent elements can be added, omitted, or modified as appropriate.
[0108] (Variation 1) The new object generation AI 10 may generate parameters for the new object. In this case, the analysis and evaluation unit 204 also analyzes and evaluates what parameters (type and setting value) are set for the new object. The parameter setting unit 206 then changes the setting values of parameters already set for the new object based on the analysis and evaluation results (type and appearance), individual user information, the circulation volume of objects (similar objects) that satisfy the similarity conditions for the new object, and so on. In this case, if the number of parameters generated by the new object generation AI 10 is N, the setting values of all N parameters may be changed, or M parameters less than N may be selected and their setting values may be changed. Alternatively, the new object generation AI 10 may generate parameters, but set the setting values of the generated parameters as NULL, and the parameter setting unit 206 may set the setting values. Alternatively, the parameter setting unit 206 may additionally set new parameters that have not been set for the new object.
[0109] (Variation 2) The analysis and evaluation of a new object by the analysis and evaluation unit 204 may be performed without using the object analysis and evaluation AI 20. Specifically, a plurality of analysis and evaluation items relating to the type and appearance of the object (for example, color, pattern, size, shape characteristics such as roundness, etc.) are determined in advance. Then, the analysis and evaluation can be performed by calculating the degree to which these analysis and evaluation items satisfy the evaluation criteria as numerical values.
[0110] Similarly, the parameter setting unit 206 may set the parameters of a new object without using the parameter setting AI 30. Specifically, for each type of new object, the type of parameter is associated with an analysis evaluation item by the analysis evaluation unit 204. Then, a score based on the evaluation value of the analysis evaluation item corresponding to each parameter is calculated, and the parameter value is set based on the score.
[0111] (Variation 3) A new object generation request from a user may be accepted, and a new object and / or parameters for the new object may be generated based on the accepted request. Specifically, a generation request specifying the type and appearance of the new object, such as "Make a cool sword!", or a generation request specifying parameter settings, such as "I want armor with high defensive power," may be accepted by text or voice input from the user. Then, by inputting this generation request alone or in addition to play data 560 to the new object generation AI 10, a new object can be generated according to the user's request. The generation request is used as part of a prompt. Similarly, by inputting this generation request alone or in addition to the analysis and evaluation results of the new object to the parameter setting AI 30, parameters according to the user's request can be set for the new object. In this case, the type of data to be input to the new object generation AI 10 and the parameter setting AI 30 may be specified in advance. The content of the generation request may then be analyzed using an AI model, and only the analysis results that match the pre-specified data type may be input to the new object generation AI 10 and the parameter setting AI 30.
[0112] (Variation 4) The object management system 1000 is not limited to a client-server system configuration. As shown in FIGS. 11 and 12, the object management system 1000B may be a stand-alone user terminal 1500B. In this case, the user terminal 1500B executes a game program 503 (see FIG. 11) stored in a storage unit 500B to realize the function of a processing unit 200B (see FIG. 12). The processing unit 200B has the same functional configuration as the server processing unit 200 (see FIG. 6). With this configuration, the same effects as those of the above embodiment can be obtained.
[0113] Furthermore, for example, the object management system 1000 may be realized by a P2P (Peer to Peer) architecture for multiple user terminals 1500. In this case, programs and data according to the allocation of functions are stored in the user terminals 1500, and the functions of the processing unit 200B are distributed and realized by the user terminals 1500 that serve as P2P nodes. With this configuration, the same effects as those of the above embodiment can be obtained.
[0114] (Variation 5) The genre of the game that is the content executed by the object management system 1000 can be set as appropriate. Furthermore, the content is preferably content that provides a virtual experience. For example, playable content such as a virtual experience of playing a game or a virtual theme park, or a virtual activity experience such as virtual skydiving or scuba diving, as well as viewable content such as a virtual live performance by a virtual idol are also acceptable. In viewable content, items called "gifts" given to characters can be used as new objects.
[0115] (Variation 6) In the above embodiment, the server system 1100 is exemplified as having a new object generation AI 10, an object analysis and evaluation AI 20, and a parameter setting AI 30, but some or all of these AI models may be separate from the server system 1100 and may be called and used as external services.
