Information processing system, program, and information processing method
The information processing system addresses the challenge of managing AI usage in games by employing a user and conversion rate storage unit to track and restrict AI usage, facilitating strategic AI resource management.
Patent Information
- Application Number
- JP2024061386
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-04-05
- Publication Date
- 2025-10-17
- Estimated Expiration
- 2044-04-05
AI Technical Summary
Existing games utilizing AI face challenges in managing and visualizing the amount of AI usage by each user, necessitating a system to effectively track and quantify AI usage.
An information processing system that includes a user information storage unit, conversion rate storage unit, and AI usage management unit to manage AI usage based on conversion rates between game media and data input/output, enabling visualization and restriction of AI usage.
Enables effective management and visualization of AI usage by each user, allowing for strategic and controlled utilization of AI resources within games.
Smart Images

Figure 2025158641000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to an information processing system, a program, and an information processing method. [Background technology]
[0002] In recent years, with the development of technologies related to artificial intelligence (AI), games using AI have been proposed in the gaming industry. For example, Patent Document 1 discloses a training game in which a user can enjoy conversations with characters controlled by AI. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2018-072805 Summary of the Invention [Problem to be solved by the invention]
[0004] Games that use AI are expected to process huge amounts of data, and it is necessary to properly manage the use of AI by each user (player).
[0005] An object of the exemplary embodiments of the present disclosure is to provide an information processing system, a program, and an information processing method that can visualize and manage the amount of AI used in a game. [Means for solving the problem]
[0006] An information processing system according to one aspect of the present disclosure includes: a user information storage unit that stores owned quantity information indicating game media owned by a user and the number of such game media; a conversion rate storage unit that stores a conversion rate for converting the amount of data input to the artificial intelligence and / or the amount of data output from the artificial intelligence into the quantity of predetermined game media; and an AI usage management unit that manages the amount of usage of the artificial intelligence by the user based on the conversion between the specified game medium and the amount of input and / or output data related to the artificial intelligence, based on the conversion rate.
[0007] By having the above-mentioned features, the information processing system can visualize and manage the amount of AI used in gameplay by each user.
[0008] A program according to one aspect of the present disclosure includes: A program for causing a computer to execute information processing related to the provision of a game that uses artificial intelligence, storing ownership number information indicating the game media owned by the user and the number of the game media; storing a conversion rate for converting the amount of data input to the artificial intelligence and / or the amount of data output from the artificial intelligence into the quantity of predetermined game media; The computer is caused to manage the amount of use of the artificial intelligence by the user based on the conversion between the specified game medium and the amount of input and / or output data related to the artificial intelligence, based on the conversion rate.
[0009] The program's features make it possible to visualize and manage the amount of AI used by each user in gameplay.
[0010] An information processing method according to one aspect of the present disclosure includes: An information processing method in which a computer executes information processing related to the provision of a game that uses artificial intelligence, storing ownership number information indicating the game media owned by the user and the number of the game media; storing a conversion rate for converting the amount of data input to the artificial intelligence and / or the amount of data output from the artificial intelligence into the quantity of predetermined game media; The computer manages the amount of use of the artificial intelligence by the user based on the conversion between the specified game medium and the amount of input and / or output data related to the artificial intelligence, based on the conversion rate.
[0011] The information processing method has the above characteristics, making it possible to visualize and manage the amount of AI used in game play by each user. [Brief explanation of the drawings]
[0012] [Figure 1] FIG. 1 is a schematic diagram illustrating an example configuration of an information processing system according to an embodiment of the present disclosure. [Figure 2] FIG. 2 is a block diagram illustrating an example of the functional configuration of the server shown in FIG. [Figure 3] FIG. 3 is a block diagram illustrating an example of the functional configuration of the user terminal shown in FIG. [Figure 4] FIG. 4 is a schematic diagram showing an example of the conversion rate information stored in the conversion rate storage unit shown in FIG. [Figure 5] FIG. 5 is a schematic diagram showing an example of the conversion rate information stored in the conversion rate storage unit shown in FIG. [Figure 6] FIG. 6 is an example of a flowchart for explaining a method for managing the amount of AI usage in providing a game. [Figure 7] FIG. 7 is an example of a flowchart for explaining a method for managing the amount of AI usage in providing a game. DETAILED DESCRIPTION OF THE INVENTION
[0013] An information processing system 10 according to an embodiment of the present disclosure will be described with reference to the drawings. Note that the drawings are merely examples for explaining this embodiment, and the system configurations, block diagrams, flowcharts, etc. shown in the drawings may be modified or changed within the scope of technical problems. Furthermore, in this specification and drawings, components having substantially the same functional configurations are designated by the same reference numerals, and redundant description will be omitted.
[0014] The information processing system 10 according to this embodiment is a system for providing various services related to games to a user 3 via a network N such as the Internet.
[0015] 1, an information processing system 10 comprises, as its main components, at least one server 20 and at least one user terminal 30. These main components are connected to each other so that they can be accessed via a network N. In this information processing system 10, the server 20 provided by a business operator 1 provides a game to a user terminal 30 owned by a user 3 by causing the user terminal 30 to execute information processing related to the game, which is composed of images, videos, sounds, etc.
[0016] The games provided by the information processing system 10 are games that utilize artificial intelligence, and the categories of the games provided are not particularly limited. For example, the categories of games provided by the information processing system 10 may be romance games, fighting games, puzzle games, action games, baseball games, soccer games, other sports games, quiz games, pinball games, card games, rhythm games, RPGs (role-playing games), location-based games, board games, adventure games, casino games, simulation games, strategy games, racing games, or the like.
[0017] In addition, the games provided by the information processing system 10 may include, for example, not only the so-called "in-game" part related to actual game play, which is a "game progression part" for operating game media such as characters and items to progress the game, but also the so-called "out-game" part, which is a "lottery part" such as so-called "gacha" in which game media such as characters and / or items in the game are given to players by lottery, a "preparation processing (organization) part" in which game media such as characters to be used in the game are selected, and an "enhancement part" in which characters and / or items are strengthened by methods such as synthesis.
[0018] The AI used in the game of the information processing system 10 is not particularly limited, and for example, the information processing system 10 may be implemented with one or more types of AI selected from a character AI, a meta AI, and a navigation AI. The character AI is the AI that serves as the brain of a non-player character (NPC) appearing in the game and is responsible for controlling the autonomous behavior of the NPC. The meta AI is an AI with the function of designing the game and plays a role similar to that of a game director, changing the progress of the game and the game scene, such as by making enemy characters appear in response to user operations. The navigation AI is an AI with the function of recognizing the terrain in the game and navigating routes for the user, the character AI (NPC), and / or the meta AI.
[0019] Furthermore, in the game of the information processing system 10, a generative AI (generative artificial intelligence) may be implemented as an AI that realizes some or all of the functions of the AIs exemplified above (character AI, meta AI, or navigation AI), or functions different from the AIs exemplified above. For example, a conversation generation AI, such as a text generation AI based on a large-scale language model (LLM) and / or a voice generation AI that reads out the lines of an NPC, may be used as a function for controlling NPC conversations. A music generation AI may be used to generate user-original background music and music for music games. An image generation AI may be used to create avatars, user-original characters, items, etc., and user-original game graphics such as game backgrounds. A video generation AI may be used to create motions to be performed by characters and videos to be played in game scenes. A scenario generation AI may also be used to generate user-original scenarios and dungeons.
