Information processing system, program, and information processing method

The information processing system addresses the challenge of managing AI usage in games by quantifying and visualizing AI resources through a user information storage device and conversion rate system, facilitating strategic control and enhancing user engagement.

JP2025158900APending Publication Date: 2025-10-17AKATSUKI INC
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Patent Information

Application Number
JP2024180598
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-10-16
Publication Date
2025-10-17

AI Technical Summary

Technical Problem

Existing AI-based games face challenges in managing and visualizing the usage of artificial intelligence resources effectively, necessitating a systematic approach to track and control AI usage by players.

Method used

An information processing system that includes a user information storage device, an AI usage management unit, and a conversion rate storage unit to quantify and manage AI usage based on the conversion between game media and data processing, enabling visualization and restriction of AI usage.

Benefits of technology

Enables effective management and visualization of AI usage in games, allowing for strategic control and restriction of AI resources, enhancing user engagement and game experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide an information processing system, a program, and an information processing method capable of managing the amount of utilization of AI used for a game by visualization.SOLUTION: An information processing system for providing a game utilizing artificial intelligence comprises: a user information storage section for storing possession information showing game media possessed by a user, and the quantity of the game media; a conversion rate storage section for storing a conversion rate for converting the amount of data of input to artificial intelligence and / or the amount of output from artificial intelligence, and the quantity of predetermined game media; and an AI utilization amount management section for managing the amount of utilization of artificial intelligence by a user on the basis of conversion between a predetermined game medium and the amount of data of input and / or output on the basis of the conversion rate.SELECTED DRAWING: Figure 4
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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 technology related to artificial intelligence, In the world of games, AI-based games have been proposed. For example, Patent Document 1 We're revealing a training game where you can enjoy conversations with AI-controlled characters. is doing. [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 each user ( It is necessary to properly manage the use of AI by players.

[0005] The purpose of the exemplary embodiment of the present disclosure is to visualize the amount of AI used in a game. and a method for processing information that can be managed in a manner that is consistent with the information processing system. This is what we should do. [Means for solving the problem]

[0006] An information processing system according to one aspect of the present disclosure includes: A user information storage device that stores information on the number of game media owned by a user and the number of game media owned by the user. an information storage unit; The amount of data input to the artificial intelligence and / or the amount of data output from the artificial intelligence; a conversion rate storage unit that stores the quantity of the predetermined game media and a conversion rate for converting the , The predetermined game media and the input and / or manages the amount of use of the artificial intelligence by the user based on the conversion between the amount of data of the output and the and an AI usage management unit that manages the amount of AI usage.

[0007] By having the above features, the information processing system can It is possible to visualize and manage I usage.

[0008] A program according to one aspect of the present disclosure includes: A program that allows a computer to execute information processing related to the provision of games that utilize artificial intelligence. It is a program Storing ownership information indicating the game media owned by the user and the number of such game media owned and, The amount of data input to the artificial intelligence and / or the amount of data output from the artificial intelligence; , the quantity of the predetermined game media, and a conversion rate for converting the The predetermined game media and the input and / or manages the amount of use of the artificial intelligence by the user based on the conversion between the amount of data of the output and the and causing the computer to execute the steps of:

[0009] By having the above features, the program can utilize AI in gameplay by each user. Dosage can be visualized and managed.

[0010] An information processing method according to one aspect of the present disclosure includes: Information processing in which a computer performs information processing related to the provision of games that utilize artificial intelligence 1. A method comprising: Storing ownership information indicating the game media owned by the user and the number of such game media owned and, The amount of data input to the artificial intelligence and / or the amount of data output from the artificial intelligence; , the quantity of the predetermined game media, and a conversion rate for converting the The predetermined game media and the input and / or manages the amount of use of the artificial intelligence by the user based on the conversion between the amount of data of the output and the The computer executes the above steps.

[0011] By having the above-mentioned characteristics of the information processing method, the AI ​​in each user's game play Usage can be visualized and managed. [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 showing 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. Each drawing is an example for explaining the present embodiment, and the system configuration, block diagram, and Block diagrams and flow charts may be modified or changed within the scope that does not cause technical problems. In addition, in this specification and drawings, The same reference numerals are used to denote the same components, and redundant explanations will be omitted.

[0014] The information processing system 10 according to this embodiment is connected to a network N such as the Internet. This is a system for providing various game-related services to users 3 via the service.

[0015] As shown in FIG. 1, the information processing system 10 includes at least one server 20 and a few The main components include at least one user terminal 30. In this information processing system 10, The server 20 provided at the user 1 provides information related to a game that is made up of images, videos, sounds, etc. By having the user terminal 30 owned by the user 3 execute the information processing, A game is provided to the terminal 30.

[0016] The games provided by the information processing system 10 are games that utilize artificial intelligence. The categories of games provided are not particularly limited. For example, the information processing system 10 The categories of games offered in the app are romance games, battle games, puzzle games, action games, and more. Games, baseball games, soccer games, other sports games, quiz games, pinball games, Ball games, card games, rhythm games, RPGs (role-playing games), location games Information games, board games, adventure games, casino games, simulation games The game may be a strategy game, a racing game, or the like.

[0017] The games provided by the information processing system 10 include, for example, so-called "in-game" games. The actual gameplay part is the part that is revealed, and does not include game media such as characters and items. In addition to the "game progression part" where you control your body to progress through the game, Playing game media such as in-game characters and / or items, called "games" The "lottery part" such as the so-called "gacha" that is given to the player by lottery, and the characters used in the game "Preparation processing (organization) part" to select game media such as characters and / or items, It may also include a "strengthening part" that strengthens the character by synthesis or other methods.

[0018] The AI ​​used in the game of the information processing system 10 is not particularly limited, and may be, for example, The system 10 includes a character AI, a meta AI, and a navigation AI. One or more types of AI may be implemented. Character AI is a non-player character that appears in the game. It is the AI ​​that acts as the brain of the layer character (NPC) and controls the autonomous behavior of the NPC. Meta AI is an AI that has the ability to design games and is Depending on the game, enemy characters may appear, and the game scene may change accordingly. The navigation AI plays a role similar to that of a game director, directing the game's terrain. Recognizes shapes and creates paths for the user, character AI (NPC), and / or meta AI It is an AI with navigation capabilities.

[0019] In addition, in the game of the information processing system 10, the AI ​​(character AI, meta AI) exemplified above AI or navigation AI) or some or all of the functions of the above-mentioned A Generative AI (generative artificial intelligence) may be implemented as an AI that realizes functions different from I. For example, the function to control NPC conversations is based on a large-scale language model (LLM). Conversation generation, such as text generation AI and / or speech generation AI to read out NPC lines AI may be used to generate original background music for music games. Music generation AI may be used for this purpose. Also, avatars, user-created characters, and We will create original game graphics such as game backgrounds. Image generation AI may be used to execute the character's motion. It uses video generation AI to create animations and videos to be played in game scenes. In addition, it may be used to generate original user scenarios and dungeons. A scenario generation AI may be used.

[0020] The above-mentioned generation AI accepts user input information as prompts (user Instead of or in addition to the input information, information indicating the game progress, game history, etc. is used for input. (may be included), text, audio data (voice, music), images, videos, or programs It provides the user with output in the form of a computer program or other input. In the game of M10, one of the above generation AIs may be implemented. Multiple types of generation AI with different output attributes may be implemented.

