Game system and program
The game system uses a large-scale language model to generate dynamic scenarios and reward players, addressing the lack of surprise in traditional games by enhancing player interaction and engagement.
Patent Information
- Application Number
- JP2024071336
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-04-25
- Publication Date
- 2025-11-07
- Estimated Expiration
- 2044-04-25
AI Technical Summary
Existing games with predetermined scenarios lack surprise and engagement due to clear player input-scenario branching correlations, leading to uninteresting gameplay.
A game system utilizing a large-scale language model to generate scenarios dynamically based on player input, incorporating a reward system and object information to enhance player interaction and engagement.
The system creates dynamic and engaging gameplay by generating scenarios based on player choices, providing rewards, and using object information to maintain player interest and surprise.
Smart Images

Figure 2025167052000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system and a program. [Background technology]
[0002] There are games in which multiple scenes are played in a predetermined order, and the scenario changes depending on the player's input operations in a particular scene. In such games, the player's input operations in a particular scene change the branching destination of the scenario in that scene or in a later scene, but because the correspondence between the player's input operations and the branching destination of the scenario is clear, there is a problem in that the story development lacks surprise. Therefore, a technique is known in which, if a specific input operation is performed in a scene before the current scene and an input operation is also performed in the current scene, a conditional scene is played back immediately after the current scene (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2007-209629 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the games of the above techniques, the game ultimately progresses only according to a prepared scenario, which makes the game less interesting for the player. In consideration of the above circumstances, an object of the present invention is to provide a game that is more interesting for the player. [Means for solving the problem]
[0005] In order to solve the above problem, a game system according to one embodiment of the present invention comprises a scenario acquisition unit that acquires a scenario generated by a large-scale language model using creation instruction information, a game providing unit that provides a game that progresses using the scenario to a player's terminal device, and a reward granting unit that grants a reward to the player based on the progress of the game, wherein the creation instruction information includes outline information that indicates the outline of the scenario and object information that indicates game objects possessed by the player.
[0006] In order to solve the above problem, a program according to one embodiment of the present invention causes a computer to function as a scenario acquisition unit that acquires a scenario generated by a large-scale language model using creation instruction information, a game provision unit that provides a game that progresses using the scenario to a player's terminal device, and a reward granting unit that grants a reward to the player based on the progress of the game, wherein the creation instruction information includes outline information that indicates the outline of the scenario and object information that indicates game objects owned by the player. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a diagram showing a configuration of a game system according to an embodiment. [Figure 2] FIG. 2 is a block diagram showing the functional configuration of a game server. [Figure 3] FIG. 10 is a diagram showing an example of player information stored in a game server. [Figure 4] FIG. 2 is a diagram illustrating the hardware configuration of a game server. [Figure 5] FIG. 2 is a block diagram showing the functional configuration of an SNS server. [Figure 6] FIG. 2 is a diagram illustrating a hardware configuration of an SNS server. [Figure 7] FIG. 2 is a block diagram showing the functional configuration of a scenario server. [Figure 8]FIG. 2 is a diagram illustrating a hardware configuration of a scenario server. [Figure 9] FIG. 2 is a block diagram showing the functional configuration of a summary server. [Figure 10] FIG. 2 is a diagram illustrating a hardware configuration of a summary server. [Figure 11] FIG. 2 is a block diagram showing a functional configuration of a terminal device. [Figure 12] FIG. 2 is a diagram illustrating a hardware configuration of a terminal device. [Figure 13] FIG. 10 is a diagram illustrating an example of object information. [Figure 14] FIG. 10 is a diagram illustrating an example of gist information. [Figure 15] FIG. 10 is a diagram illustrating an example of writing rule information. [Figure 16] FIG. 10 is a diagram showing an example of scenario rule information. [Figure 17] FIG. 10 is a diagram showing an example of detailed scenario information. [Figure 18] FIG. 10 is a diagram showing an example of a setting materials collection. [Figure 19] FIG. 10 is a diagram illustrating an example of scenario premise information. [Figure 20] FIG. 10 is a diagram showing an example of an operation sequence of a scenario game. [Figure 21] FIG. 10 is a diagram showing an example of an operation sequence of a scenario game. [Figure 22] FIG. 10 is a diagram showing an example of an operation sequence of a scenario game. [Figure 23] FIG. 10 is a diagram illustrating an example of a screen displayed on a terminal device. [Figure 24] FIG. 10 is a diagram illustrating an example of a screen displayed on a terminal device. [Figure 25] FIG. 10 is a diagram illustrating an example of a screen displayed on a terminal device. [Figure 26] FIG. 10 is a diagram illustrating an example of a screen displayed on a terminal device. [Figure 27] FIG. 10 is a diagram illustrating an example of a screen displayed on a terminal device. [Figure 28] FIG. 10 is a diagram illustrating an example of a screen displayed on a terminal device. [Figure 29] FIG. 10 is a diagram illustrating an example of a screen displayed on a terminal device. [Figure 30] FIG. 10 is a diagram illustrating an example of a screen displayed on a terminal device. [Figure 31] FIG. 10 is a diagram illustrating an example of a screen displayed on a terminal device. [Figure 32] FIG. 10 is a diagram illustrating an example of a screen displayed on a terminal device. [Figure 33] FIG. 10 is a diagram showing an example of a quest card. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, embodiments of the present invention will be described with reference to the drawings. Note that in each drawing, the dimensions and scale of each part are appropriately different from those of the actual parts. Furthermore, the embodiments described below are preferred examples of the present invention, and therefore various technically preferable limitations are applied. However, the scope of the present invention is not limited to these embodiments unless otherwise specified in the following description to the effect that the present invention is limited.
[0009] <Game System> First, an example of an overview of a game system 1 according to an embodiment will be described.
[0010] 1 is a diagram showing the configuration of a game system 1 according to an embodiment. As shown in the figure, in the game system 1, a game server 10, an SNS server 20, a scenario server 30, a summary server 40, and a plurality of terminal devices 60 (60-1 to 60-4) are connected to each other via a network 50 so as to be able to communicate with each other.
[0011] The network 50 is a communication network via either or both wired and wireless communication. The terminal device 60 is an information terminal device operated by a user (player), and specifically, is a smartphone. Note that the terminal device 60 is not limited to a smartphone, and may be a portable or stationary personal computer, a home game machine, an arcade game machine installed in a commercial facility, etc. In addition, in the figure, four terminal devices 60 are shown as an example, but the number is not limited to "4." When describing a specific terminal device, a distinguishing number is added after a "- (hyphen)" to the reference symbol, but when describing a terminal device without specifying it, the part after the hyphen is omitted and the reference symbol is simply "60."