[0020] The above-mentioned generating AI accepts user input information etc. as a prompt (information indicating the game progress, game history, etc. may be used as input instead of or in addition to the user input information) and provides the user with output according to the input information in any format such as text, audio data (voice, music), image, video, or program. The game of information processing system 10 may be implemented with one of the above-mentioned generating AIs, or may be implemented with multiple types of generating AIs with different output attributes.
[0021] In games provided by the information processing system 10, a user is permitted to use an AI on the condition that the user uses a predetermined game medium. When using an AI in a game, the predetermined game medium may be used (paid) in advance to allow the AI to accept input (prompts) from the user 3, or the use (payment) of the target medium may be requested after the AI has output a processing result. In this way, the use of the AI by the user 3 is managed based on the use of the predetermined game medium and quantified based on the quantity of the predetermined game medium.
[0022] In the information processing system 10, a conversion rate for converting the amount of data related to the information processing of the AI and the quantity of predetermined game media is registered, and the amount of AI used by the user 3 in game play is managed based on the conversion rate. The AI whose use is restricted by the use of predetermined game media is at least one type of AI used in the game service of the information processing system 10, and multiple types of AI may be subject to usage restrictions. The AI model that is subject to usage restrictions in the game service is not particularly limited, and may be one or multiple types of generated AI. The detailed explanation below mainly exemplifies the case of managing the use of generated AI in a game.
[0023] "Game media" is a general term for electronic data used by user 3 in a game. For example, consumable media such as cards, characters, avatars, weapons, armor, other items, and in-game currency fall under game media. Consumable media used in a game may include free media that can be acquired free of charge as a reward for clearing a mission, paid media that can only be acquired by paying, and consumable media that are treated regardless of whether they are free or paid (such as in-game currency that can be acquired free of charge and also by paying).
[0024] In the game service of the information processing system 10, the predetermined game media (hereinafter referred to as the target media) used to utilize the managed AI are not particularly limited. The target media may be game media that are operated by the user 3 in the game, such as characters or items, or may be consumable media consumed through the use of the AI, with the latter consumable media being preferred. The target media may be dedicated game media that can be used only to utilize the managed AI, or may be general-purpose game media that can be used for purposes other than the AI, such as consumable media for conducting lotteries. Furthermore, a single type of game media or multiple types of game media may be set as the target media.
[0025] The specific configuration of each part of the information processing system 10 will be described in detail below.
[0026] <Server device configuration> The server 20 is an information processing device used to operate and manage the game service, and as described above, is deployed at the game service provider 1. The server 20 as an information processing device may be, for example, a general-purpose computer such as a workstation or a personal computer, or may be logically constructed using cloud computing technology.
[0027] As shown in FIG. 2, the server 20 has a control unit 21 that controls the entire server 20, a memory unit 22 that stores various data and application programs, and a server communication unit 23 that transmits and receives data to and from the user terminal 30 via the network N.
[0028] <Storage unit (server)> The storage unit 22 is a storage area of the server 20 that stores programs, input data, etc. for executing various control processes and functions in the control unit 21, and is configured by one or any combination of RAM (Random Access Memory), ROM (Read Only Memory), SRAM (Static Random Access Memory), flash memory, HDD (Hard Disk Drive), SSD (Solid State Drive), other storage, etc. The storage unit 22 may also have a function of temporarily storing communication contents of the server 20 when the server 20 performs communication.
[0029] The storage unit 22 of the server 20 may have a plurality of areas partitioned according to the type of information to be stored. For example, as shown in FIG. 2, the storage unit 22 may include a game information storage unit 221, a user information storage unit 222, an AI information storage unit 223, and an exchange rate storage unit 224.
[0030] The game information storage unit 221 stores and stores basic information about the game. The basic information about the game stored in the game information storage unit 221 is configured appropriately depending on the type of game and is not particularly limited. For example, the game information storage unit 221 may store information such as setting information for each game unit, setting information for the game media, information related to the game space such as background images, and event information. Note that a "game unit" refers to a single unit of the game, and "game unit" can be expressed in terms such as quest, event, mission, course, story, scenario, chapter, dungeon, stage, battle, and match. In the case of a game with multiple stages, the setting information for each game unit may include a stage ID, which is an identifier for identifying each game unit, and information related to the virtual space such as a stage name, enemy character information, consumed stamina information, and background images, which are linked to the stage ID.
[0031] The setting information for game media stored in the game information storage unit 221 may be assigned an ID (hereinafter referred to as a game media ID) as an identifier for uniquely identifying each game media. The game information storage unit 221 may store the name, image data, and acquisition method of the game media as setting information for the game media. For game media that can be operated by the user 3, such as characters or items, information indicating the characteristics of each game media, such as attributes and / or parameters (initial values / maximum values of health, attack power, defense power, etc.), may be included in the setting information for each game media.
[0032] The user information storage unit 222 stores information associated with each user 3 who uses the game service. For example, the user information storage unit 222 may include a user ID (an identifier for identifying each user 3), and account information, play history information, information on owned game media, and the like, all of which are linked to the user ID.
[0033] The account information may include, for example, the user name, the date of registration to the game service, the user's rank (player rank), and various other setting information registered by the operation of the user 3. The play history information may include, for example, data such as the login date and time, the number of logins, the total play time, the number of times each game unit has been played, data when each game unit has been cleared, the history of acquisition of game media such as characters and / or items, the amount charged, the number of times charges have been made, and the number of times a lottery has been held.
[0034] The information on owned game media is information about game media owned by each user 3, and may include the acquisition history of each owned game medium, ownership count information indicating the number of owned game media owned, information indicating the usage status of each owned game medium (e.g., information indicating the degree of use such as the number of times used and the selection probability, information indicating whether or not the game medium is registered as a favorite, etc.), information indicating the characteristics of each owned game medium (e.g., current / maximum values of various parameters such as attack power, defense power, stamina, and speed, classification information such as rarity and attributes, information about usable skills, etc.). The data configuration of each owned game medium may be set appropriately depending on the type of game medium, and is not particularly limited.
[0035] Note that, if a game provided by a game service uses a deck consisting of a combination of game media such as multiple characters, deck information that identifies the deck may be stored in the user information storage unit 222. Furthermore, if the game service has a function for building friend relationships with other users 3, friend-related information including information indicating friend relationships already built with other users 3 and information regarding friend requests that are not yet established may be stored in the user information storage unit 222.
[0036] The AI information storage unit 223 stores and stores information related to AIs used in games of the information processing system 10. For example, the AI information storage unit 223 may store an AI model constructed by machine learning, a program related to the execution of a machine learning algorithm, and learning data used for machine learning. When multiple types of AI are implemented in the information processing system 10, the AI information storage unit 223 may store a program related to a machine learning algorithm and learning data for each AI model. When implementing a character AI and / or a conversation generation AI for users to converse with NPCs, such an AI model may be personalized for each user. In this case, the AI information storage unit 223 may store the AI model and / or learning data in association with each user's ID. Note that the configuration of the learning data is not particularly limited, and the learning data managed by the AI information storage unit 223 may include teacher data, unsupervised data, additional learning data, reinforcement learning data, etc.