[0021] In the game provided by the information processing system 10, the user is required to use a predetermined game medium. When using AI in a game, the AI ​​must be used in advance. The system medium is used (paid) to provide input (prompts) from user 3 to the AI. The AI ​​processing results may be output after the fact. In this way, the use of AI by User 3 can be It is managed based on the use of the specified game media and quantified based on the quantity of the specified game media. do.

[0022] In the information processing system 10, the amount of data related to the information processing of the AI ​​and the number of predetermined game media are The conversion rate for converting the game price is registered, and the game price is calculated based on the conversion rate. The amount of AI usage by user 3 in the game is managed. The AI ​​that is subject to restrictions is the AI ​​used in the game service of information processing system 10. At least one of these is required, and multiple types of AI may be subject to usage restrictions. The AI ​​models that are subject to usage restrictions in this service are not particularly limited, and may be one or more types of generation The following detailed description will primarily focus on the use of generated AI in games. An example of managing the above will be given below.

[0023] The term "game media" refers to the electronic data used by the user 3 in the game. For example, cards, characters, avatars, weapons, armor, other items, and game Consumable media such as domestic currency fall under the category of game media. , free media that can be obtained for free as a reward for clearing a mission, and media that can only be obtained by paying This may include any available paid media, and may also include consumable media that are handled without distinction of whether they are free or paid (free Even if it includes in-game currency that can be acquired for a fee and can also be acquired for a fee by paying good.

[0024] Used to utilize managed AI in the game service of Information Processing System 10 There are no particular restrictions on the type of game media (hereinafter referred to as "target media"). The body is a game object that is operated by the user 3 in the game, such as a character or an item. It may be a medium, or a consumption medium consumed through the use of AI, The target medium is a dedicated game that can be used only to utilize the managed AI. It may be a game medium, or it may be used for other purposes other than AI, such as a consumable medium for conducting lotteries. The target medium may be a general-purpose game medium that can be used by anyone. A medium may be set, or multiple types of game media may be set.

[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. As mentioned above, the information processing device is provided to a company 1 that provides game services. The server 20 may be, for example, a workstation or a personal computer. It may be a general-purpose computer, but it can also be a logical It may also be constructed in a systematic way.

[0027] As shown in FIG. 2, the server 20 includes a control unit 21 that controls the entire server 20, and various devices. a storage unit 22 for storing data and application programs, and The server communication unit 23 transmits and receives data to and from the user terminal 30.

[0028] <Storage unit (server)> The storage unit 22 stores various control processes and programs for executing the functions of the control unit 21. This is the storage area of ​​the server 20 that stores input data, etc., and is RAM (Random Access Memory). ss Memory), ROM (Read Only Memory), SRAM (St atic Random Access Memory), flash memory, HDD ( Hard Disk Drive), SSD (Solid State Drive), It may consist of one or any combination of other storage devices. In addition, the storage unit 22 temporarily stores the contents of communication by the server 20 when the server 20 performs communication. The device may have a function of storing the information.

[0029] The storage unit 22 of the server 20 has 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, and a game information storage unit 223. The system includes a user information storage unit 222, an AI information storage unit 223, and an exchange rate storage unit 224. It's fine.

[0030] The game information storage unit 221 stores and memorizes basic information about the game. The basic information about the game stored in the game information storage unit 221 is For example, the game information storage unit 221 stores the game information of each game. Setting information for each player, setting information for the game media, information related to the game space such as background images, Event information and other information may be stored. A "game unit" refers to a quest, event, mission, course, etc. , story, scenario, chapter, dungeon, stage, battle, and battle In other words, in the case of a game with multiple stages, The setting information is a stage ID, which is an identifier for identifying each game unit, and the Stage name, enemy character information, stamina consumption information, and background linked to the ID It may also include information related to the virtual space, such as images.

[0031] The setting information for the game content stored in the game information storage unit 221 includes a unique An ID (hereinafter referred to as the game media ID) is assigned as an identifier to identify the game. The game information storage unit 221 stores the name of the game medium as setting information of the game medium. , image data, and acquisition methods may be stored. The game contents that can be operated by any user 3 are assigned attributes and / or parameters. Information indicating the characteristics of each game medium, such as the initial / maximum values ​​of physical strength, attack power, defense power, etc. , may be included in the setting information of each game medium.

[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 stores a user ID (identifying each user 3). The user ID is linked to the account information, play history information, and It may also include information about the game media.

[0033] Account information includes, for example, the user name, the date of registration to the game service, the user's rank (player rank), Layer rank), and other various setting information registered by user 3's operation. The play history information may include, for example, the login date and time, the number of logins, the total number of plays, Time, number of times per game unit, data when each game unit is cleared, characters and and / or game media acquisition history such as items, payment amount, number of payments, and number of lottery draws. It may also include data such as numbers.

[0034] The information on owned game media is information on game media owned by each user 3, Acquisition history of each game medium owned, ownership number information showing the number of each game medium owned, Information indicating the usage status of the media (e.g., number of times used, selection probability, etc.) Information indicating whether or not you have favorited the game, information indicating the characteristics of each game medium you own (e.g., attack Current / maximum values ​​of various parameters such as strength, defense, stamina, speed, rarity, attributes It may also include classification information such as the number of players, information about available skills, etc. The data structure of the game medium may be set appropriately according to the type of game medium, and is not particularly limited. I can't.

[0035] In addition, if the game provided by the game service is a combination of game media such as multiple characters, When using a deck consisting of a combination of decks, deck information that identifies the deck is included in the user information. The game service may be performed by using the game data stored in the information storage unit 222. If your device has a feature for building friend relationships, you can Friendship information including information on friend relationships and pending friend requests The hand-related information may be stored in the user information storage unit 222.

[0036] The AI ​​information storage unit 223 stores information related to the AI ​​used in the game of the information processing system 10. For example, the AI ​​information storage unit 223 stores information that is built by machine learning. AI models, programs related to the execution of machine learning algorithms, and The information processing system 10 may store learning data to be used. When implementing the AI ​​model, the AI ​​information storage unit 223 stores the machine learning algorithm for each AI model. It may also store programs and learning data related to algorithms. If you are implementing a conversation generation AI for users to converse with NPCs, It may be possible to personalize such an AI model for each user. In this case, the AI ​​information storage unit 223 stores the AI ​​model and / or the The learning data may be stored. The structure of the learning data is not particularly limited, and the AI ​​information The learning data managed in the information storage unit 223 may include teacher data or may be unsupervised. It may also include additional learning data, reinforcement learning data, etc. It's fine.

[0037] The conversion rate storage unit 224 converts the amount of use of AI by the user 3 through game play into the amount of game play. It stores information about the conversion rate for quantifying 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 manage the amount of AI used by each user3. Convert either the quantity of the body or the amount of data related to AI calculations into the other. For example, before using AI in a game, users must pay for the target media. If you request (in the case of prepayment), the number of target media paid for by User 3 The amount is converted into the amount of data related to AI calculation processing based on the conversion rate, and the converted data is User 3 may be permitted to use AI within the range of the amount of data. When the payment for the target media is requested from User 3 later according to the output result (post-payment method) In this case, the amount of data required for AI calculation processing is converted to the quantity of target media based on the conversion rate. The amount may be converted and the user 3 may be requested to pay the converted amount of the target medium.