[0012] In the game system 1, a scenario game is provided to the terminal devices 60 of the four players who make up a party. In the game system 1 according to the embodiment, the scenario game is provided to the terminal devices 60 by an overall configuration of the game server 10, SNS server 20, scenario server 30, and summary server 40. Therefore, in the embodiment, the game system 1 includes the game server 10, SNS server 20, scenario server 30, and summary server 40, but in the embodiment, they are divided into multiple servers because consolidating the processing on one server would result in an excessive processing load, and therefore the processing is distributed functionally.
[0013] The scenario server 30 and summary server 40 only have the function of generating information used in providing the scenario game, and it is the game server 10 and SNS server 20 that primarily provide the scenario game. Also, as will be described in a modified example below, it is possible to configure the game server 10 to take on the functions of the SNS server 20. Therefore, in this description, when we refer to the game system 1, it can refer to the entire game server 10, SNS server 20, scenario server 30 and summary server 40; it can refer to the game server 10 and SNS server 20 excluding the scenario server 30 and summary server 40; or it can refer to only the game server 10.
[0014] An overview of the scenario game provided by the game system 1 will be given below. A scenario game is a role-playing game that progresses by having four players making a party select from presented options. The option to be selected can be decided by discussion among the players in the party, by majority vote among the four using a voting function, or by lottery. When an option is selected, new scenario information and new options are generated by the generation AI based on the selection result and object information indicating the objects used by the player, and are presented to the player. In this embodiment, the presentation of options and the selection of options are repeated three times, and finally, a game result is reached and the game ends.
[0015] The scenario information that is generated is based on the options selected (decided) by the player, the objects used by the player, etc., and the game progresses using the generated scenario information, making it very interesting from the player's perspective.
[0016] In FIG. 1, the game server 10 provides the object information to the SNS server 20, and also reflects the results of the scenario game in the object information. The SNS server 20 not only provides users with an information exchange service, but also manages the progress of the scenario game while communicating with the terminal device 60 and other servers. The scenario server 30 generates scenario information using a large-scale language model, as will be described later. The summary server 40 generates scenario premise information required for generating scenario information.
[0017] Next, the configurations of the game server 10, the SNS server 20, the scenario server 30, and the summary server 40 will be described.
[0018] FIG. 2 is a functional block diagram illustrating an example of the game server 10. As shown in FIG. The game server 10 includes a control unit 110, a storage unit 120, and a communication unit 130. The control unit 110 includes a management unit 111 and an information reflection unit 112. The management unit 111 manages information necessary for the progression and provision of the scenario game. The information reflection unit 112 reflects information provided from outside in the storage contents of the storage unit 120.
[0019] The storage unit 120 stores a control program 121 . The control program 121 includes both an operation system program for the control unit 110 to control each unit of the game server 10, and an application program for managing the scenario game, etc. The storage unit 120 is further provided with a player information storage unit 123. The player information storage unit 123 stores, for each player, player information 1230 for providing a scenario game.
[0020] 3 is a diagram showing an example of one player's player information 1230. The player information 1230 for one player includes value medium information 1232 and one or more pieces of object information 1234. The value medium information 1232 indicates the amount of value medium that the player can use in a scenario game, etc. Value medium is an intangible medium used in a scenario game, etc., such as electronic medals or credits, and is managed as electronic data. The user of the terminal device 60 may be able to play the scenario game as a player without consuming value medium, or may be able to play the scenario game by consuming value medium. Furthermore, the amount of value medium may be increased as a reward for achieving the outcome of the scenario game, or value medium may be consumed when a quest item, described below, is purchased. The object information 1234 is information indicating a medium that represents the player in the scenario game, and will be described in detail later.
[0021] Returning to the explanation of FIG. 2, the communication unit 130 communicates with the SNS server 20.
[0022] 4 is a diagram showing an example of the hardware configuration of the game server 10. The game server 10 has a processing device 11 that controls each unit, a storage device 12 that stores various information, and a communication device 13. The processing device 11 is configured with one or more processing circuits such as a CPU (Central Processing Unit), and controls each element of the game server 10. Note that the processing device 11 may be configured with circuits such as a DSP (Digital Signal Processor) and an ASIC (Application Specific Integrated Circuit) in addition to the CPU.
[0023] The storage device 12 is one or more memories configured with known recording media such as magnetic recording media or semiconductor recording media, and stores the control program 121 executed by the processing device 11, player information 1230, etc. The storage device 12 may be configured with a combination of multiple types of recording media. Also, a portable recording medium that is detachable from the game server 10, or an external recording medium that can communicate via the network 50, such as online storage, may be used as the storage device 12. The communication device 13 is hardware for communicating with an external device located outside the game server 10 via one or both of a wired network and a wireless network, and functions as a communication unit 130.
[0024] FIG. 5 is a functional block diagram showing an example of the SNS server 20. As shown in FIG. The SNS server 20 includes a control unit 210, a storage unit 220, and a communication unit 230. The control unit 210 includes a game providing unit 211, a scenario acquisition unit 212, and a reward granting unit 213. The game providing unit 211 provides a scenario game to the terminal device 60 via the network 50. The scenario acquisition unit 212 acquires scenario information generated by the scenario server 30. The reward granting unit 213 grants a reward to the player based on the progress of the scenario game. Note that rewards are not only awarded as the final result of the scenario game, but also during the scenario game.
[0025] The storage unit 220 stores a control program 221 , outline information 223 , writing rule information 224 , scenario rule information 225 , detailed scenario information 226 , and a setting material collection 227 . The control program 221 includes both an operation system program that allows the control unit 210 to control each unit of the SNS server 20, and an application program that provides a scenario game.
[0026] The outline information 223 is information that indicates the basic rules of the scenario game, and is information that indicates the outline of how scenario information is to be generated. The writing rule information 224 is information that specifies how to write the sentences included in the scenario information to be generated. Note that there are two types of sentences included in the scenario information: sentences that show the game progress, and sentences that show the game development, and the latter sentences that show the game development are sometimes simply called "scenario." The scenario rule information 225 is information that defines what kind of content should be used to generate a scenario that shows the development of the game. The detailed scenario information 226 is information that specifies in more detail than the scenario rule information 225 what kind of content should be used to generate a scenario showing the development of the game. The setting materials collection 227 is a collection of information set in the scenario game, such as a historical timeline, a list of countries, a list of people, and the like. The outline information 223, the writing rule information 224, the scenario rule information 225, the detailed scenario information 226, and the setting materials collection 227 will be described in detail later.
[0027] The communication unit 230 communicates with the terminal device 60, the game server 10, the scenario server 30, and the summary server 40.
[0028] 6 is a diagram showing an example of the hardware configuration of the SNS server 20. The SNS server 20 has a processing device 21 that controls each unit, a storage device 22 that stores various information, and a communication device 23. The processing device 21 is configured with one or more processing circuits such as a CPU, for example, and controls each element of the SNS server 20. Note that the processing device 21 may be configured with circuits such as a DSP or ASIC in addition to a CPU.