[0037] The conversion rate storage unit 224 stores information regarding conversion rates for quantifying the amount of AI used by user 3 through game play using game elements (i.e., target media). The conversion rate is the relative ratio between the quantity of target media and the amount of data involved in AI calculation processing. This conversion rate is used to convert either the quantity of target media or the amount of data involved in AI calculation processing into the other in order to manage the amount of AI used by each user 3. For example, if user 3 is required to pay for the target media before using AI in a game (in the case of a prepayment system), the quantity of target media paid by user 3 may be converted into the amount of data involved in AI calculation processing based on the conversion rate, and user 3 may be permitted to use the AI within the converted data amount. Alternatively, if user 3 is required to pay for the target media according to the output results after AI calculation processing (in the case of a postpayment system), the amount of data required for AI calculation processing may be converted into the quantity of target media based on the conversion rate, and user 3 may be requested to pay the converted amount of target media.
[0038] The amount of data involved in calculation processing by AI is the amount of data of input information (prompts) from user 3 to the AI, and / or the amount of data of output information (calculation processing results) provided by the AI to user 3 in response to the input information. In other words, when user 3 uses AI in a game, the use of the target medium may be required only in response to input to the AI, or only in response to output from the AI, or the use of the target medium may be required in response to both input and output.
[0039] The conversion rate may be expressed as a relative ratio indicating the amount of data that can be input and / or output per target medium, or as a relative ratio indicating the number of target media corresponding to each unit of input data and / or output data.
[0040] The format for expressing the amount of input and / or output data related to AI is not particularly limited. For example, input information to AI and output information from AI may be quantified based on the smallest unit of computational processing by the AI. Computational processing by AI refers to AI recognizing, analyzing, and constructing output information based on a specific machine learning algorithm. Text generation AI, such as large-scale language models, divides text data into units called tokens to perform language processing (e.g., "Hello. Nice to meet you." is divided into seven tokens: "Hello," ".", "Nice," "to," "meet," "you," and "."). Tokens, a unit of computational processing, are used not only in text generation AI but also in speech generation AI, music generation AI, image generation AI, and video generation AI (the computational processing unit in speech / music generation AI is sometimes called an "acoustic feature token"). The unit of data volume in the conversion rate may be expressed in "tokens," which are the unit of computational processing. As mentioned above, please note that the "token" referred to in this embodiment is a processing unit in the calculations performed by AI, and is a different concept from the NFT (non-fungible token) issued on the blockchain.
[0041] The units of data volume in the conversion rate may be expressed in a display format other than the above-mentioned units of calculation processing (tokens), and may be set appropriately depending on the type of AI being managed. For example, in a conversion rate corresponding to a text generation AI, the data volume may be expressed in units such as "number of words" or "number of characters." In a conversion rate corresponding to a music generation AI, image generation AI, or video generation AI, the data volume related to the AI may be expressed in units indicating data size such as "KB," "MB," or "pixels," or may be expressed in terms of the number of files, such as "amount of game media per image" or "amount of game media per song."
[0042] The conversion rate storage unit 224 stores the above-mentioned conversion rates, and may also store, in association with the conversion rates, information identifying the game media to be converted (media to be used when using AI), information identifying the AI to be managed, information identifying the data format related to the input and output of the AI to be managed, and the like. Furthermore, if a game provided by the information processing system 10 allows the use of multiple AIs with different output attributes, a single conversion rate may be set that is uniformly applied to all AI models, or a conversion rate may be set for each AI model. In the latter case, a conversion rate is registered in the conversion rate storage unit 224 for each AI model whose usage is to be managed. FIGS. 4 and 5 show examples of conversion rate information stored in the conversion rate storage unit 224.
[0043] For the conversion rate corresponding to each AI model, one type of game medium common to each AI model may be set as the object of conversion with the amount of AI-related data. For example, in Nos. K001 and K003-K006 shown in Figure 4, the item "medals" is set as the object of conversion. In this case, the usage of multiple AIs in a game can be managed using a single measure (the amount of the item "medals"). Alternatively, different types of target media may be set for each AI model as the object of conversion with the amount of AI-related data. For example, in Nos. KK001-KK003 shown in Figure 5, different items are set as the target media. In this case, it is expected that the strategic nature of games using AI and the enjoyment of users will be improved.
[0044] Only one conversion rate may be set for each AI model whose usage is to be managed, or multiple conversion rates for different target media may be set. For example, in the example of Figure 4, a conversion rate (No. K001) for "medals" as the target media and a conversion rate for "gold shields" as the target media are set for a text-format conversation generation AI. The type and amount of game media that each user 3 can acquire is expected to differ depending on the status of each user 3, such as play history and game progress, the amount of money charged, etc. By setting conversion rates corresponding to multiple game media, each user 3 can strategically use the AI according to their own status.
[0045] Furthermore, a conversion rate corresponding to paid media and a conversion rate corresponding to free media may be set for each AI model. The conversion rate information corresponding to each AI model may include one or more of the following: an input conversion rate indicating the relative ratio of input data to the AI to the target medium; an output conversion rate indicating the relative ratio of output data from the AI to the target medium; and an input / output summation conversion rate indicating the relative ratio of the sum of input and output amounts to the target medium. For example, No. K001 in FIG. 4 is an example of an input / output summation conversion rate corresponding to a conversation generation AI, No. K004 is an example of an output conversion rate corresponding to a music generation AI, and No. 005 is an example in which both an input conversion rate and an output conversion rate are set for an image generation AI.
[0046] The conversion rate corresponding to each AI model may be set for each user 3 and stored in the conversion rate storage unit 224 in association with the identification ID of the user 3. Alternatively, the conversion rate information corresponding to each AI model may include multiple conversion rates according to the status of the user 3 (player rank, game stage completion status, story progress, and other game progress status) or billing status (total billing amount, number of billings, and other). For example, in the example of conversion rate information shown in FIG. 5, conversion rates are set according to the player rank, with KK001-Kk003 being conversion rates corresponding to the player rank "beginner" and KK010-KK012 being conversion rates corresponding to the player rank "advanced."
[0047] 4 and 5 may be set by a person in charge of the business operator 1 and registered in the conversion rate storage unit 224. The specific numerical value of the conversion rate may be set according to the attributes of the AI that the conversion rate targets. For example, the conversion rate may be set by calculating the average value of the input data amount and the average value of the output data amount when using the AI and weighting the quantity of the target medium according to the average value. Furthermore, the conversion rate information stored in the conversion rate storage unit 224 may be updated based on the function of the rate setting unit 213, which will be described later.
[0048] <Control unit (server)> The control unit 21 is a component that transfers data between each unit and controls the entire server 20. The control unit 21 has a function of executing various information processes required to provide game services, and the functions of the control unit 21 are realized by an arithmetic processing device such as a CPU (Central Processing Unit) and / or a GPU (Graphics Processing Unit) reading data and programs stored in predetermined storage and executing various programs in a working area of memory.
[0049] The control unit 21 has multiple functional units according to the type of information processing to be executed. For example, as shown in Fig. 2, the control unit 21 may include, as functional units, a game execution unit 210, an AI control unit 211, an AI usage amount management unit 212, a rate setting unit 213, an operation information receiving unit 214, a processing result generation unit 215, and a machine learning control unit 216.