[0038] The amount of data involved in AI calculations is the amount of input information (process information) from users3 to the AI. The amount of data provided by AI to User 3 for the input information and / or In other words, the amount of data of output information (calculation processing results) that User 3 uses in the game is When doing so, the use of the target medium may be required in response to input to the AI ​​only, or the AI ​​may The use of the target medium may be required for output only from the target medium, or for both input and output. The use of the target medium may be required.

[0039] The conversion rate indicates the amount of data that can be input and / or output per target medium. It may be expressed as a relative ratio or correspond to input and / or output data per unit amount. It may also be expressed as a relative percentage indicating the quantity of target media involved.

[0040] The display format for expressing the amount of input and / or output data related to AI is not particularly limited. For example, the input information to AI and the output information from AI are used for the final calculations performed by the AI. It may be quantified based on small units. Based on learning algorithms, it recognizes and analyzes input information and constructs output information. In text generation AI, such as large-scale language models, text data into units called tokens and perform language processing (e.g. "Hello. Nice to meet you" "Hello, sir," ".", "Nice," "to," "meet," "you," and "." are divided into seven tokens. Not only text generation AI, but also speech generation AI, music generation AI, and image generation AI In AI, such as video generation, a unit of computation called a token is used (audio (The computational processing unit in music generation AI is sometimes called an "acoustic feature token"). The unit of data volume in the rate is expressed in "tokens," which are the unit of this calculation process. As mentioned above, the "token" in this embodiment is used in the calculations executed by the AI. It is a unit of transaction in the blockchain and is an NFT (non-fungible token) issued on the blockchain. Note that the concepts are different.

[0041] The unit of data volume in the conversion rate is a unit other than the above calculation processing unit (token). It may be displayed in a display format, and may be set appropriately depending on the type of AI to be managed. For example, the conversion rate for text generation AI is calculated in units such as "number of words" and "number of characters." The amount of data can be expressed. Supports music generation AI, image generation AI, or video generation AI. The conversion rate is used to measure the amount of data related to AI, such as "KB," "MB," or "pixels." It can be expressed in units that indicate the data size, or in terms of "amount of game media per image" or "amount of music per song." It may also be expressed in terms of the number of files, such as "amount of game media per

[0042] The conversion rate storage unit 224 stores the above conversion rates and The game media to be converted (the media to be used when using AI) is matched with the game media. Identifying information, information identifying the AI ​​to be managed, data format regarding the input and output of the AI ​​to be managed The information processing system 10 may store information for specifying a formula. In a system, if multiple AIs with different output attributes are available, all AI models There may be one conversion rate that applies uniformly across all AI models, or there may be a conversion rate that applies across all AI models. In the latter case, the conversion rate storage unit 224 The conversion rate is registered for each AI model whose usage is to be managed. Figures 4 and 5 is an example of the conversion rate information stored in the conversion rate storage unit 224.

[0043] In the conversion rate corresponding to each AI model, one type of game medium common to each AI model is , may be set as a conversion target for the amount of data related to AI. For example, In No.K001, K003-K006, the item "medal" is set as the target medium. In this case, the amount of use of multiple AIs in a game is measured using a single metric (item "meta"). It can be managed in terms of the amount of data (amount of data). Therefore, different types of target media may be set for each AI model. For example, In Figure 5, No. KK001-KK003 have different items set as target media. In this case, the aim is to improve the strategic aspects of games that use AI and increase the interest of users. Improvements can be expected.

[0044] Only one exchange rate is set for each AI model whose usage is being managed. Alternatively, multiple conversion rates for different target media may be set. For example, In the example in Figure 4, we are using a text-based conversation generation AI to convert "medals" into a target medium. The exchange rate (No. K001) and the exchange rate for the "Golden Shield" are set. The types and amounts of game media that each user 3 can acquire are determined based on their play history, game progress, and other factors. It is assumed that the number of users will differ depending on the status of each user3, the amount of money charged, etc., and multiple games will be played. By setting the exchange rate corresponding to the media, each user3 can AI can be used strategically.

[0045] In addition, for each AI model, the conversion rate corresponding to paid media and the conversion rate corresponding to free media are calculated. The conversion rate information corresponding to each AI model may be set. is the input conversion rate that indicates the relative ratio between the input data to AI and the target medium, and is the output conversion rate from AI. The output conversion rate, which indicates the relative ratio of the input data to the target medium, and the sum of the input and output It includes one or more of the input / output combined conversion rates that show the relative ratio between the target medium and the For example, No. K001 in Figure 4 is the input / output summation conversion level corresponding to the conversation generation AI. No.K004 is an example of an output conversion rate corresponding to the music generation AI. No.005 is both an input conversion rate and an output conversion rate that corresponds to image generation AI. This is an example where the following is set:

[0046] The conversion rate corresponding to each AI model is set for each user 3 and is associated with the user 3's identification ID. The conversion rate may be stored in the exchange rate storage unit 224 in association with each other. The corresponding exchange rate information includes the status of user 3 (player rank, game stage, etc.) Clear status, progress of the story, etc.) or billing status (total For example, in Figure 5, In the example of the exchange rate information shown, the exchange rate is set according to the player rank, and K K001-Kk003 are the conversion rates corresponding to the player rank "Beginner", and KK01 0-KK012 is the conversion rate corresponding to the player rank "Advanced."

[0047] The exchange rate information as shown in Figs. 4 and 5 is set by the person in charge at the business operator 1. The specific value of the conversion rate may be registered in the conversion rate storage unit 224. It may be set according to the attributes of the target AI. For example, input data when using AI Calculate the average amount of data and the average amount of output data, and then calculate the quantity of target media according to the average amount. The conversion rate may be set by weighting the conversion rate. The stored exchange rate information is updated based on the function of the rate setting unit 213, which will be described later. That's fine.

[0048] <Control unit (server)> The control unit 21 transfers data between the various units and controls the entire server 20. The control unit 21 executes various information processes required to provide game services. The control unit 21 has a function of executing the above-mentioned operations. ing Unit) and / or GPU (Graphics Processing Unit) A processing unit such as a computer reads data and programs stored in a specified storage. This is achieved by reading it out and executing various programs in the working area of ​​the memory.

[0049] The control unit 21 has a plurality of functional units according to the type of information processing to be executed. As shown in FIG. 2, the game execution unit 21 includes a game execution unit 210 and an AI control unit 211 as functional units. an AI usage management unit 212, a rate setting unit 213, an operation information receiving unit 214, and a processing The system may include a result generation unit 215 and a machine learning control unit 216.

[0050] The game execution unit 210 executes processing to progress the game according to the game program. As mentioned above, the information processing system 10 provides the following game categories: Not limited to.

[0051] The game in which the game execution unit 210 progresses may involve, for example, non-player characters (hereinafter, The NPC may be a character that is not controlled by the user 3. For example, NPCs are controlled by character AI, which is an artificial intelligence. The use of NPCs in the game is not particularly limited. For example, in the case of a battle game, You can use NPCs as characters to cooperate with you, or as characters to fight against you. You can also use an NPC as the character. In addition, in the case of a romance game, you can use a character who is the love interest. In the case of a training-type simulation game, you can use an NPC as the character to be trained. In a game in which the game execution unit 210 progresses, a single NPC may be used as a character. An NPC may be used, or multiple NPCs may be used.