[0029] The storage device 22 is a single or multiple memories composed of known recording media such as magnetic recording media or semiconductor recording media, and stores a control program 221 executed by the processing device 21, outline information 223, writing rule information 224, scenario rule information 225, detailed scenario information 226, and a setting materials collection 227. The storage device 22 may be configured by combining multiple types of recording media. Alternatively, a portable recording medium that can be attached to and detached from the SNS server 20, or an external recording medium that can communicate via the network 50, such as an online storage, may be used as the storage device 22. The communication device 23 is hardware for communicating with an external device located outside the SNS server 20 via the network 50, and functions as a communication unit 230.
[0030] FIG. 7 is a functional block diagram showing an example of the scenario server 30. As shown in FIG. The scenario server 30 includes a control unit 310 , a storage unit 320 , and a communication unit 330 . The control unit 310 includes a management unit 311, a generation unit 312, and a large-scale language model 313. The management unit 311 manages the operation of each element in the scenario server 30. The generation unit 312 generates scenario information based on the creation instruction information, for example, by RAG (Retrieval-Augmented Generation). In detail, the generation unit 312 generates scenario information based on the creation instruction information by using the large-scale language model 313 and combining searches of specific knowledge and information sources. The creation instruction information includes object information 1234 used by the four players making up the party, outline information 223, and scenario premise information, and in some cases also includes information on options selected by the party. The large-scale language model 313 is a model for understanding the structure and context of natural language using a huge amount of natural language data to solve language processing tasks. Specifically, it is a deep learning algorithm that generates new scenarios based on the data patterns and relationships of the creation instruction information.
[0031] The storage unit 320 stores a control program 321 . The control program 321 includes both an operation system program for the control unit 310 to control each unit of the scenario server 30, and an application program for generating scenario information. The communication unit 330 communicates between the SNS server 20 and the summary server 40 .
[0032] 8 is a diagram showing an example of the hardware configuration of the scenario server 30. The scenario server 30 has a processing device 31 that controls each unit, a storage device 32 that stores various information, and a communication device 33. The processing device 31 is composed of, for example, one or more processing circuits such as a CPU, and controls each element of the scenario server 30. Note that the processing device 31 may be composed of circuits such as a DSP or ASIC in addition to a CPU.
[0033] The storage device 32 is one or more memories configured with known recording media such as magnetic recording media or semiconductor recording media, and stores a control program 321 executed by the processing device 31. The storage device 32 may be configured with a combination of multiple types of recording media. Also, a portable recording medium that is detachable from the scenario server 30, or an external recording medium that can communicate via the network 50, such as online storage, may be used as the storage device 32. The communication device 33 is hardware for communicating with an external device located outside the scenario server 30 via the network 50 , and functions as a communication unit 330 .
[0034] FIG. 9 is a functional block diagram showing an example of the summary server 40. As shown in FIG. The summary server 40 is, for example, a generative search engine. The summary server 40 includes a control unit 410, a storage unit 420, and a communication unit 430. The control unit 410 includes a management unit 411 and a generation unit 412. The management unit 411 manages the operation of each element in the summary server 40. The generation unit 412 is, for example, a generation AI, and generates scenario premise information for each scenario game based on the setting materials collection 227 and object information 1234 corresponding to the four players who make up the party. The storage unit 420 stores a control program 421. The control program 421 includes both an operation system program that allows the control unit 410 to control each unit of the summary server 40, and an application program that generates scenario premise information. The communication unit 430 communicates with the SNS server 20 and the scenario server 30 .
[0035] 10 is a diagram showing an example of the hardware configuration of summary server 40. Summary server 40 has a processing device 41 that controls each unit, a storage device 42 that stores various information, and a communication device 43. Processing device 41 is composed of one or more processing circuits such as a CPU, and controls each element of summary server 40. Note that processing device 41 may also be composed of circuits such as a DSP or ASIC in addition to a CPU.
[0036] The storage device 42 is one or more memories configured with known storage media such as magnetic storage media or semiconductor storage media, and stores the control program 421 executed by the processing device 41. The storage device 42 may be configured with a combination of multiple types of storage media. Alternatively, a portable storage medium that is detachable from the summary server 40, or an external storage medium that can communicate via the network 50, such as online storage, may be used as the storage device 42. Communication device 43 is hardware for communicating with external devices located outside summary server 40 via network 50 , and functions as communication section 430 .
[0037] FIG. 11 is a functional block diagram showing an example of the terminal device 60. As shown in FIG. The terminal device 60 includes a control unit 610 , a storage unit 620 , a communication unit 630 , a display unit 642 , and an operation unit 644 . The control unit 610 includes a management unit 611 and a game acquisition unit 612. The management unit 611 manages the operation of each element in the terminal device 60. The game acquisition unit 612 acquires game information provided from the SNS server 20. The storage unit 620 stores a control program 621. The control program 621 includes both an operation system program that allows the control unit 610 to control each unit of the terminal device 60, and an application program that displays a game screen based on game information, etc. The communication unit 630 communicates with the game server 10 and the SNS server 20. The display unit 642 displays various screens. The operation unit 644 accepts operations by the user (player) who owns the terminal device 60.
[0038] 12 is a diagram showing an example of the hardware configuration of the terminal device 60. The terminal device 60 has a processing device 61 that controls each unit, a storage device 62 that stores various information, a communication device 63, and a display operation device 64. The processing device 61 is configured with, for example, one or more processing circuits such as a CPU, and controls each element of the terminal device 60. Note that the processing device 61 may be configured with circuits such as a DSP or ASIC in addition to a CPU.
[0039] The storage device 62 is one or more memories configured with known recording media such as magnetic recording media or semiconductor recording media, and stores the control program 621 executed by the processing device 61. The storage device 62 may be configured with a combination of multiple types of recording media. Also, a portable recording medium that is detachable from the terminal device 60, or an external recording medium that can communicate via the network 50, such as online storage, may be used as the storage device 62. The communication device 63 is hardware for communicating with an external device located outside the terminal device 60 via the network 50 , and functions as a communication unit 630 .
[0040] The display operation device 64 is a so-called touch panel, and functions as a display unit 642 that displays various screens, and also functions as an operation unit 644 that accepts operations by the player. In the embodiment, the operations that the player can perform include, first, tapping by touching the display operation device 64 with a fingertip as if pressing a software button; second, swiping by sliding a fingertip across the display operation device 64 to scroll the displayed content; third, pinching out by touching the display operation device 64 with two fingertips and spreading the fingertips apart to enlarge the displayed content; and fourth, pinching in by narrowing the fingertips apart to shrink the displayed content.