[0050] The game execution unit 210 has a function of executing processing to progress the game in accordance with the game program. As mentioned above, the categories of games provided by the information processing system 10 are not particularly limited.
[0051] The game progressed by the game execution unit 210 may be, for example, a game that uses non-player characters (hereinafter referred to as NPCs). An NPC refers to a character that is not operated by the user 3, and for example, the NPC is operated by a character AI, which is an artificial intelligence. The use of the NPC in the game is not particularly limited, and for example, in a competitive game, the NPC may be used as a companion character that cooperates with the user 3, or as an enemy character that competes against the user. Additionally, in a romance game, the NPC may be used as a love interest character, and in a training-type simulation game, the NPC may be used as a character to be trained. In a game progressed by the game execution unit 210, a single NPC may be used, or multiple NPCs may be used.
[0052] The AI control unit 211 has a function for executing AI-based calculation processing, and is the function of the AI itself implemented in the game. If multiple AI models are available in the game service, the AI control unit 211 may have multiple functions corresponding to each AI model. The AI control unit 211 accepts input information from the user 3 and generates output information corresponding to the input information based on a predetermined AI model. The input information may include one or more types selected from text data, voice data, other audio data, image data, and video data.
[0053] For example, the AI control unit 211 may execute a process of controlling an NPC based on a character AI. In this case, the character AI is a decision-making model of the NPC that has undergone machine learning to enable the NPC to act autonomously. The character AI may incorporate a conversation generation AI, such as a text generation AI and / or a voice generation AI, to enable the user 3 to interact with the NPC.
[0054] In conversation generation, the AI control unit 211 accepts user 3's input information (user 3's utterance data) corresponding to a prompt and generates lines of an NPC, which is output information corresponding to the input information. The user 3's input information may be input in text data format by the user 3's operation on a keyboard or touch panel, or in voice data format via a microphone. Alternatively, the game execution unit 210 may transmit pre-prepared line options to the user terminal 30, and the user 3 may select a desired line from the options. The AI control unit 211 may receive a selection operation by the user 3 and accept the selected line as the user 3's input information. If the AI model responsible for conversation generation is a text generation AI such as a large-scale language model, the AI control unit 211 may output the NPC's lines in text data format in response to the user 3's input information. Alternatively, if the AI model responsible for conversation generation is a voice generation AI, the AI control unit 211 may output the NPC's lines in voice data format.
[0055] The voice generation AI used for generating the above-described conversation may be personalized in advance so that the NPC has voice characteristics (tone of voice, intonation, etc.) desired by the user 3. In this case, the AI control unit 211 may receive a prompt (which may be a text prompt or a prompt including sound source data) from the user 3 for setting parameters of the voice characteristics, and execute a process of setting the voice characteristic parameters of the NPC based on the prompt.
[0056] Although the above describes the functions of the AI control unit 211 mainly related to conversation generation, the AI functions used in the game are not limited to the above conversation generation. As described at the beginning of this embodiment, the AI control unit 211 may have functions related to one or more types of generation AI, such as text generation AI, voice generation AI, music generation AI, image generation AI, video generation AI, and scenario generation AI.
[0057] The AI usage management unit 212 manages the amount of AI usage by user 3 based on the conversion between the amount of input data to the AI and / or the amount of output data from the AI and the quantity of target media. Here, "managing the amount of AI usage by user 3" means imposing restrictions on the use of AI by user 3 using one of the methods of types 1 to 4 shown below. Type 1: The amount of input data to AI and / or the amount of output data from AI is limited to a range according to the quantity of target media paid for in advance by User 3 before the AI performs the calculation process. Type 2: After the AI performs a calculation, it requests the user 3 to pay for the amount of target media according to the amount of input data and / or output data in the calculation. Type 3: The number of target media owned by User 3 is set as the upper limit, and the range of input data volume and / or output data volume available to User 3 is limited to a range corresponding to the number of owned media. Type 4: Accepts the setting of an arbitrary upper limit on the number of target media that can be used per AI use or per unit period, and limits the range of input data volume and / or output data volume that User 3 can use to the range corresponding to the set upper limit. In the case of types 3 and 4 above, payment of the target medium may be executed before the calculation processing by the AI, or payment of the target medium may be requested after the calculation processing.
[0058] In the case of Type 1, the AI usage amount management unit 212 accepts payment for a predetermined amount of target media from user 3 and updates the ownership number information by subtracting the paid amount from the number of target media owned before payment. The AI usage amount management unit 212 also converts the quantity of target media paid for by user 3 into the amount of data (input and / or output data amount) related to AI calculation processing based on a conversion rate. At this time, the AI usage amount management unit 212 reads the conversion rate corresponding to the AI model to be used from the conversion rate storage unit 224 based on the target media used and user 3's operation information (e.g., operation information specifying the AI model user 3 intends to use, such as requesting a conversation with an NPC in a game or requesting the creation of a character image). The AI usage amount management unit 212 generates usage permission information specifying the amount of data converted from the payment amount (hereinafter referred to as the "usable data amount") and transmits the usage permission information to the AI control unit 211.
[0059] The AI control unit 211 permits the user 3 to input a prompt based on the received usage permission information. When the user 3 inputs a prompt via the user terminal 30 (for example, in the case of a conversation between the user 3 and an NPC, the user 3 inputs a statement (line) to the NPC as text or voice), the AI control unit 211 executes a computation process using an AI model that has undergone machine learning within the range of the available data amount corresponding to the payment amount for the target medium, and generates output information corresponding to the user 3's prompt (for example, in the case of a conversation between the user 3 and an NPC, the NPC's response to the user 3's statement is output as text data or voice data). If there is still available data remaining after the AI control unit 211 outputs the computation result to the user 3, the AI control unit 211 updates the available data amount by subtracting the amount of data required for the output from the available data amount before outputting the computation result. In this case, the AI control unit 211 may continuously or intermittently accept the input of a prompt from the user 3 until the available data amount is depleted.
[0060] If the data volume of the input information by the user 3 and / or the data volume of the output information generated in response to the prompt exceeds the available data volume, the AI control unit 211 may suspend the acceptance of the input information or the transmission of the output information to the user terminal 30 and send warning information to the user terminal 30 notifying the user 3 that the target medium is insufficient. If the user 3 receives the warning information and makes an additional payment for the target medium, the AI usage amount management unit 212 calculates the available data volume corresponding to the additional payment amount based on the conversion rate. Then, the AI control unit 211 resumes the suspended processing based on the usage permission information newly received from the AI usage amount management unit 212. On the other hand, if the additional payment for the target medium is not made, the AI control unit 211 may temporarily suspend the suspended processing (acceptance of the input information or transmission of the output information to the user terminal 30) and complete the processing without sending the output information to the user terminal 30.
[0061] The response when the amount of data involved in the AI's calculation processing exceeds the available data amount is not limited to the response of requesting additional payment. For example, if the amount of data in the output information generated in response to a prompt exceeds the available data amount, the AI control unit 211 may execute a process to reduce the output information to within the available data amount. In other words, the AI control unit 211 may adjust the content of the output information from the AI so that it falls within the available data amount corresponding to the payment amount for the target medium. This output information reduction process may be executed automatically without notifying the user 3 of the above-mentioned warning information, or may be executed if the additional target medium is not paid after the warning information is notified.