[0052] The AI ​​control unit 211 has a function to execute calculation processing by AI, and This is a feature of I itself. 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 control unit 211 receives input information from the user 3 and processes the input information based on a predetermined AI model. Generates output information corresponding to the input information. The input information can be text data, audio data, or other The data may include one or more types selected from the group consisting of acoustic data, image data, and video data. .

[0053] For example, the AI ​​control unit 211 executes a process for controlling an NPC based on the character AI. In this case, the character AI is based on machine learning to make the NPC act autonomously. This is an NPC decision-making model implemented in the character AI. Conversational AI, such as text generation AI and / or speech generation AI, to enable conversation Generative AI may also be incorporated.

[0054] In conversation generation, the AI ​​control unit 211 receives input information from the user 3 (user 3's input information) corresponding to a prompt. The system receives the input data (user 3's speech data) and outputs the NPC's lines according to the input data. The input information of the user 3 at this time is generated as a user input to the keyboard or touch panel. The input may be in the form of text data by operating the user 3, or voice data via a microphone. Alternatively, the game execution unit 210 may input lines in the form of a selection of lines prepared in advance. The options are transmitted to the user terminal 30, and the user 3 selects a desired line from the options. The AI ​​control unit 211 receives the selection operation by the user 3 and transmits the selected line to the user. The AI ​​model responsible for conversation generation can be a large-scale language model. In the case of a text generation AI such as The NPC's dialogue may be output in text data format. If the AI ​​model is a voice generation AI, the AI ​​control unit 211 generates voices for the NPC's lines. The data may be output in voice data format.

[0055] The voice generation AI used for the above-mentioned conversation generation is It is pre-personalized to have voice characteristics (tone of voice, intonation, etc.) In this case, the AI ​​control unit 211 may provide a prompt for setting parameters of the voice features. prompt (which may be a text prompt or a prompt containing audio data) (may be a prompt) from the user 3, and based on the prompt, A process for setting the meter may also be performed.

[0056] The above example shows the functions of the AI ​​control unit 211 that are mainly related to conversation generation. The AI ​​function to be used is not limited to the conversation generation described above. As mentioned at the beginning, there are text generation AI, speech generation AI, music generation AI, image generation AI, One or more types of generation AI, such as video generation AI and scenario generation AI It may have a function.

[0057] The AI ​​usage management unit 212 manages the amount of input data to the AI ​​and / or the amount of output data from the AI. The amount of AI used by User 3 is managed based on the conversion between the amount of the target medium and the amount of the target medium. Here, "managing the amount of AI used by User 3" means any of the following types 1 to 4. This means imposing restrictions on the use of AI by User 3 in the following way. Type 1: The amount of input data to AI and / or the amount of output data from AI are calculated by AI. The range is limited to the amount of target media paid for by User 3 before the process is executed. Type 2: After the AI ​​performs a calculation, the amount of input data and / or User 3 is requested to pay for the amount of target media corresponding to the amount of output data. Type 3: The amount of input data available to User 3, with the number of target media held by User 3 as the upper limit And / or limit the range of output data volume to a range according to the number of such data held. Type 4: Any of the target media that can be used per AI use or per unit period Accepts the setting of the upper limit number, and sets the amount of input data and / or output data that the user 3 can use. Limit the range to a set upper limit In the case of types 3 and 4 above, payment for the target medium is made before the AI ​​performs the calculation. Alternatively, payment for the target media may be required after the calculation process.

[0058] In the case of type 1, the AI ​​usage amount management unit 212 receives payment for a predetermined amount of target media from the user 3. The amount paid is subtracted from the number of the target media held before payment, and the information on the number of held media is updated. In addition, the AI ​​usage management unit 212 converts the quantity of the target media paid by the user 3 into the conversion rate. Based on the data, the amount of data involved in AI calculation processing (amount of input and / or output data) is converted At this time, the AI ​​usage amount management unit 212 calculates the amount of the target medium used and the operation information of the user 3. Information (for example, requesting a conversation with an NPC in a game, requesting the creation of a character image, etc.) Based on the operation information that identifies the AI ​​model that User 3 is trying to use, The conversion rate corresponding to the AI ​​model to be used is read from the conversion rate storage unit 224. The usage amount management unit 212 calculates the amount of data converted from the payment amount (hereinafter referred to as the available data amount). and transmits the usage permission information to the AI ​​control unit 211. do.

[0059] Based on the received usage permission information, the AI ​​control unit 211 receives a prompt from the user 3. When the user 3 inputs a prompt via the user terminal 30 (e.g., In the case of a conversation between User 3 and an NPC, the words (lines) spoken by User 3 to the NPC are written as text or is input by voice), and the AI ​​control unit 211 selects available data according to the payment amount of the target medium. Within the range of the amount, the AI ​​model with machine learning performs calculations and determines the prompt of user 3. Generate output information corresponding to the conversation (for example, in the case of a conversation between User 3 and an NPC, The NPC's response to the statement in 3 is output as text or audio data. AI Control After the unit 211 outputs the calculation result to the user 3, the amount of available data is still remaining. If so, the AI ​​control unit 211 determines the amount of available data before outputting the calculation result. The amount of available data is updated by subtracting the amount of data required for output from the total amount of available data. The unit 211 continuously or intermittently receives prompts from the user 3 until the available data amount is exhausted. The input of the prompt may be accepted.

[0060] The AI ​​control unit 211 determines the amount of data input by the user 3 and / or responds to prompts. If the amount of output information generated by the or interrupting the transmission of output information to the user terminal 30 to detect a shortage of target media. The user terminal 30 may receive warning information informing the user 3 of the above. If the user 3 makes an additional payment for the target medium, the AI ​​usage amount management unit 212 , and calculates the amount of available data according to the additional payment amount based on the conversion rate. The AI ​​control unit 211 performs the following operation based on the newly received usage permission information from the AI ​​usage amount management unit 212. On the other hand, if no additional payment for the target media is made, In this case, the AI ​​control unit 211 resumes the temporarily suspended process (receiving input information, Stop the transmission of the output information to the user terminal 30 and transmit the output information to the user terminal 30. The process may be completed without

[0061] When the amount of data involved in AI calculation processing exceeds the amount of available data, the response will be as follows: For example, the AI ​​control unit 211 may respond to a prompt by If the amount of data in the output information generated by the In other words, the AI ​​control unit 211 may perform a process of reducing the data size to the range of the possible data amount. The output information from AI falls within the range of available data volume according to the payment amount of the target media. The output information may be adjusted as follows. It may be performed automatically without notifying the user 3, or it may be performed with additional measures after notification of the warning information. This may be done if the target media is not paid.

[0062] In the case of type 2 postpaid management, the AI ​​control unit 211 controls the AI ​​in the game by the user 3. Accepts user requests and prompts, and performs calculations using machine learning AI models. The output information is generated in response to a prompt from the user 3. Before or after transmission to the user terminal 30, the AI ​​control unit 211 The calculation result information that specifies the amount of data of the input information and / or the amount of data of the output information is used by AI. The calculation result information is transmitted to the dose management unit 212. The AI ​​usage management unit 212 may include information for identifying the calculation result information. The amount of data indicated by the data is converted into the amount of target media based on the conversion rate. The dose management unit 212 identifies the AI ​​model that performed the calculation process from the calculation process result information, etc., The conversion rate corresponding to the identified AI model is read from the conversion rate storage unit 224.