[0041] FIG. 13 is a diagram showing an example of the object information 1234 in FIG. An object is a game object that represents the player's medium in a scenario game, and is simply a character. Object information 1234 is information that defines the object. Specifically, as shown in the figure, the object information 1234 defines information corresponding to each item such as ID, object name, country of affiliation, level, skill, sense type, life goal, and Zill Power. Among the items, for example, ID is a number uniquely assigned to the object, object name is a proper noun assigned to the object, and affiliation is the nationality, etc., set for the object. Furthermore, level indicates the object's proficiency, with an initial value of "1," for example. As the level increases, the scenario game may become more advantageous. Skill indicates the ability acquired by the object, and sense type indicates the object's attributes. Personality, life goals, Zill Power, etc. indicate the character's personality and other characteristics, as well as their background, etc., as indicated in the object information. Lines are referenced when creating scenario information that makes the object appear to speak. Appearance is information used to set the object's appearance. The object (object information 1234) may be a non-fungible token (NFT) that can be traded between players.
[0042] Some items in the object information can be edited by the player, while others cannot. For example, the object name, lines, and appearance can be edited by the player at will. Specifically, the object name, lines, personality, life goals, and Zill Power can be freely entered as text by the player, or the player can select from several options. On the other hand, IDs are by their nature required to be unique, so they cannot be edited.Also, level, skill, and sense type cannot be edited because it could upset the game balance if they were editable by the player.
[0043] The object information 1234 is a set of multiple data sets in a basic initial state, which are prepared in the memory unit 120 of the game server 10, although not specifically shown in the figure. Before a player plays the scenario game for the first time, for example, one data set is drawn or selected and set as the object information 1234 for that player. Furthermore, the object information 1234 drawn by lottery when a player consumes a value medium may be added to the player information 1230 of that player, or the object information 1234 may be given as a reward for the scenario game.
[0044] Fig. 14 is a diagram showing an example of the outline information 223 in Fig. 5. The outline information 223 is one piece of information required when instructing the scenario server 30 to generate scenario information, and is information that instructs the basic structure and basic rules of the scenario game. In this embodiment, the rules of progression are defined in the text of bullet points 1 to 8, and in detail, the start and end conditions of the scenario game are defined, and the scenario is defined in four scenes: prologue (chapter 1), chapter 2, chapter 3, and ending. The outline information also defines that in the scenario game, choices will be presented to the player in each scene of chapter 1, chapter 2, and chapter 3.
[0045] FIG. 15 is a diagram showing an example of the writing rule information 224 in FIG. 5. The writing rule information 224 defines how to write sentences to be presented to the player when the scenario server 30 generates scenario information. For example, the writing rule information 224 defines that, among the sentences included in the scenario information, sentences indicating the game progress should be written in the "desumasu" style, and sentences indicating the game development should be written in the "de aru" style. The writing rule information 224 also defines that options should be written in consecutive numbers, and that the names of the players' objects that make up the party, i.e., the participating objects, should be written in bold.
[0046] Figure 16 is a diagram showing an example of the scenario rule information 225 in Figure 5. The scenario rule information 225 specifies instructions for causing the scenario server 30 to generate scenario information, and in particular specifies that scenario information should be generated reflecting the options selected by the player, and specifies information that should be referenced when generating scenario information. For example, the scenario rule information 225 specifies that when generating scenario information that includes dialogue for an object, the dialogue item in the object information 1234 should be referenced and the tone of voice should be consistent.
[0047] Fig. 17 is a diagram showing an example of the detailed scenario information 226 in Fig. 5. The detailed scenario information 226 specifies the amount of text included in the scenario, the content of the dialogue, and so on.
[0048] FIG. 18 is a diagram showing an example of the setting materials collection 227 in FIG. 5. The setting materials collection 227 is a collection of materials that categorizes and defines the settings related to the scenario game in detail. In the example shown, the historical timeline, place names, facilities, etc. that form the historical background of the scenario game are categorized by ID, and the targets and detailed content are written and defined. In addition, a list of countries, a list of characters, a list of applicable quest items, a description of the story, etc. are defined.
[0049] 18 is only an excerpt from the setting materials collection 227, which is actually huge. For this reason, if the SNS server 20 were to directly transfer the setting materials collection 227 to the scenario server 30 that generates the scenario, it would take a lot of time, which could potentially impair the enjoyment of the game. Therefore, in the embodiment, the summary server 40 extracts / generates scenario premise information that has been narrowed down to the main points from the setting materials collection 227 and transmits it to the scenario server 30, and the scenario server 30 then generates scenario information based on the scenario premise information, etc.
[0050] The scenario premise information is generated by the generation unit 412 of the summary server 40, for example, as follows. For example, the generation unit 412 extracts specific words from the object information 1234 used by the four players who make up the party, and generates a summary of the background, characters, and scenario based on these extracted words and the setting materials collection 227. Note that specific words extracted from the object information 1234 include, for example, words corresponding to the country of affiliation and skill items.
[0051] 19 is a diagram showing an example of scenario premise information. In the example shown in the figure, the scenario premise information includes the background, characters, and a summary of the scenario, but may also include other elements.
[0052] For convenience, the outline information 223, writing rule information 224, scenario rule information 225, and detailed scenario information 226 are abbreviated as outline information, etc. The outline information, etc. is immutable in a scenario game. Therefore, once the outline information, etc. is set in the scenario server 30 when generating the scenario information, it does not need to be set each time a scenario game is provided. On the other hand, the scenario premise information refers to the object information 1234 used by the four players, and therefore needs to be generated for each scenario game in accordance with the party. However, in this embodiment, for the sake of convenience, the SNS server 20 is configured to provide the outline information, etc. to the scenario server 30 for each scenario game. Also, in this embodiment, the SNS server 20 is configured to provide the four object information 1234 received from the game server 10 to the scenario server 30 and summary server 40 for each scenario game, and the summary server 40 is configured to generate scenario premise information by referring to the four object information and the setting materials collection 227.
[0053] <Scenario game sequence> Next, the operational sequence when a scenario game is provided will be described with reference to the drawings.
[0054] Figures 20, 21 and 22 are diagrams showing the operation sequence, and Figures 23 to 32 are diagrams showing examples of the display screen of the terminal device 60 on which the scenario game is provided.
[0055] As described above, the SNS server 20 provides various information exchange services to users. One of these information exchange services is a "matching place." A user of a terminal device 60 accesses a channel called "matching place" that has been set up on the SNS server 20. This channel provides various communities that are looking for members. When the terminal device 60 accesses this channel, the game providing unit 211 of the SNS server 20 presents a list of communities to the terminal device 60. One of these communities is a community that is looking for members to participate in a scenario game. When the user selects a community from which to recruit members to participate in the scenario game, information indicating the selection is transmitted to the SNS server 20 (step Sa1). In the SNS server 20, which has received the information that the scenario game has been selected, the game providing unit 211 presents a screen showing an outline of the quest in the scenario game, etc., on the terminal device 60 (step Sa2).
[0056] 23 is a diagram showing an example of the screen of the terminal device 60 presented in step Sa3. The display operation device 64 of the terminal device 60 displays in area A1 that it is a "matching place," and in area A2, a bot representing the provider of the scenario game displays an overview of the quest and information indicating what the user must do to participate in the scenario game. The software button 6401 is tapped when the user wants to participate in the scenario game.