[0116] 13 shows an example of a configuration in which the new object generation AI 10, the object analysis and evaluation AI 20, and the parameter setting AI 30 are all provided by an external server system 1100G. There may be an external server system 1100G for each of these AI models, or one external server system 1100G may provide multiple AI models.
[0117] In this configuration, the server system 1100 calls the AI model to be used using the API (Application Programming Interface) provided for each model, inputs data, and acquires generated data. The server system 1100 then controls the progress of the game based on the acquired generated data. [Explanation of symbols]
[0118] 10...New object generation AI 12…Generation AI by type 20...Object Analysis and Evaluation AI 30...Parameter setting AI 32…Setting AI by type 34...Decision section 50...Applicable content data 52...Content Setup Information 200...Server processing unit 202... New object generation control unit 204...Analysis and Evaluation Department 206...Parameter setting section 208...Content provision control unit 500...Server storage section 501...Server program 510...Standard content data 520…New object generation AI model data 522…Type-specific generated AI model data 530…Object analysis and evaluation AI model data 532...Analysis item list 540...Parameter setting AI model data 542...Type-specific setting AI model data 550...Object management data 552...Standard object data 554...New object data 560...Play data 570...User management data 1000...Object Management System 1100...Server system 1500...User terminal
Claims
1. An object management system for managing objects that can be used by a user in playable or viewable content or that appear in the content, comprising: a new object generation control means for controlling the generation of a new object using a generation AI for newly generating the object; parameter setting means for setting parameters of the new object; An object management system comprising:
2. the content provides the user with a virtual experience in a virtual space; The parameter indicates an effect to be exerted in the virtual space. The object management system of claim 1 .
3. The parameter is an index value indicating the rarity of the new object. The object management system of claim 1 .
4. an evaluation means for evaluating the new object; Further provided with the parameter setting means sets the parameters based on the results of the analysis and evaluation. The object management system of claim 1 .
5. The parameter is plural, The analysis and evaluation means determines the type of the new object; the parameter setting means determines which parameters to set for the new object based on the type of the new object; The object management system according to claim 4.
6. The parameter is plural, the parameter setting means variably determines the number of parameters to be set for the new object based on the results of the analysis and evaluation; The object management system according to claim 4.
7. The analysis and evaluation means analyzes and evaluates the new object using an analysis and evaluation AI that analyzes and evaluates the object. The object management system according to claim 4.
8. the analysis and evaluation means performs analysis and evaluation based on at least the appearance of the new object; The object management system according to claim 4.
9. the parameter setting means sets the parameters based on user information of the user and / or information on the user's use of the content (hereinafter, these pieces of information are collectively referred to as "user individual information"); The object management system of claim 1 .
10. The parameter is plural, the parameter setting means determines which parameters to set for the new object based on the user individual information; The object management system of claim 9.
11. The parameter is plural, the parameter setting means variably determines the number of parameters to be set for the new object based on the user individual information; The object management system of claim 9.
12. The new object generation control means a receiving means for receiving information on a request to generate the new object from the user; and generating the new object using the generation AI based on the generation request information. The object management system according to any one of claims 1 to 11.
13. the parameter setting means sets the parameters based on the generation request information. The object management system of claim 12.
14. the parameter setting means sets the parameter based on the distribution volume of the object satisfying a given similarity condition for the new object in the content; The object management system of claim 1 .
15. The generating AI has an AI for each type of object to be generated, the parameter setting means sets the parameters based on the type of the new object. The object management system of claim 1 .
16. The parameter setting means provisionally determines the recommended setting parameters of the new object using a recommended setting parameter determination AI that determines recommended setting parameters for the target object, and determines the parameters based on the recommended setting parameters. The object management system of claim 1 .
17. The content is game content. The object management system of claim 1 .
18. A program for causing a computer system to manage objects that can be used by a user in playable or viewable content or that appear in the content, a new object generation control means for controlling the generation of a new object using a generation AI for newly generating the object; parameter setting means for setting parameters of the new object; A program for causing the computer system to function as a
Citation Information
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Game program and information recording medium
JP2016019564A