[0063] The AI ​​usage amount management unit 212 manages the amount of data required for calculation processing when the user 3 uses the AI. After calculating the quantity of the target media according to the user's consumption (hereinafter referred to as the consumption of the target media), Update the ownership information for User 3's target media by subtracting the consumption amount from the ownership quantity of the target media. In the Type 2 management method, the consumption of the target media by using AI is If the number of the target media exceeds the number of the target media owned, the AI ​​usage management unit 212 will notify the user 3 of the shortage. The user requests that the target medium be replenished (the replenishment request is notified to the user terminal 30), and the missing medium is filled. The AI ​​control unit 21 receives instruction information to stop the use of the AI ​​by the user 3 until the image medium is replenished. The method of replenishing the target media is not particularly limited, and the target media may be They can be acquired through payment, lotteries, rewards for completing missions, etc., depending on the body's attributes. In addition, when adopting Type 2 deferred payment management method, By combining the management method by setting the upper limit of the number of users according to Type 3 or 4, To ensure that the amount of AI used by User 3 does not exceed the number of target media owned, The use of may be restricted.

[0064] In the case of the management method according to Type 3, the AI ​​usage management unit 212 stores the user information in the user information storage unit 222. The number of target media owned by user 3 stored in the database is read, and the upper limit of data volume is calculated according to the number of target media owned. Specifically, the AI ​​usage management unit 212 calculates the number of target media held at the conversion rate. Based on this, the amount of data related to the AI's calculation processing is converted, and the converted amount is used by User 3 to This is set as the upper limit of the amount of data that can be used for input and / or output when using AI. In addition, the AI ​​usage management unit 212 determines the upper limit data amount and the AI ​​model that is subject to the upper limit data amount. The AI ​​control unit 211 generates restriction information that identifies the route and transmits the restriction information to the AI ​​control unit 211. The restriction information is transmitted from the AI ​​usage management unit 212 to the AI ​​control unit 211 as the number of target media in possession. The instruction to limit the use of AI by User 3, with the amount of data according to the In addition, when a plurality of conversion rates are stored in the conversion rate storage unit 224, In this case, the AI ​​usage management unit 212 calculates the upper limit data amount corresponding to each conversion rate. In addition, restriction information corresponding to each conversion rate may be output.

[0065] The AI ​​control unit 211 receives the restriction information from the AI ​​usage management unit 212. The AI ​​control unit 211 executes calculation processing within the range of the upper limit data amount. For example, the AI ​​control unit 211 When outputting the results of AI-based calculations, the amount of input data and / or It may be determined whether the amount of output data falls within the range of the upper limit of the amount of input data. If the amount of output data is within the upper limit of the amount of data, the AI ​​control unit 211 The result is transmitted to the user terminal 30. On the other hand, the amount of input data and / or the amount of output data is set to the upper limit. If the data amount exceeds the data amount, the AI ​​control unit 211 stops outputting the calculation processing result and Warning information may be sent to the user terminal 30 to notify the user 3 of the shortage. If the user 3 who received the notification information immediately replenishes the target media by means of charging, etc., The AI ​​usage management unit 212 updates the upper limit data amount based on the replenishment amount of the target medium. Then, the AI ​​control unit 211 transmits the arithmetic processing result whose output has been stopped to the user terminal 30. On the other hand, if the target medium has not been replenished, the AI ​​control unit 21 1 completes the process without transmitting the calculation result to the user terminal 30, and the target medium is replenished. Even if User 3 stops using the AI ​​until the data limit is updated (until the data limit is updated), good.

[0066] In the case of the management method according to type 4, the AI ​​usage management unit 212 The maximum number of eligible media that can be used per period (e.g., month, week, day, etc.) (Note that the number of times AI is used corresponds to the number of times it is output). The maximum number of target media that can be used per unit period is specified by the user 3. Alternatively, it may be specified by the business operator 1. The AI ​​usage amount management unit 212 The upper limit of the target media is converted into the amount of data related to AI calculation processing based on the conversion rate. The conversion amount is set as the upper limit of the amount of data that can be used by User 3 per time or per unit period. The AI ​​usage management unit 212 determines the amount of data used, as in the case of the management method of Type 3. and the AI ​​model that is subject to the upper data amount limit, and The control information of type 4 is transmitted from the AI ​​usage amount management unit 212 to the AI ​​control unit 211. The instruction information notified to the I control unit 211 is specified based on the control information. The maximum amount of data per transaction or per unit period is based on the maximum number of target media. AI usage is limited.

[0067] The AI ​​control unit 211 that receives the restriction information from the AI ​​usage amount management unit 212 performs the same as in the case of type 3. Similarly, AI-based calculations are performed within the data volume limit indicated by the restriction information.

[0068] The rate setting unit 213 sets a conversion rate used when managing the amount of AI used by the user 3. For example, the rate setting unit 213 sets and / or updates the rate of the first carrier. Receives setting information about the exchange rate from and generates a Information about the conversion rate may be stored in the conversion rate storage unit 224. The setting process may be performed for each AI model to be managed. 213 changes the conversion rates stored in the conversion rate storage unit 224 from the business operator 1. The exchange rate information may be updated by accepting the instruction to update the exchange rate information. stomach.

[0069] The rate setting unit 213 may execute a process of proposing to the business operator 1 to correct each exchange rate. For example, the rate setting unit 213 may set a predetermined period (e.g., one week, one month, three months, half a year) The amount of AI used by User 3 in each AI model is aggregated, and the amount of AI used by User 3 in each AI model is aggregated based on the aggregated results. In accordance with the above, the Company may notify the Company 1 of proposed amendments to increase or decrease the respective exchange rates. The above AI usage data may be collected for all users3 or for player-run users. The target may be narrowed down to some users 3, such as users 3 with high rankings. The proposed exchange rate modification to the user 1 may be determined based on a predetermined threshold, for example. If the total amount of AI usage for a specified period exceeds a specified threshold, the rate setting unit 213 amends the exchange rate to increase or decrease the ratio of target media to data volume. On the other hand, if the total amount of AI usage in a given period is If it is below the threshold, the rate setting unit 213 increases the ratio of the target medium to the data amount. A proposal to modify the exchange rate to increase or decrease the threshold may be generated. The value may be set by the operator 1 or may be calculated based on the AI ​​utilization rate for the period prior to the aggregation period. The sum of the doses 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 by the game execution unit 210 to process the game program. The received operation information is used as instruction information for each AI used in the game. It is used as input information (prompt) for the model.

[0071] The processing result generation unit 215 generates the processing result of the game program executed by the game execution unit 210. It has the function of executing the process to generate the results. In this case, the processing result generation unit 215 generates the result based on the AI ​​model sent from the AI ​​control unit 211. Receives output information (arithmetic processing results) and processes the game program based on that output information The processing result generated by the processing result generation unit 215 is transmitted to the server communication unit 23 and is output by the display unit 34 of the user terminal 30.