[0057] 23 to 32 are shown as individual screens for the sake of explanation, but are actually continuous and are scrolled by the user swiping on the display operation device 64. The screen can also be enlarged or reduced by scrolling by swiping on the display operation device 64. The screen can also be enlarged or reduced by pinching out or in on the display operation device 64.
[0058] When the software button 6401 is tapped, information indicating that the software button 6401 has been tapped is transmitted to the SNS server 20 (step Sa3). When the SNS server 20 receives the information that the tap has been made, the game providing unit 211 displays a screen on the terminal device 60 prompting the user to input the ID of an object to be used in the scenario game (step Sa4).
[0059] 24 is a diagram showing an example of an input form screen on the terminal device 60 presented in step Sa5. On the display operation device 64, the purpose of this screen is displayed in area A3, and the processing content and points to note when an object ID is entered are displayed in area A4. The input area 6402 is an area where the user enters the object ID using alphanumeric characters, etc. Also, on the input form screen, software button 6403 is tapped to cancel the ID entered in input area 6402, and software button 6403 is tapped to accept the ID entered in input area 6402 and send it to the SNS server 20. Note that instead of the user inputting the ID of an object, a configuration may be adopted in which the IDs of objects that the user can use in the scenario game are displayed as a list in a pull-down menu, for example, and the user is allowed to select one from among them. Note that, for example, when the user plays a scenario game for the first time, the user may not have any usable objects, and therefore an object determined by lottery, for example, may be assigned.
[0060] When the ID of an object to be used in the scenario game is entered and the software button 6404 is tapped, the ID is transmitted to the SNS server 20 (step Sa5). In the SNS server 20 to which the object ID has been sent, the game providing unit 211 requests object information 1234 from the game server 10, specifically, object information 1234 that is linked to the user (player) of the terminal device 60 that sent the ID and is indicated by the ID (step Sa6).
[0061] In the game server 10 that has received the request for the object information 1234, the management unit 111 searches the player information storage unit 123 for the object information 1234 that corresponds to the request, and provides it to the SNS server 20 (step Sa7). The SNS server 20 that receives the object information 1234 generates a screen based on the object information 1234 and presents it on the terminal device 60 (step Sa8).
[0062] 25 is a diagram showing an example of the screen of the terminal device 60 presented in step Sa8. On the display operation device 64, the quest name is displayed in area A5, and a list of each item in the object information 1234 is displayed in area A6. In addition, an area 6405 shows the appearance of the object indicated by the object information 1234. The software button 6406 is tapped when not selecting a displayed object, and the software button 6407 is tapped when selecting a displayed object.
[0063] Although not shown, tapping software button 6406 returns the screen to the input form screen (see FIG. 24) or returns to the initial screen (see FIG. 25). In either case, the user is prompted to re-enter the ID of the object to be used. On the other hand, when the software button 6407 is tapped, a message to that effect is sent to the SNS server 20 (step Sa9). This indicates that the user will participate in the quest as a player of the scenario game, and the object that the player will use is determined. Note that Figure 20 shows the process up to the determination of the objects that one player will use in the scenario game, but similar operations are performed until the objects that the other three players in the party will use in the scenario game are determined.
[0064] Once the objects of the four players who make up the party have been determined, the game providing unit 211 notifies the terminal device 60 of each player of the names of the four players who make up the party (step Sa10).
[0065] 26 is a diagram showing an example of the screen of the terminal device 60 presented in step Sa11. In area A7, the display operation device 64 displays the names of the four players, "Siberian Husky," "camocamo," "camomile," and "Mosaku," as well as a message to tap software button 6408 to progress in the quest. When the four players tap the software button 6408 on their own terminal devices 60, the quest begins (step Sa11).
[0066] In the SNS server 20, the game providing unit 211 provides the scenario server 30 and the summary server 40 with object information 1234 of objects used by the four players who make up the party (step Sa12). In summary server 40, which has received object information 1234 for four people, generation unit 412 accesses setting materials collection 227 in SNS server 20 and generates scenario premise information while referring to object information 1234 for four people (step Sa13). The generated scenario premise information is provided to scenario server 30 (step Sa14). Meanwhile, the game providing unit 211 provides the outline information, such as the outline information 223, the writing rule information 224, the scenario rule information 225, and the detailed scenario information 226, to the scenario server 30 (step Sa15).
[0067] At this point, the scenario server 30 has prepared the scenario creation instruction information, including object information 1234 for the four people who make up the party, the scenario premise information generated by the summary server 40, and outline information, etc. In this state, the generation unit 312 uses the large-scale language model 313 based on the creation instruction information to generate scenario information including option information (step Sa16).
[0068] Here, the summary server 40 is configured to provide the scenario premise information directly to the scenario server 30, but it is also possible to first send the scenario premise information to the SNS server 20, and then the SNS server 20 provides the scenario premise information and outline information, etc. to the scenario server 30.
[0069] The scenario information generated in the scenario server 30 is provided to the SNS server 20 by the management unit 311 (step Sa17). In the SNS server 20, the scenario acquisition unit 212 acquires the provided scenario information, and the game providing unit 211 generates a screen based on the scenario information and a screen based on the option information, and presents them to the terminal device 60 (step Sa18).
[0070] 27 is a diagram showing an example of the screen of the terminal device 60 presented in step Sa18. First, a prologue sentence, which is the beginning of the scenario game, is displayed in area A8 on the display operation device 64 of the terminal device 60. Note that the sentence in area A8 indicates the development of the game, and is therefore generated in the "desuu" style in accordance with the writing rule information 224.
[0071] 28 is a diagram showing an example of the screen displayed after the prologue on the terminal device 60. On the display / operation device 64, what the player should do is displayed in area A9, and options based on the option information are displayed in area A10. The options displayed in the area A10 are generated in accordance with the writing rule information 224.
[0072] 29 is a diagram showing an example of a screen on which the player can select from the displayed options. In area A11, the display operation device 64 displays information such as the need to select an option within the five-minute time limit, important points to note, and software buttons 6411 to 6413 for selecting an option. On this screen, when any of the software buttons 6411 to 6413 is tapped, or when the representative sends using numbers, information indicating the operation is sent to the SNS server 20 (step Sb1 in FIG. 21).
[0073] In this embodiment, each of the four players making up the party can select one of the three options presented. However, there is only one option that can be chosen as a party. Therefore, the option to be selected as a party is determined by the gaming providing unit 211 in the SNS server 20 in one of the following ways (step Sb2). In other words, the game providing unit 211 determines the option selected by the most players among the options selected by the four players, or if there is an equal number of options, determines one of the divided options by lottery, or if time runs out, determines one of the options by lottery, or, as a result of consultation among the four players, determines the option sent by the party representative as the option selected by that party.