[0062] In the case of Type 2 postpaid management, the AI control unit 211 accepts a request for AI use in a game and input of a prompt from the user 3, executes arithmetic processing using an AI model that has undergone machine learning, and generates output information corresponding to the user 3's prompt. Before or after transmitting the output information to the user terminal 30, the AI control unit 211 transmits arithmetic processing result information specifying the data volume of the input information and / or the data volume of the output information in the arithmetic processing to the AI usage amount management unit 212. The arithmetic processing result information may include information specifying the AI model that executed the arithmetic processing. The AI usage amount management unit 212 converts the data volume indicated by the arithmetic processing result information into the quantity of target media based on a conversion rate. At this time, the AI usage amount management unit 212 identifies the AI model that executed the arithmetic processing from the arithmetic processing result information, etc., and reads the conversion rate corresponding to the identified AI model from the conversion rate storage unit 224.
[0063] The AI usage amount management unit 212 calculates the quantity of target media corresponding to the amount of data required for calculation processing when user 3 uses AI (hereinafter referred to as the consumption amount of target media), and then subtracts the consumption amount from the number of target media owned by user 3 to update the number of target media owned by user 3. In the Type 2 management method, if the consumption amount of target media due to AI use exceeds the number of target media owned by user 3, the AI usage amount management unit 212 may request user 3 to replenish the missing target media (notify the user terminal 30 of the replenishment request) and transmit instruction information to the AI control unit 211 to suspend user 3's use of the AI until the missing target media is replenished. The method of replenishment of target media is not particularly limited, and target media may be acquired by methods such as charging, drawing lots, or rewards for completing missions, depending on the attributes of the target media. In addition, when adopting the Type 2 postpaid management method, the postpaid management method may be combined with the Type 3 or 4 management method of setting an upper limit number to restrict User 3's use of AI so that the amount of AI used by User 3 does not exceed the number of target media owned.
[0064] In the case of the management method according to Type 3, the AI usage amount management unit 212 reads the number of target media owned by user 3 stored in the user information storage unit 222 and calculates the upper data amount corresponding to that number. Specifically, the AI usage amount management unit 212 converts the number of target media owned into the amount of data related to AI calculation processing based on the conversion rate, and sets that converted amount as the upper data amount that user 3 can use for input and / or output when using AI in a game. The AI usage amount management unit 212 also generates restriction information that identifies the upper data amount and the AI model that is subject to that upper data amount, and transmits that restriction information to the AI control unit 211. In other words, the restriction information is instruction information that the AI usage amount management unit 212 uses to instruct the AI control unit 211 to restrict user 3's use of AI, with the data amount corresponding to the number of target media owned as the upper limit. Note that if multiple exchange rates are stored in the exchange rate storage unit 224, the AI usage amount management unit 212 may calculate the upper data amount corresponding to each exchange rate and output the restriction information corresponding to each exchange rate.
[0065] Upon receiving the restriction information from the AI usage amount management unit 212, the AI control unit 211 executes AI-based arithmetic processing within the upper data amount limit indicated by the restriction information. For example, when outputting the AI-based arithmetic processing result, the AI control unit 211 may determine whether the input data amount and / or output data amount for the arithmetic processing falls within the upper data amount limit. If the input data amount and / or output data amount are within the upper data amount limit, the AI control unit 211 transmits the arithmetic processing result to the user terminal 30. On the other hand, if the input data amount and / or output data amount exceed the upper data amount limit, the AI control unit 211 may stop outputting the arithmetic processing result and transmit warning information to the user terminal 30 notifying the user 3 that the target medium is running low. If the user 3 receives the warning information and immediately replenishes the target medium by means of charging or the like, the AI usage amount management unit 212 updates the upper data amount limit based on the replenished amount of the target medium, and the AI control unit 211 executes processing to transmit the arithmetic processing result whose output was suspended to the user terminal 30. On the other hand, if the target medium is not replenished, the AI control unit 211 may complete the processing without sending the calculation results to the user terminal 30, and may stop user 3 from using the AI until the target medium is replenished (until the upper limit data amount is updated).
[0066] In the case of the management method according to Type 4, the AI usage amount management unit 212 accepts the setting of the upper limit number of target media that can be used per AI use or per unit period (e.g., monthly, weekly, daily, etc.) (note that the number of times the AI is used corresponds to the number of outputs by the AI). The upper limit number of target media that can be used per use or per unit period may be specified by the user 3 or the business operator 1. The AI usage amount management unit 212 converts the accepted upper limit number of target media into the amount of data related to the AI's calculation processing based on a conversion rate, and sets this converted amount as the upper limit data amount that the user 3 can use per use or per unit period. As in the case of the management method according to Type 3, the AI usage amount management unit 212 generates restriction information that specifies the limit data amount and the AI model that is subject to the limit data amount, and transmits the restriction information to the AI control unit 211. Type 4 control information is instruction information notified to the AI control unit 211 by the AI usage management unit 212, and based on the control information, the AI usage per time or per unit period is limited, with the data volume corresponding to the maximum number of specified target media as the upper limit.
[0067] As in the case of Type 3, the AI control unit 211, upon receiving the restriction information from the AI usage management unit 212, executes calculation processing by the AI within the range of the upper limit data amount indicated by the restriction information.
[0068] The rate setting unit 213 executes a process of setting and / or updating the conversion rate used when managing the amount of AI used by the user 3. For example, the rate setting unit 213 may receive setting information related to the conversion rate from the business operator 1 and store information related to the conversion rate generated based on the received setting information in the conversion rate storage unit 224. The conversion rate setting process may be executed for each AI model to be managed. Furthermore, the rate setting unit 213 may receive instruction information from the business operator 1 to change each conversion rate stored in the conversion rate storage unit 224 and execute a process of updating the information related to the conversion rate.
[0069] The rate setting unit 213 may execute a process of proposing to the provider 1 a correction to each conversion rate. For example, the rate setting unit 213 may aggregate the AI usage amounts of users 3 for each AI model over a predetermined period (e.g., one week, one month, three months, six months, etc.) and notify the provider 1 of a correction proposal to increase or decrease each conversion rate based on the aggregation results. The aggregation of the AI usage amounts may be performed for all users 3, or may be performed for a limited number of users 3, such as users 3 with high player ranks. The correction content of the conversion rate proposed to the provider 1 may be determined based on, for example, a predetermined threshold. If the total AI usage amount over the predetermined period exceeds the predetermined threshold, the rate setting unit 213 may generate proposal information to correct the conversion rate so as to increase or decrease the ratio of the target medium to the data volume. Conversely, if the total AI usage amount over the predetermined period is below the predetermined threshold, the rate setting unit 213 may generate proposal information to correct the conversion rate so as to increase or decrease the ratio of the target medium to the data volume. In this case, the threshold may be set by the business operator 1, or the total amount of AI usage in the period prior to the aggregation period may be set as the threshold.
[0070] The operation information receiving unit 214 has a function of receiving operation information transmitted from the user terminal 30. The received operation information is used as instruction information for the game execution unit 210 to process the game program. The received operation information is also used as input information (prompts) for each AI model used in the game.
[0071] The processing result generation unit 215 has a function of executing processing to generate the processing result of the game program executed by the game execution unit 210. When generating the processing result of the game program, the processing result generation unit 215 receives output information (arithmetic processing result) by the AI model sent from the AI control unit 211, and generates the processing result of the game program by reflecting that output information. The processing result generated by the processing result generation unit 215 is transmitted to the user terminal 30 via the server communication unit 23 and output by the display unit 34 of the user terminal 30.