[0072] The control unit 21 of the server 20 executes a process for controlling the machine learning of each AI used in the game. For example, the AI ​​model used in the game may include a machine learning control unit 216. When personalizing the data for each user 3, the machine learning control unit 216 It performs machine learning for the user's needs and builds an AI model for each user. In this case, the learning data is not particularly limited, and may include the play history and game progress of the user 3. The degree of the AI's ability to operate and the operation information input to the AI ​​may be used as learning data. In addition, the machine learning control unit 216 performs additional learning and / or strengthening of each AI model that has already been learned. The machine learning control unit 216 may execute a process for controlling the learning. The algorithm and learning data are not particularly limited and are determined appropriately according to the attributes of each AI model. That's fine.

[0073] <Server communication section> The server communication unit 23 is connected to the terminal communication unit 35 of the user terminal 30 via the network N. The server communication unit 23 and the terminal communication unit 35 of the user terminal 30 exchange information with each other. The server 20 receives various frames from the user terminal 30 via the server communication unit 23. Each message (prompt, request, etc.) sent from the user terminal 30 is received. Based on the seed command, the control unit 21 executes processing according to the game program, and communicates with the server. The reception unit 23 receives the processing result of the game program generated by the processing result generation unit 215 (for example, game images, game sounds, etc.) to the user terminal 30. Some may be transmitted to the user terminal 30 and executed there.

[0074] <User device> FIG. 3 is a functional block diagram of the user terminal 30 shown in FIG. Information processing devices (e.g., smartphones, mobile phones) that users 3 can own and use The user terminal 30 is a terminal, a tablet terminal, a game terminal, or other computer. The processing result of the game program transmitted from the server 20 is transmitted to the game application. or output via a web browser (for example, game image output, game sound output, etc.). The user terminal 30 includes, for example, a control unit 31 that controls the entire user terminal 30. a storage unit 32 for storing various data and programs; and an input unit 33 for allowing the user to input operations. a display unit 34 that displays a game screen, an operation screen, etc., and a server 20. and a terminal communication unit 35 for performing communication.

[0075] <Control unit (user terminal)> The control unit 31 controls each part of the user terminal 30, such as the display and the camera. The control unit 31 has the necessary functions, and each function is controlled by a CPU (Central Processor). ssing Unit) and / or GPU (Graphics Processing Unit) This is realized by the execution of a program stored in a predetermined memory by the CPU. The control unit 31 of the user terminal 30 includes, for example, an operation information receiving unit 311 and a game operation unit 312. and a processing result receiving unit 313.

[0076] The operation information receiving unit 311 receives game-related information input by the user 3 to the input unit 33 (to be described later). The operation information receiving unit 311 also receives the operation information. The processing for outputting operation information relating to the game to the game operation unit 312 is executed.

[0077] The game operation unit 312 executes processing to operate a game application. The game operation unit 312 executes the game operation information stored in the storage unit 22 (described later). The software and the game operation information input by the user from the input unit 33 described later. The game operation unit 312 starts and operates the game based on the information. An image for a game is generated from image data included in the game operation information, and the generated image is displayed. In the same way, the game operation unit 312 performs a control process to output the game data to the display unit 34. As the game operates, music data and voice data included in the game operation information are used to generate game music. and control processing for generating music and sound and outputting the generated music and sound from the user terminal 30. conduct.

[0078] Note that here, the native app executes some of the functions of the web app, i.e. The game operation unit 312 of the user terminal 30 performs part of the functions of the processing result generation unit 215 of the server 20. The control unit 31 of the user terminal 30 is a game operation unit 312. In this case, the processing result generating unit 215 of the server 20 may not have the function. The server may be configured to generate all game images and sounds. Instead of the processing result generation unit 215 of the user terminal 30, the game operation unit 312 of the user terminal 30 The information processing system 10 may be configured to generate images and sounds for games.

[0079] When the control unit 31 has a game operation unit 312, the game that the game operation unit 312 operates is The predetermined parameters in the game are managed by the server 20. For example, Parameters such as the game currency and in-game currency are managed by the server 20. The game operation unit 312 of the terminal 30 determines whether or not changes in these predetermined parameters occur in the game. When a process involving the above occurs, the server 20 communicates with the server 20 to execute the process. Then, the game operation unit 312 updates the parameters to be used. The game continues to operate based on the updated parameters received from the server 20.

[0080] If the server 20 has a processing result generation unit 215, the processing result of the user terminal 30 is received. The processing result generating unit 313 receives the processing result generated and transmitted by the processing result generating unit 215 of the server 20. The user terminal 30 then executes a process of transmitting the processed result to the display unit 34. The control unit 31 includes the above-mentioned operation information receiving unit 311, game operation unit 312, and processing result receiving unit 313. The signal processing unit 313 may have a function unit other than the signal processing unit 313.

[0081] <Storage unit (user terminal)> The storage unit 32 of the user terminal 30 is used to execute various control processes and various functions in the control unit 31. It stores programs, input data, etc., and uses RAM (Random Access Memory) s Memory), ROM (Read Only Memory), SRAM (Sta tic Random Access Memory), flash memory, HDD (H ard Disk Drive), SSD (Solid State Drive), etc. It may be composed of one or any combination of other storages. When the user terminal 30 performs communication, the storage unit 32 stores the communication contents of the user terminal 30 in a list. The storage unit 32 may include a user setting storage unit 321.

[0082] The user setting storage unit 321 stores user settings such as information on payment methods and account information. Such user setting information is stored in the user information storage unit 222 of the server 20. It may be stored.

[0083] <Input section> The input unit 33 receives an input operation by the user 3 and executes the operation of the user 3 in the game. The input operation by the user 3 may be performed, for example, on a display surface such as a touch panel. input operation by touching the touch panel, or input operation via a physical button provided on the user terminal 30 ,Text input operation using keyboard, Voice input operation using microphone, User terminal The user 3 uses a sensor such as a gyro sensor built into the user terminal 30. Examples include input operations that involve physical movement (tilting, shaking, etc.).

[0084] When the user 3 talks to an NPC in the game, the user 3 touches the display surface or Input operations may be performed using a keyboard, in which case the text data represents the operation information. Alternatively, the user 3 may perform an input operation using a microphone. In this case, the voice data or the text data converted from the voice data will be used as the operation information. In the conversation between User 3 and NPC, the above operation information is generated as follows. It may also be used as input information (prompt) to the generation AI.

[0085] <Display section> The display unit 34 is a display that displays the processing results of the game program. The display is a touch panel that can accept input operations from the user 3 by touching the display surface. It is also possible.

[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, the outline of the information processing that is executed when User 3 uses AI in the game is shown in Figure 6-Fig. This will be explained based on the flowchart shown in 7.

[0088] Figure 6 shows an example of the flow for managing AI usage by User 3 using a prepayment system (Type 1). First, when user 3 requests the use of AI while playing the game, The usage amount management unit 212 requests payment for the target medium according to the AI ​​that the user 3 wishes to use. When the user 3 makes a payment for a predetermined amount of the target medium via the user terminal 30 (step S1000 in FIG. 6), In step S101, the AI ​​usage management unit 212 calculates the amount of the payment from the number of the target media held before the payment. The AI ​​usage management unit 212 updates the possession quantity information by subtracting the amount of the conversion rate. The conversion rate corresponding to the target medium for which payment has been made and the AI ​​model to be used is obtained from the memory unit 224. and based on the conversion rate, calculate the quantity of the target medium paid by User 3 by the AI. It is converted into the amount of data involved in the calculation process (amount of input and / or output data). The usage permission information that specifies the amount of data converted from the amount of data that can be used (hereinafter referred to as the amount of available data) The usage permission information is generated and transmitted to the AI ​​control unit 211. For the purpose of explanation, we used an output conversion rate that shows the relative ratio between the AI ​​output information and the target media. This example illustrates the management of AI usage.