[0074] Area A12 in FIG. 29 shows four players using a communication tool provided by the SNS server 20 to discuss which option they should select as a party. Area A13 in FIG. 30 shows that, as a result of the discussion, the player "Siberian Husky" selected the option with the circled number "2" as the party representative and sent it to the SNS server 20.
[0075] When the game providing unit 211 determines the option for the party, it provides information on the determined option to the scenario server 30 (step Sb3).
[0076] The scenario server 30 has already acquired the object information 1234 of the four players who make up the party in step Sa12, the scenario premise information in step Sa14, and the outline information etc. in step Sa15. This time, the generating unit 312 generates scenario information including option information based on the creation instruction information that includes the above information as well as option information determined by the party (step Sb4).
[0077] Because no options were presented prior to the prologue (Chapter 1), in step Sa16, scenario information was generated without reference to information about the options decided by the party. However, in step Sb4 this time, scenario information is generated that also includes information about the options decided by the party. The options decided by the party are, in other words, the will of the party. For this reason, the scenario information generated this time reflects the will of the party, and Chapter 2 of the scenario game unfolds based on this scenario information. In other words, the scenario game progresses with the will of the party reflected. This makes things more interesting for the players.
[0078] The scenario information generated in the scenario server 30 is provided to the SNS server 20 (step Sb5). In the SNS server 20, the scenario acquisition unit 212 acquires the provided scenario information, and the game providing unit 211 generates a screen based on the scenario information and a screen based on the option information, and presents them on the terminal device 60 as the second chapter (step Sb6).
[0079] 30, a confirmation message is displayed indicating that the representative's selection of "2" has been received by the SNS server 20. Note that this message indicates the progress of the game, and is therefore generated in the polite form as defined by the writing style rule information 224. Next, the scenario for Chapter 2, which reflects the party's intentions, is displayed in area A15. After this, options for Chapter 2 are presented, and although the content of the options differs from that in area A10, the display format of the options is the same, so an illustration of the screen is omitted.
[0080] The subsequent operation sequence is the same as steps Sb1 to Sb6. That is, a choice for the party is determined from the choices presented in Chapter 2, and scenario information including choice information is generated based on the object information 1234 of the four players, scenario premise information, outline information, etc., as well as creation instruction information including the results of the choices selected by the party. Then, a screen based on the scenario information and a screen based on the choice information are generated and presented on the terminal device 60 as Chapter 3.
[0081] The subsequent operation sequence is as shown in FIG. 22, and steps Sc1 to Sc6 in FIG. 22 are almost the same as steps Sb1 to Sb6 in FIG. However, once the party decides on a choice from the options presented in Chapter 3, the next ending will be reached. Therefore, in step Sc4, the scenario information generated based on the creation instruction information including the object information 1234 of the four players, scenario premise information, outline information, etc., and the results of the options selected by the party is a sentence that leads to an ending, and does not include option information. The generated scenario information is provided to the SNS server 20 by the management unit 311 (step Sc5). In the SNS server 20, the scenario acquisition unit 212 acquires the provided scenario information, and the game providing unit 211 generates a screen based on the scenario information and a screen based on the option information, and presents them as an ending on the terminal device 60 (step Sc6). The ending of a scenario game specifically indicates whether the quest was successful or not.
[0082] The following is an example of how to determine whether a quest has been completed: First, points are assigned to the options presented in Chapters 1, 2, and 3 at the time of generation, and when a party chooses an option, the assigned points are given to the party and accumulated. If the accumulated points finally exceed a threshold, the quest is deemed successful. The points assigned to the options are hidden from the player.
[0083] Next, a configuration is envisioned in which the success or failure of the quest is determined solely by the choices made in the final Chapter 3. In other words, if the correct choice is chosen in Chapter 3, the quest will succeed, and if any other choice is chosen, the quest will fail. Note that there may be multiple choices that are correct, or there may even be no choices at all. The number of options that are correct in Chapter 3 may also be determined based on the options selected in Chapters 1 and 2. With this configuration, the more good options selected before Chapter 3, the more options that are correct in Chapter 3, and therefore the higher the success rate of the quest.
[0084] Also, at the start of a quest, the success or failure of the quest may be determined based on the object information 1234 of the objects used by the four players. In this configuration, the results of the selection of options may affect something other than the success or failure of the quest, such as a reward given at the end of the quest. The success or failure of a quest may be determined at the start of the quest based on the total, median, or average level of the objects used by the four players. With this configuration, the higher the level of the objects used by the four players, the higher the success rate of the quest. Note that using the median level of the objects eliminates the influence of an object that is exceptionally high in level.
[0085] In the SNS server 20, the reward granting unit 213 determines the final result of the scenario game based on the ending scenario information, and determines rewards to be granted to the four players in the party based on the final result (step Sc7). Note that the rewards to be granted may be, for example, an increase in the level of an object used by the player depending on whether the quest was successful, or may be the granting of a quest item or a medium of value. Furthermore, the rewards granted to the four players in the party may be the same or different.
[0086] In the SNS server 20, the game providing unit 211 creates a screen showing the results of the scenario game and the details of the rewards, presents it to the terminal devices 60 of the four players, and provides information on the determined rewards to the game server 10 (step Sc8). In the game server 10 that has received the reward information, the management unit 111 updates the player information 1230 in accordance with the reward information (step Sc9). For example, if the reward is a level-up of an object, the management unit 111 increases the level in the object information 1234 used by the player. If the reward is the granting of a quest item, the management unit 111 links information indicating the quest item to the player information 1230 or the object information 1234. Furthermore, for example, if the reward is the granting of a value medium, the management unit 111 increases the value medium information in the corresponding player information 1230 by a specified amount.
[0087] 31 is a diagram showing an example of an ending screen displayed on the terminal device 60. On the display operation device 64, an ending message is displayed in area A16, and a text indicating the development of the scenario in the ending is displayed in area A17. In the text, the names of the objects used by the four players making up the party are displayed in bold, as specified in the writing rule information 224.
[0088] 32 is a diagram showing an example of a screen showing the details of rewards in a scenario game displayed on the terminal device 60. In this example, different rewards are given to the four players making up a party, and the display operation device 64 displays in area A18 an example in which the level of the objects used by each player has been maintained or improved. This ends the scenario game.
[0089] <Modification> The above-described exemplary embodiments may be modified in various ways. Specific examples of modifications that may be applied to the embodiments are given below. Two or more of the following examples may be combined together as long as they are not mutually inconsistent.
[0090] <First Modification> The first modified example is configured such that electronic information called a quest card is supplied to the terminal devices 60 of the four players making up the party as one form of reward given as a result of the scenario game.
[0091] FIG. 33 is a diagram showing an example of a quest card supplied to the terminal device 60 being displayed on the display operation device 64. In FIG. The quest card displays five stars indicating the difficulty of the quest, a summary of the scenario in the scenario game, and the appearance and name of the objects used by the four players who participated in the scenario game. The scenario summary is generated by the scenario server 30 and provided to the SNS server 20, and the game providing unit 211 of the SNS server 20, for example, generates a quest card from the scenario summary, and the quest card is presented to the terminal device 60.