[0072] The control unit 21 of the server 20 may have a machine learning control unit 216 that executes processing to control machine learning of each AI used in the game. For example, when an AI model used in the game is personalized for each user 3, the machine learning control unit 216 may execute processing to execute machine learning for personalization and build an AI model corresponding to each user 3. In this case, the learning data is not particularly limited, and the user 3's play history, game progress, operation information input to the AI, and the like may be used as the learning data. Furthermore, the machine learning control unit 216 may execute processing to control additional learning and / or reinforcement learning of each trained AI model. The machine learning algorithm and learning data executed by the machine learning control unit 216 are not particularly limited, and may be determined appropriately depending on the attributes of each AI model.
[0073] <Server communication section> The server communication unit 23 is connected to the device communication unit 35 of the user terminal 30 via the network N. The server communication unit 23 and the device communication unit 35 of the user terminal 30 transmit and receive information to and from each other. The server 20 receives various commands (prompts, requests, etc.) from the user terminal 30 via the server communication unit 23. Based on the various commands transmitted from the user terminal 30, the control unit 21 executes processing according to the game program, and the server communication unit 23 transmits to the user terminal 30 the processing results of the game program (e.g., game images, game sounds, etc.) generated by the processing result generation unit 215. Note that a portion of the game program may be transmitted to the user terminal 30 and executed on the user terminal 30.
[0074] <User device> FIG. 3 is a functional block diagram of the user terminal 30 shown in FIG. 1. The user terminal 30 is an information processing device (e.g., a smartphone, a mobile phone, a tablet, a game terminal, or other computer) that can be owned and used by the user 3. The user terminal 30 can output (e.g., game image output, game sound output, etc.) the processing results of a game program transmitted from the server 20 via a game application or a web browser. The user terminal 30 includes, for example, a control unit 31 that controls the entire user terminal 30, a memory unit 32 that stores various data and programs, an input unit 33 through which the user inputs operations, a display unit 34 that displays a game screen, an operation screen, etc., and a terminal communication unit 35 that communicates information with the server 20.
[0075] <Control unit (user terminal)> The control unit 31 has functions necessary for controlling each unit of the user terminal 30, such as the display and camera, and each function of the control unit 31 is realized by a CPU (Central Processing Unit) and / or GPU (Graphics Processing Unit) executing a program stored in a predetermined memory. The control unit 31 of the user terminal 30 may include, for example, an operation information receiving unit 311, a game operation unit 312, and a processing result receiving unit 313.
[0076] The operation information receiving unit 311 executes a process of receiving operation information related to the game input by the user 3 to the input unit 33 (described later). The operation information receiving unit 311 also executes a process of outputting the received operation information related to the game to the game operation unit 312.
[0077] The game operation unit 312 executes processing for running a game application. The game operation unit 312 starts and runs a game based on game software included in game operation information stored in the storage unit 22 (described later) and operation information related to the game input by the user via the input unit 33 (described later). The game operation unit 312 generates images for the game from image data included in the game operation information in accordance with the operation of the game, and performs control processing for outputting the generated images to the display unit 34. Similarly, the game operation unit 312 generates music and sounds for the game from music data and audio data included in the game operation information in accordance with the operation of the game, and performs control processing for outputting the generated music and audio from the user terminal 30.
[0078] Note that, although the configuration has been described above in which the native app executes some of the functions of the Web app, i.e., the game operation unit 312 of the user terminal 30 executes some of the functions of the processing result generation unit 215 of the server 20, the control unit 31 of the user terminal 30 does not necessarily have the functions of the game operation unit 312. In that case, the processing result generation unit 215 of the server 20 may be configured to generate all game images and sounds as processing results. Furthermore, the information processing system 10 may be configured so that the game operation unit 312 of the user terminal 30 generates all game images and sounds instead of the processing result generation unit 215 of the server 20.
[0079] When the control unit 31 has a game operation unit 312, predetermined parameters of the game operated by the game operation unit 312 are managed by the server 20. For example, parameters such as the game level and in-game currency are managed by the server 20. Therefore, when a process occurs in the game that involves a change in these predetermined parameters, the game operation unit 312 of the user terminal 30 communicates with the server 20 to update the parameters managed by the server 20. Then, the game operation unit 312 receives the updated parameters from the server 20 and continues the operation of the game based on the updated parameters.
[0080] When the server 20 has a processing result generation unit 215, the processing result receiving unit 313 of the user terminal 30 receives the processing result generated and transmitted by the processing result generation unit 215 of the server 20, and executes a process of outputting the processing result on the display unit 34. Note that the control unit 31 of the user terminal 30 may have functional units other than the operation information receiving unit 311, game operation unit 312, and processing result receiving unit 313 described above.
[0081] <Storage unit (user terminal)> The storage unit 32 of the user terminal 30 stores input data, programs for executing various control processes and functions in the control unit 31, and is configured by one or any combination of RAM (Random Access Memory), ROM (Read Only Memory), SRAM (Static Random Access Memory), flash memory, HDD (Hard Disk Drive), SSD (Solid State Drive), and other storages. Furthermore, when the user terminal 30 performs communication, the storage unit 32 temporarily stores the communication contents of the user terminal 30. The storage unit 32 may include a user setting storage unit 321.
[0082] The user setting storage unit 321 stores user setting information such as information on payment methods, account information, etc. Such user setting information may be stored in the user information storage unit 222 of the server 20.
[0083] <Input section> The input unit 33 receives an input operation by the user 3 and generates operation information for the user 3 in the game. Examples of input operations by the user 3 include an input operation by touching a display surface such as a touch panel, an input operation using physical buttons provided on the user terminal 30, a text input operation using a keyboard, a voice input operation using a microphone, and an input operation by the user 3 physically moving (tilting, shaking, etc.) the user terminal 30 using a sensor such as a gyro sensor built into the user terminal 30.
[0084] When user 3 converses with an NPC in a game, user 3 may perform an input operation by touching the display screen or using a keyboard, in which case text data is generated as operation information. Alternatively, user 3 may perform an input operation using a microphone, in which case voice data or text data converted from voice data is generated as operation information. In a conversation between user 3 and an NPC, the above-mentioned operation information may be used as input information (prompt) to the conversation generation AI.
[0085] <Display section> The display unit 34 is a display that displays the processing results of the game program, and this display may be a touch panel that can accept input operations from the user 3 by touching the display surface.
[0086] <Device communication unit> The terminal communication unit 35 is connected to the server communication unit 23 of the server 20 via the network N. The terminal communication unit 35 and the server communication unit 23 transmit and receive information to and from each other.
[0087] Next, an outline of the information processing executed when the user 3 uses AI in a game will be described with reference to the flowcharts shown in FIGS.