[0089] The AI ​​control unit 211 that has received the usage permission information permits the user 3 to use the AI, and Input information (prompt) from user 3 for the I model is accepted (step S102). The AI ​​control unit 211 executes calculation processing using an AI model that has undergone machine learning, and The AI ​​control unit 211 generates output information corresponding to the prompt 3 (step S103). Determines whether the amount of data in the output information generated by AI is within the range of available data. If the data amount of the output information is within the range of the available data amount (step S104), If the answer is Yes in step S104, the AI ​​control unit 211 transmits the output information to the user terminal 30. The display unit 34 of the user terminal 30 displays the output information (step S106). If the amount of data exceeds the amount of available data (No in step S104), the AI ​​control unit 211 The AI-generated output is adjusted so that the amount of data in the output information falls within the range of available data. The force information is reduced (step S105). If the amount of information data is reduced to within the range of the available data amount, the process proceeds to step S106. The reduced output information is then displayed on the user terminal 30.

[0090] After step S106, the AI ​​control unit 211 outputs to the user terminal 30 in step S106. The amount of data corresponding to the input output information is calculated based on the available data at the time of step S101. The amount of available data is updated by subtracting it from the amount of data available. Also, if User 3 continues to use AI, If the AI ​​control unit 211 desires to After outputting the information, it is determined whether or not there is any available data remaining (step S10 8) If there is not enough data available for one output (step If the answer is No in S108, the process proceeds to step S101, and the AI ​​usage management unit 212 On the other hand, the available data required for one output is used for the other output. If there is remaining data (Yes in step S108), the process proceeds to step S102. The I control unit 211 receives input information from the user 3 as a prompt.

[0091] Figure 7 shows the number of target media owned by User 3 as an upper limit, with a deferred payment system. This shows an example of a flow (a combination of type 2 and type 3) for managing the use of I. First, A The usage amount management unit 212 is configured to manage the target media of the user 3 stored in the user information storage unit 222. The number of users held is read, and the upper limit of data volume corresponding to the number of users held is calculated based on the conversion rate. (Step S201 in FIG. 7). The AI ​​usage management unit 212 compares the calculated upper limit data amount with the corresponding Generate restriction information that identifies the AI ​​model that is subject to the upper data amount limit, and 7. For the sake of simplicity, the output information of the AI ​​is transmitted to the control unit 211. This shows an example of managing AI usage using an output conversion rate that indicates the relative ratio to the target media. do.

[0092] The AI ​​control unit 211 receives the restriction information from the AI ​​usage management unit 212 and The AI ​​model is then allowed to use the AI ​​and accepts user 3's input (prompts) for the AI ​​model. (Step S202). The AI ​​control unit 211 performs the following processing using an AI model that has undergone machine learning. Executes the calculation process and generates output information corresponding to the prompt of the user 3 (step S2 03). When outputting the result of the AI ​​calculation process, the AI ​​control unit 211 It is determined whether the data amount of the generated output information falls within the range of the upper limit data amount (step If the data amount of the output information is within the range of the upper limit data amount (step S204), If the answer is "Yes," the AI ​​control unit 211 transmits the output information to the user terminal 30. On the other hand, the amount of data of the output information is displayed on the display unit 34 (step S205). If the data amount exceeds the data amount (No in step S204), the AI ​​control unit 211 The output of the results is stopped and a warning message is sent to User 3 to inform him that the target media is insufficient. The resultant data is transmitted to the user terminal 30 (step S208).

[0093] If the user 3 who received the warning information replenishes the target medium by means of charging or the like (step S If the answer is YES in step S209, the process proceeds to step S205, and the AI ​​control unit 211 restarts the interrupted output. Executes transmission of force 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 executes a calculation process to determine the data amount of the output information. The AI ​​usage management unit 212 transmits the processing result information to the AI ​​usage management unit 212. The data volume indicated by the processing result information is converted into the quantity of the target media based on the conversion rate (step At this time, the AI ​​usage management unit 212 determines the calculation result information based on the calculation result information, etc. Identify the AI ​​model that executed the above and calculate the conversion rate corresponding to the identified AI model. The AI ​​usage management unit 212 reads the data from the storage unit 224. After calculating the consumption of the target media, the consumption amount is subtracted from the number of target media owned by User 3. After step S206, the number of possessions of the target media of user 3 is updated. If the user wishes to continue using AI (Yes in step S207), the user proceeds to step S2 The process proceeds to step S202 and the process from step S202 onwards is repeated.

[0094] Specifying the maximum number of target media that can be used per session or per specified period in the Type 4 management method Even when accepting the AI ​​by User 3, the same flow as shown in Figure 7 is used. The use of may be controlled.

[0095] <Summary of the embodiment> The information processing system 10 of this embodiment provides a game that uses artificial intelligence (AI). This information processing system 10 is a game system. and a user information storage unit 222 that stores possession number information indicating the number of game media owned, and an artificial intelligence The amount of data input to and / or the amount of data output from the artificial intelligence and the predetermined game medium ( a conversion rate storage unit 224 for storing the quantity of the target medium and the conversion rate for converting the quantity; , the input and / or output data related to the predetermined game media and artificial intelligence based on the conversion rate An AI usage management system that manages the amount of artificial intelligence used by user 3 based on the conversion between the amount of data and the amount of data. and a logic unit 212.

[0096] The information processing system 10 has the above-mentioned features, and therefore, the game play by each user 3 The amount of AI usage can be visualized and managed using game elements. Understand how much data is composed of input and / or output information when using AI However, in the information processing system 10 of this embodiment, By expressing the amount of data involved in AI calculations as the quantity of game elements, user 3 can It is easy to understand how much AI is being used in the game.

[0097] The artificial intelligence used in games includes multiple generative AI models with different output attributes. In this case, the conversion rate used to manage usage is set for each generative AI model. The conversion rate may be stored in the conversion rate storage unit 224. In the conversion rate, a common target medium is set as the conversion target for the amount of data involved in the calculation process. Alternatively, different target media may be set for each generative AI model. If multiple generation AIs are built into the game, the output data format and the number of times The amount of data required for output varies depending on the attributes of the generated AI, making it difficult to manage the amount of AI used. However, in the information processing system 10 of this embodiment, the attributes of each generating AI are The conversion rate with game elements is set for each generated AI depending on the Usage can be standardized and managed using game elements, making it easier to manage AI usage. In addition, by setting the target media for each generated AI, it is possible to use AI in games. This is expected to improve strategic and entertaining aspects.

[0098] The target media that is converted into the amount of data involved in AI calculation processing is The conversion rate storage unit 224 may store the conversion rate for each AI model. The conversion rate corresponding to the paid media and the conversion rate corresponding to the free media are stored in It may be possible.