[0092] <Second Modification> In the second variant, the system evaluates and scores the objects used by the players, and generates scenario information including choice information based on the scores. In other words, the scenario server 30 generates scenario information including choice information by adding information 1234 about the objects used by the four players, scenario premise information, outline information, etc., and, if there is information about the choices decided by the party, the information about those choices.
[0093] Examples of scoring the evaluation include, first, using the total level value of the objects used by the four players as the score; second, assigning a separate value indicating compatibility to each object and using the total compatibility value between the objects used by the four players as the score; and third, using a score indicating the relationship between the objects used by the four players and the scenario generated this time. In the second example, compatibility means that, for example, if object A and object B are brothers or sisters, the compatibility value will be high, or, for example, if object C and object D are rivals, the compatibility value will be low. In the third example, the relationship is, for example, the number of objects that originate (belong to) the place where the current scenario is set.
[0094] <Third Modification> In the embodiment and the like, the four players making up a party consult with each other using a communication tool provided by the SNS server 20, but the consultation may also be performed using a communication function separately provided in the game server 10. Specifically, the game server 10 is configured to perform the functions of the control unit 210, storage unit 220, and communication unit 230 of the SNS server 20. With this configuration, it is possible to eliminate the SNS server 20.
[0095] If the function of providing a scenario game to the terminal device 60 is configured to be provided by the game server 10 and the SNS server 20, it is realized by the cooperation of the programs stored in the processing device 11 and the storage device 12, and the programs stored in the processing device 21 and the storage device 22. Also, if the function of providing a scenario game to the terminal device 60 is configured to be provided by the game server 10 alone, it is realized by the cooperation of the programs stored in the processing device 11 and the storage device 12. Such a program may be provided and installed in a form stored on a computer-readable recording medium. The recording medium may be, for example, a non-transitory recording medium, such as an optical recording medium (optical disk) such as a CD-ROM, but may also include any known type of recording medium, such as a semiconductor recording medium or a magnetic recording medium. Note that a non-transitory recording medium includes any recording medium other than a transitory, propagating signal, and does not exclude volatile recording media. In a configuration in which a distribution device distributes a program via a communication network, the storage device in the distribution device that stores the program corresponds to the non-transitory recording medium.
[0096] <Fourth Modification> If there are no restrictions on the objects that a player can use in a scenario game, the level of the object may become excessively high, which may have a negative impact on the game balance. For this reason, it is possible to impose a restriction on the use of a particular object. This restriction may be, for example, the number of times it can be used (for example, up to five times) or the frequency of use (for example, once a week). There may also be quest items that can be consumed to remove or relax these usage restrictions. For example, there may be quest items that reset the number of uses when consumed, quest items that increase the number of uses, and quest items that reduce the frequency of use from, for example, once a week to once every three days.
[0097] <Fifth Modification> In the embodiment, the player selects from the presented options or the option is determined by lottery, but for example, instead of options, a question that prompts the players to think may be presented, and all players or a representative may respond in writing.
[0098] <Sixth Modification> In the embodiment, the number of players making up one party is four, but this is not limited to four, and the number may be one, two, or more. When the number of players is two or more, it may be that the number of players required to make up the party does not gather depending on the time of day. If the number of players required to make up the party does not gather within a specified time, for example, an object created by the CPU of the game server 10 (a non-player character that is not controlled by an actual player) may participate as a player in the scenario game.
[0099] <Seventh Modification> The screen displayed on the terminal device 60 may display not only text related to the development of the scenario or the progress of the game, but also still images or videos that match the scenario as a background to the text. Furthermore, sound effects that match events such as the development of the scenario, the presentation of options, and the selection of options may be generated on the terminal device 60, and background music may be generated on the terminal device 60 to create an atmosphere.
[0100] <Additional Notes> From the above description, for example, the following preferred embodiments of the present invention can be understood. Note that, in order to facilitate understanding of each embodiment, reference numerals in the drawings are written in parentheses for convenience, but this is not intended to limit the present invention to the illustrated embodiments.
[0101] <Appendix 1> A game system (1) according to one aspect (Appendix 1) of the present invention comprises a scenario acquisition unit (212) that acquires a scenario generated by a large-scale language model (313) using creation instruction information, a game providing unit (211) that provides a game that progresses using the scenario to a player's terminal device (60), and a reward granting unit (213) that grants a reward to the player based on the progress of the game, and the creation instruction information includes outline information (223) that indicates the outline of the scenario and object information (1234) that indicates game objects possessed by the player.
[0102] According to the first aspect, the game scenario is generated based on not only the outline of the scenario but also the game objects possessed by the player. In other words, the game progresses using a scenario generated according to the game objects, rather than a pre-prepared scenario, so that a highly entertaining game can be provided to the player.
[0103] In an embodiment, a "scenario" is a piece of text presented at the beginning of each chapter, but it is not limited to this. It may also be a kind of script that lists lines and actions of "game objects," or it may be something that describes the scene in a game, or a blueprint of roles such as when, where, and who does what. A "large-scale language model" is a model that uses huge amounts of natural language data to understand the structure and context of natural language and solve language processing tasks. Specifically, it generates new scenarios based on the data patterns and relationships in "creation instruction information." The "scenario acquisition unit," "game provision unit," and "reward granting unit" are typically constructed in a processing device within the server. The "game providing unit" provides games to terminal devices via a network. The "scenario acquisition unit," "game providing unit," and "reward granting unit" may be realized by different computers connected via a network, or may be realized by the same computer.
[0104] The "scenario generation unit that generates a scenario using a large-scale language model" may be realized on an external computer (external server) different from the computer (server) that realizes the "game provision unit" and the "reward granting unit," or it may be realized on the same computer (same server).
[0105] The "creation instruction information" may include, in addition to the "outline information" and "object information," "scenario premise information" that serves as the premise for the scenario, and "answer information." "Outline information" is information that indicates the basic rules of the game. Specifically, it is instruction information that instructs the "scenario generation unit" on the outline of what kind of scenario to generate. More specifically, it is text that lists the basic rules of the game in bullet points. Before the start of the scenario game, the operator of the terminal device is the "user" of the terminal device, but after the start of the scenario game, the operator becomes the "player."
[0106] A "game object" is a medium that represents a "player" in a game or is controlled by a "player," and is typically a character. A "game object" may be one selected from among multiple objects by a "player" in a game, one edited by a "player," or one automatically generated. The "game objects possessed by the player" may be all of the "game objects" possessed by the "player", or may be the "game objects" used by the "player" in the game.