[0088] FIG. 6 illustrates a flow for managing user 3's use of AI using a prepayment system (type 1). First, when user 3 requests the use of AI while playing a game, the AI usage amount management unit 212 requests payment of the target media corresponding to the AI desired by user 3. When user 3 makes a payment for a predetermined amount of target media via the user terminal 30 (step S101 in FIG. 6), the AI usage amount management unit 212 updates the number of target media owned by user 3 by subtracting the paid amount from the number of target media owned before payment. The AI usage amount management unit 212 also identifies a conversion rate corresponding to the paid target media and the AI model to be used from the conversion rate storage unit 224, and converts the quantity of target media paid by user 3 into the amount of data (input and / or output data) related to the AI's calculation processing based on the conversion rate. The AI usage amount management unit 212 then generates usage permission information specifying the amount of data converted from the payment amount (hereinafter referred to as the "usable data amount") and transmits the usage permission information to the AI control unit 211. For the sake of simplicity, Figure 6 illustrates the management of AI usage using an output conversion rate that indicates the relative ratio between the AI output information and the target medium.
[0089] Upon receiving the usage permission information, the AI control unit 211 permits the user 3 to use the AI and accepts the user 3's input information (prompt) for the AI model (step S102). The AI control unit 211 executes arithmetic processing using the AI model that has undergone machine learning, and generates output information corresponding to the user 3's prompt (step S103). The AI control unit 211 determines whether the data amount of the output information generated by the AI is within the available data amount (step S104). If the data amount of the output information is within the available data amount (Yes in step S104), the AI control unit 211 transmits the output information to the user terminal 30 and displays it on the display unit 34 of the user terminal 30 (step S106). On the other hand, if the data amount of the output information exceeds the available data amount (No in step S104), the AI control unit 211 executes a process of reducing the output information generated by the AI so that the data amount of the output information falls within the available data amount (step S105). If the data amount of the output information is reduced to within the range of the available data amount by the reduction process, the process proceeds to step S106, and the reduced output information is displayed on the user terminal 30.
[0090] After step S106, the AI control unit 211 updates the available data amount by subtracting the data amount corresponding to the output information output to the user terminal 30 in step S106 from the available data amount at the time of step S101. If the user 3 wishes to continue using the AI (Yes in step S107), the AI control unit 211 determines whether the available data amount remains after the output of the AI's output information (step S108). If the available data amount required for one output is not remaining (No in step S108), the process proceeds to step S101, where the AI usage amount management unit 212 requests payment for the target medium from the user 3. On the other hand, if the available data amount required for one output remains (Yes in step S108), the process proceeds to step S102, where the AI control unit 211 receives input information from the user 3 as a prompt.
[0091] FIG. 7 illustrates an example flow (combination of Type 2 and Type 3) for managing AI usage by user 3 using a deferred payment system with the number of target media owned by user 3 as an upper limit. First, the AI usage amount management unit 212 reads the number of target media owned by user 3 stored in the user information storage unit 222 and calculates the upper data amount corresponding to that number based on the conversion rate (step S201 in FIG. 7). The AI usage amount management unit 212 generates restriction information that identifies the calculated upper data amount and the AI model that is the target of that upper data amount, and transmits that restriction information to the AI control unit 211. Note that, for the sake of simplicity, FIG. 7 illustrates an example of managing AI usage using an output conversion rate that indicates the relative ratio between AI output information and target media.
[0092] Upon receiving the restriction information from the AI usage amount management unit 212, the AI control unit 211 permits the user 3 to use the AI and accepts the user 3's input information (prompt) for the AI model (step S202). The AI control unit 211 executes arithmetic processing using the AI model that has undergone machine learning and generates output information corresponding to the user 3's prompt (step S203). When outputting the arithmetic processing result by the AI, the AI control unit 211 determines whether the data amount of the output information generated by the arithmetic processing falls within the upper data amount limit (step S204). If the data amount of the output information is within the upper data amount limit (Yes in step S204), the AI control unit 211 transmits the output information to the user terminal 30 and displays it on the display unit 34 of the user terminal 30 (step S205). On the other hand, if the data amount of the output information exceeds the upper data amount limit (No in step S204), the AI control unit 211 stops outputting the arithmetic processing result and transmits warning information to the user terminal 30 notifying the user 3 that the target medium is insufficient (step S208).
[0093] If the user 3 who received the warning information replenishes the target media by means of a billing or other means (Yes in step S209), the process proceeds to step S205, where the AI control unit 211 executes the transmission of the interrupted output information to the user terminal 30 and displays the output information on the user terminal 30. After transmitting the output information, the AI control unit 211 transmits arithmetic processing result information specifying the data volume of the output information to the AI usage amount management unit 212. The AI usage amount management unit 212 converts the data volume indicated by the arithmetic processing result information into the quantity of target media based on a conversion rate (step S206). At this time, the AI usage amount management unit 212 identifies the AI model that executed the arithmetic processing from the arithmetic processing result information, etc., and reads the conversion rate corresponding to the identified AI model from the conversion rate storage unit 224. The AI usage amount management unit 212 calculates the consumption amount of the target media according to the data volume of the output information, and then subtracts the consumption amount from the number of target media owned by user 3 to update the ownership number information regarding the target media of user 3. After step S206, if the user 3 wishes to continue using the AI (Yes in step S207), the process proceeds to step S202, and the process from step S202 onwards is repeated.
[0094] Even when the type 4 management method accepts the specification of the maximum number of target media that can be used per session or per specified period, the use of AI by user 3 may be managed using a flow similar to the flow shown in Figure 7.
[0095] <Summary of the embodiment> The information processing system 10 of this embodiment is a game system that provides games that utilize artificial intelligence (AI). This information processing system 10 includes a user information storage unit 222 that stores game media owned by a user 3 and ownership quantity information indicating the quantity of the game media, a conversion rate storage unit 224 that stores a conversion rate for converting the amount of data input to the AI and / or the amount of data output from the AI to the quantity of predetermined game media (target media), and an AI usage amount management unit 212 that manages the amount of AI usage by the user 3 based on the conversion between the predetermined game media and the amount of input and / or output data related to the AI based on the conversion rate.
[0096] The information processing system 10 has the above-described features, making it possible to visualize and manage, by game elements, the amount of AI used in game play by each user 3. It is expected that it is not easy for users 3 to grasp the amount of data that constitutes the input information and / or output information when using AI, but in the information processing system 10 of this embodiment, the amount of data related to AI calculation processing is expressed as the number of game elements, making it easy to grasp the extent to which users 3 are using AI in game play.
[0097] The artificial intelligence used in the game includes multiple AI models with different output attributes. In this case, the conversion rate used to manage usage amounts may be set for each AI model and stored in the conversion rate storage unit 224. Furthermore, for the conversion rates corresponding to each AI model, a common target medium may be set as the conversion target for the amount of data involved in the calculation process, or a different target medium may be set for each AI model. When multiple AI models are incorporated into a game, the output data format and the amount of data required for each output may differ depending on the attributes of the AI, making management of AI usage amounts complex. However, in the information processing system 10 of this embodiment, a conversion rate with game elements is set for each AI model according to its attributes. This allows the usage amounts of multiple AI models to be standardized by game elements, making management of AI usage amounts easier. Furthermore, by setting a target medium for each AI model, the use of AI in a game can be expected to improve strategic and entertaining aspects.
[0098] The target medium to be converted into the amount of data related to the AI's calculation processing may be a consumable medium consumed by the use of the AI. Furthermore, the conversion rate storage unit 224 may store, for each AI model, a conversion rate corresponding to a paid medium and a conversion rate corresponding to a free medium.