[0099] The AI ​​usage management unit 212 may manage the AI ​​usage amount by the user 3 on a prepaid basis. (Management Type 1), or the amount of AI usage can be managed using a deferred payment system (Management Type 2). The AI ​​usage management unit 212 sets the number of target media owned by the user 3 (the number of possessions) as the upper limit. The use of AI by users 3 may be restricted (management type 3), either per use or per Accept the setting of the upper limit of the target media per period, and perform A by User 3 within the range of the upper limit. The use of I may be restricted (management type 4). In 10, by standardizing the amount of data involved in AI calculation processing by game elements, Therefore, Operator 1 can manage the amount of AI used in the game. A management method can be selected to ensure that the consideration is collected in a reliable manner.

[0100] The above-described embodiments are merely examples for facilitating understanding of the present invention and do not limit the present invention. The present invention is not intended to be construed as limiting the scope of the present invention. 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 device that stores information on the number of game media owned by a user and the number of game media owned by the user. an information storage unit; The amount of data input to the artificial intelligence and / or the amount of data output from the artificial intelligence; a conversion rate storage unit that stores the quantity of the predetermined game media and a conversion rate for converting the , The predetermined game media and the input and / or manages the amount of use of the artificial intelligence by the user based on the conversion between the amount of data of the output and the and an AI usage management unit that manages the amount of data used. (Item 2) The artificial intelligence used in the game includes multiple generative AI models with different output attributes. , The conversion rate is set for each of the generation AI models, and the conversion rate storage unit Item 1. The information processing system according to item 1, wherein the information processing system is stored in (Item 3) the predetermined game media are consumable media consumed through the use of the artificial intelligence; A corresponding consumption medium is set for each of the generation AI models, and The item in which the exchange rate with the corresponding consumable medium is stored in the exchange rate storage unit 2. An information processing system according to claim 2. (Item 4) The predetermined game medium is a consumable medium consumed by using the artificial intelligence. 2. An information processing system according to claim 2. (Item 5) The consumable media includes paid media and free media; The conversion rate storage unit stores a conversion rate corresponding to the paid medium and a conversion rate corresponding to the free medium. 5. The information processing system according to item 4, further storing a conversion rate. (Item 6) The AI ​​usage management unit sets the number of the predetermined game media owned by the user as an upper limit. Item 1 or 2, which generates restriction information that restricts the use of the artificial intelligence by the user. The information processing system described herein. (Item 7) The AI ​​usage management unit shall determine the use of the artificial intelligence per time or per unit period. The setting of the upper limit number of the predetermined game media that can be used is accepted, and the calculation is performed based on the conversion rate. The amount of data according to the upper limit will be calculated per one use of the artificial intelligence or per unit period. The information described in item 1 or 2 is set as the upper limit of input and / or output in the use of the device. Information processing system. (Item 8) The AI ​​usage management unit manages data related to input when the user uses the artificial intelligence. and / or calculating the consumption amount of the predetermined game medium according to the amount of data related to the output. The calculated consumption amount is subtracted from the number of the predetermined game media owned by the user, 3. The information processing system according to item 1 or 2, which updates the number of possessions information of users. (Item 9) To enable computers to perform information processing related to the provision of games that utilize artificial intelligence A program, Storing ownership information indicating the game media owned by the user and the number of such game media owned and, The amount of data input to the artificial intelligence and / or the amount of data output from the artificial intelligence; , the quantity of the predetermined game media, and a conversion rate for converting the The predetermined game media and the input and / or manages the amount of use of the artificial intelligence by the user based on the conversion between the amount of data of the output and the and a program for causing the computer to execute the above steps. (Item 10) An information processing system in which a computer performs information processing related to the provision of games that utilize artificial intelligence. A method of Storing ownership information indicating the game media owned by the user and the number of such game media owned and, The amount of data input to the artificial intelligence and / or the amount of data output from the artificial intelligence; , the quantity of the predetermined game media, and a conversion rate for converting the The predetermined game media and the input and / or manages the amount of use of the artificial intelligence by the user based on the conversion between the amount of data of the output and the and processing the information, the information processing method being executed by the computer. [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 device that stores information on the number of game media owned by a user and the number of game media owned by the user. an information storage unit; The amount of data input to the artificial intelligence and / or the amount of data output from the artificial intelligence; a conversion rate storage unit that stores the quantity of the predetermined game media and a conversion rate for converting the 、 The predetermined game content and the input and / or the input related to the artificial intelligence based on the conversion rate manages the amount of use of the artificial intelligence by the user based on the conversion between the amount of data of the output and the amount of data of the user. An information processing system comprising: an AI usage management unit that manages the information.

2. The artificial intelligence used in the game includes multiple generative AI models with different output attributes. 、 The conversion rate is set for each of the generation AI models, and the conversion rate storage unit 2. The information processing system according to claim 1, wherein the information processing system is stored in a memory.

3. the predetermined game media are consumable media consumed through the use of the artificial intelligence; A corresponding consumption medium is set for each of the generated AI models, and The exchange rate with the corresponding consumable medium is stored in the exchange rate storage unit. Item 3. The information processing system according to item 2.

4. 10. The predetermined game medium is a consumable medium consumed by utilizing the artificial intelligence.

3. The information processing system according to claim 2.

5. The consumable media include paid media and free media; The conversion rate storage unit stores a conversion rate corresponding to the paid medium and a conversion rate corresponding to the free medium.

5. The information processing system according to claim 4, further comprising: a storage unit for storing a conversion rate for the currency in question and a conversion rate for the currency in question.

6. The AI ​​usage amount management unit sets an upper limit on the number of the predetermined game media owned by the user. and generating restriction information that restricts the use of the artificial intelligence by the user. An information processing system according to claim 1.

7. The AI ​​usage management unit manages the use of the artificial intelligence per time or per unit period. Accepting the setting of the upper limit number of the predetermined game media that can be used, and calculating based on the conversion rate The amount of data according to the upper limit number to be set is calculated per one use of the artificial intelligence or per unit period.

3. The method according to claim 1 or 2, wherein the upper limit of the input and / or output in the use of the device is set. Information processing system.

8. The AI ​​usage management unit manages data related to input when the user uses the artificial intelligence. and / or calculating the consumption amount of the predetermined game medium according to the amount of data related to the output; The calculated consumption amount is subtracted from the number of the predetermined game media owned by the user, 3. The information processing system according to claim 1, wherein the information on the number of users owned is updated.

9. To enable computers to perform information processing related to the provision of games that utilize artificial intelligence A program, Storing ownership information indicating the game media owned by the user and the number of such game media owned and, The amount of data input to the artificial intelligence and / or the amount of data output from the artificial intelligence; , the quantity of the predetermined game media, and a conversion rate for converting the The predetermined game content and the input and / or the input related to the artificial intelligence based on the conversion rate manages the amount of use of the artificial intelligence by the user based on the conversion between the amount of data of the output and the amount of data of the user. and a program for causing the computer to execute the above steps.

10. An information processing system in which a computer performs information processing related to the provision of games that utilize artificial intelligence. A method of Storing ownership information indicating the game media owned by the user and the number of such game media owned and, The amount of data input to the artificial intelligence and / or the amount of data output from the artificial intelligence; , the quantity of the predetermined game media, and a conversion rate for converting the The predetermined game content and the input and / or the input related to the artificial intelligence based on the conversion rate manages the amount of use of the artificial intelligence by the user based on the conversion between the amount of data of the output and the amount of data of the user. and processing the information, the information processing method being executed by the computer.

Citation Information

Patent Citations

  • Voice generation program and game device

    JP2018072805A