[0107] If the "game object" is a character, the "object information" will be a group of information indicating the character's name, country, level, sense type, personality, skills, first person, appearance, etc. (See Figure 13.) Some of the "character information" items may be editable by the "player," while others may not be editable. The "game progress result" may be not only the final result of the game, but also the result at an intermediate stage of the game (for example, the stage at which a scene ends). A "reward" is a payment given to a player based on the progress of the game, and may specifically be a medium of value, electronic information such as a quest card, or the strengthening of items indicated by "object information" such as "skills" or "levels."
[0108] <Appendix 2> The game system (1) according to Supplementary Note 2 is the game system (1) according to Supplementary Note 1, wherein the scenario acquisition unit (212) acquires the scenario for each scene.
[0109] According to Appendix 2, the game progresses according to a newly created scenario for each scene, so from the player's perspective, the game's development is full of variety.
[0110] A "scene" corresponds to a "chapter" in the embodiment, but in a "scenario" it refers to a certain unit, a separated part, or a scene.
[0111] <Appendix 3> The game system (1) according to Supplementary Note 3 is the game system (1) according to Supplementary Note 2, wherein the creation instruction information includes question information of a question to be presented to the player in the scene and answer information of the player's answer to the question.
[0112] According to Supplementary Note 3, a scenario is generated based on question information posed to the player in response to the question and the answer information, so that a more entertaining game can be provided that is in line with the player's wishes.
[0113] The "question" may include a question presented to the player as well as multiple options that are candidates for answering the question. The "answer" may be information on an option selected by the player in response to the question, or a free response entered by the player in response to the question.
[0114] <Appendix 4> A game system (1) according to Supplementary Note 4 is the game system (1) according to Supplementary Note 3, wherein the scenario acquisition unit acquires a scenario for a scene following a specific scene based on the answer information in the specific scene.
[0115] According to Appendix 4, a scenario is generated corresponding to the next scene based on answer information in a specific scene, so that the player's preferences and feelings can be reflected in the scenario. The scenario for the next scene may include a question to be presented in the next scene and options for that question.
[0116] <Appendix 5> The game system (1) according to Appendix 5 is the game system (1) according to Appendix 3, in which a plurality of players participate in the game, and a plurality of options are presented as possible answers to questions posed to the plurality of players, and one of the options is decided by majority vote of the plurality of players.
[0117] According to Appendix 5, when there are multiple players participating in the game, even if the options selected by the players are divided, an answer can be obtained quickly by majority vote, allowing the game to progress quickly.
[0118] <Appendix 6> The game system (1) according to Appendix 6 is the game system (1) according to Appendix 4, in which the final result of the game that progresses according to the scenario is determined based on answer information of answers to questions presented in the multiple scenes.
[0119] According to Appendix 6, the final result of the game is determined based on the answer information provided by the player, so the result is in line with the player's wishes.
[0120] The answer information that determines the final result of the game may be answer information for all scenes, or may be answer information for only a specific scene. When answer information for all scenes is used, for example, a predetermined number of points may be assigned to the options in each scene, and the points assigned to the options selected by the player (or determined by lottery) may be accumulated for each scene, and the result of the game may be determined according to the value of the accumulated points. The case of using a specific scene means that, for example, only the answer information of the first scene, the answer information of the second scene, or the answer information of the last scene is used. In a narrow sense, the "final result of the game" refers to the success or failure of a quest, or whether the player wins or loses, but as explained below, it can also be a broader concept that includes the enhancement of skills, levels, etc. indicated by object information. In other words, the state at the end of the game is the "game result," and it also includes cases where the state remains unchanged from before the game started.
[0121] <Appendix 7> The game system (1) according to Supplementary Note 7 is the game system (1) according to Supplementary Note 6, in which the game object is strengthened based on the final result of the game.
[0122] According to Appendix 7, the "game object" is strengthened based on the final result of the game, so from the player's perspective, they can expect an advantageous effect in the next game, which makes the player want to play the game again.
[0123] The "game object" to be strengthened may be a "game object" used by the "player" in the game, or may be all or part of a "game object" owned by the "player." "Strengthening a game object" means that the measure of how much of an advantage one gains in a game by possessing that "game object" becomes higher, and in this embodiment, this means increasing the level.
[0124] <Appendix 8> The game system (1) according to Appendix 8 is the game system (1) according to Appendix 7, wherein strengthening the game object means that the strengthening level associated with the object information of the game object is increased, and if the player possesses a game object whose strength is a first value, an advantageous effect in the game can be obtained compared to when the player possesses the same game object whose strength is a second value lower than the first value.
[0125] According to Appendix 8, if the enhanced game object is used in the next game, advantageous effects can be expected in the next game.
[0126] Note that a "beneficial effect" refers to, for example, an increased probability of succeeding in a quest or winning a game. Specifically, if the factors determining the probability include the level of a game object, the likelihood of that level increasing or the amount of level increase increases.
[0127] <Other> The game system (1) according to Supplementary Note 1 can also be expressed as a control method for the game system (1), and can also be expressed as a computer program. [Explanation of symbols]
[0128] 1...game system, 10...game server, 20...SNS server, 30...scenario server, 40...summary server, 211...game provider, 212...game acquisition unit, 213...reward granting unit, 312...generation unit, 313...large-scale language model.
Claims
1. a scenario acquisition unit that acquires a scenario generated by a large-scale language model using creation instruction information; a game providing unit that provides a game that progresses using the scenario to a terminal device of a player; a reward awarding unit that awards a reward to the player based on the progress of the game; and The creation instruction information is Outline information indicating the outline of the scenario; object information indicating game objects possessed by the player; A game system including:
2. The scenario acquisition unit Obtain the scenario for each scene The game system according to claim 1 .
3. The creation instruction information includes, in the scene: Question information of a question to be presented to the player; Answer information of the player's answer to the question; The game system of claim 2 , comprising:
4. The scenario acquisition unit Based on the answer information in a specific scene, a scenario for a scene following the specific scene is obtained. The game system according to claim 3 .
5. There are multiple players participating in the game, A question to be presented to the plurality of players includes a plurality of options as possible answers to the question, One of the multiple options is decided by majority vote of the multiple players. The game system according to claim 3 .
6. The final outcome of the game that progresses according to the scenario is determined based on answer information for answers to questions presented in the plurality of scenes. The game system according to claim 4.
7. The game object is enhanced based on the final outcome of the game. The game system according to claim 6.
8. The strengthening of the game object refers to an increase in the strengthening level associated with the object information of the game object, If the player possesses a game object whose strength is a first value, an advantageous effect in the game can be obtained compared to when the player possesses the same game object whose strength is a second value that is lower than the first value. The game system according to claim 7.
9. Computer, a scenario acquisition unit that acquires a scenario generated by a large-scale language model using the creation instruction information; a game providing unit that provides a game that progresses using the scenario to a terminal device of a player; and a reward awarding unit that awards a reward to the player based on the progress of the game; It functions as The creation instruction information is Outline information indicating the outline of the scenario; object information indicating game objects possessed by the player; Programs including.
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