[0099] The AI usage management unit 212 may manage the amount of AI usage by user 3 using a prepayment system (management type 1) or a deferred payment system (management type 2). The AI usage management unit 212 may also set an upper limit based on the number of target media owned by user 3 (ownership number) and restrict user 3's use of AI (management type 3). Alternatively, the AI usage management unit 212 may accept an upper limit on the number of target media per session or per unit period and restrict user 3's use of AI within that upper limit (management type 4). In this way, the information processing system 10 of this embodiment can manage the amount of AI usage in games using various methods by standardizing the amount of data related to AI calculation processing by game elements. Therefore, the business operator 1 can select a management method that ensures the payment for AI usage can be collected in a reliable manner.
[0100] The above-described embodiments are merely examples for facilitating understanding of the present invention, and are not intended to limit the present invention. The present invention can be modified and improved without departing from the spirit thereof, and it goes without saying that the present invention includes equivalents thereof.
[0101] The present disclosure has the following configuration. (Item 1) An information processing system that provides a game that uses artificial intelligence, a user information storage unit that stores owned quantity information indicating game media owned by a user and the number of such game media; a conversion rate storage unit that stores a conversion rate for converting the amount of data input to the artificial intelligence and / or the amount of data output from the artificial intelligence into the quantity of predetermined game media; An information processing system comprising an AI usage management unit that manages the amount of usage of the artificial intelligence by the user based on the conversion between the specified game medium and the amount of input and / or output data related to the artificial intelligence based on the conversion rate. (Item 2) The artificial intelligence used in the game includes a plurality of generative AI models with different output attributes, The information processing system according to item 1, wherein the conversion rate is set for each of the generative AI models and stored in the conversion rate storage unit. (Item 3) the predetermined game media are consumable media consumed through the use of the artificial intelligence; An information processing system as described in item 2, in which a corresponding consumable medium is set for each of the generative AI models, and the exchange rate with the corresponding consumable medium for each of the generative AI models is stored in the exchange rate memory unit. (Item 4) The information processing system according to item 1 or 2, wherein the predetermined game medium is a consumable medium consumed through the use of the artificial intelligence. (Item 5) The consumable media include paid media and free media; 5. The information processing system according to item 4, wherein the conversion rate storage unit stores a conversion rate corresponding to the paid medium and a conversion rate corresponding to the free medium. (Item 6) The information processing system described in item 1 or 2, wherein the AI usage management unit generates restriction information that restricts the user's use of the artificial intelligence, with the quantity of the specified game media owned by the user as an upper limit. (Item 7) The information processing system described in item 1 or 2, wherein the AI usage management unit accepts the setting of an upper limit number of the specified game media that can be used by the artificial intelligence per use or per unit period, and sets the amount of data corresponding to the upper limit calculated based on the conversion rate as the upper limit value for input and / or output by the artificial intelligence per use or per unit period. (Item 8) The information processing system described in item 1 or 2, wherein the AI usage management unit calculates the consumption amount of the specified game medium based on the amount of data related to input and / or output when the user uses the artificial intelligence, subtracts the calculated consumption amount from the number of the specified game medium owned by the user, and updates the user's ownership quantity information. (Item 9) A program for causing a computer to execute information processing related to the provision of a game that uses artificial intelligence, storing ownership number information indicating the game media owned by the user and the number of the game media; storing a conversion rate for converting the amount of data input to the artificial intelligence and / or the amount of data output from the artificial intelligence into the quantity of predetermined game media; A program for causing the computer to execute the following: managing the amount of use of the artificial intelligence by the user based on the conversion between the specified game medium and the amount of input and / or output data related to the artificial intelligence, based on the conversion rate. (Item 10) An information processing method in which a computer executes information processing related to the provision of a game that uses artificial intelligence, storing ownership number information indicating the game media owned by the user and the number of the game media; storing a conversion rate for converting the amount of data input to the artificial intelligence and / or the amount of data output from the artificial intelligence into the quantity of predetermined game media; An information processing method executed by the computer, in which the computer manages the user's usage of the artificial intelligence based on the conversion between the specified game medium and the amount of input and / or output data related to the artificial intelligence based on the conversion rate. [Explanation of symbols]
[0102] 1 … Business operator 3...User 10... Game System 20...Server (information processing device)
Claims
1. An information processing system that provides a game that uses artificial intelligence, a user information storage unit that stores owned quantity information indicating game media owned by a user and the number of such game media; a conversion rate storage unit that stores a conversion rate for converting the amount of data input to the artificial intelligence and / or the amount of data output from the artificial intelligence into the quantity of predetermined game media; An information processing system comprising an AI usage management unit that manages the amount of usage of the artificial intelligence by the user based on the conversion between the specified game medium and the amount of input and / or output data related to the artificial intelligence based on the conversion rate.
2. The artificial intelligence used in the game includes a plurality of generative AI models with different output attributes, The information processing system according to claim 1 , wherein the conversion rate is set for each of the generating AI models and stored in the conversion rate storage unit.
3. the predetermined game media are consumable media consumed through the use of the artificial intelligence; An information processing system as described in claim 2, wherein a corresponding consumable medium is set for each of the generated AI models, and the exchange rate with the corresponding consumable medium for each of the generated AI models is stored in the exchange rate memory unit.
4. 3. The information processing system according to claim 1, wherein the predetermined game medium is a consumable medium consumed by utilizing the artificial intelligence.
5. The consumable media include paid media and free media; 5. The information processing system according to claim 4, wherein the conversion rate storage unit stores a conversion rate corresponding to the paid medium and a conversion rate corresponding to the free medium.
6. The information processing system according to claim 1 or 2, wherein the AI usage management unit generates restriction information that restricts the use of the artificial intelligence by the user, with the quantity of the specified game media owned by the user as an upper limit.
7. The information processing system of claim 1 or 2, wherein the AI usage management unit accepts a setting of an upper limit number of the specified game media that can be used by the artificial intelligence per use or per unit period, and sets the amount of data corresponding to the upper limit calculated based on the conversion rate as an upper limit value for input and / or output by the artificial intelligence per use or per unit period.
8. The information processing system according to claim 1 or 2, wherein the AI usage management unit calculates the consumption amount of the specified game medium according to the amount of data related to input and / or output when the user uses the artificial intelligence, and subtracts the calculated consumption amount from the quantity of the specified game medium owned by the user to update the user's ownership quantity information.
9. A program for causing a computer to execute information processing related to the provision of a game that uses artificial intelligence, storing ownership number information indicating the game media owned by the user and the number of the game media; storing a conversion rate for converting the amount of data input to the artificial intelligence and / or the amount of data output from the artificial intelligence into the quantity of predetermined game media; A program for causing the computer to execute the following: managing the amount of use of the artificial intelligence by the user based on the conversion between the specified game medium and the amount of input and / or output data related to the artificial intelligence, based on the conversion rate.
10. An information processing method in which a computer executes information processing related to the provision of a game that uses artificial intelligence, storing ownership number information indicating the game media owned by the user and the number of the game media; storing a conversion rate for converting the amount of data input to the artificial intelligence and / or the amount of data output from the artificial intelligence into the quantity of predetermined game media; An information processing method executed by the computer, in which the computer manages the user's usage of the artificial intelligence based on the conversion between the specified game medium and the amount of input and / or output data related to the artificial intelligence based on the conversion rate.
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