Program

The game progression system enhances entertainment by allowing users to acquire objects based on their actions, using a generation AI to create personalized content, thereby improving gameplay engagement.

JP2025173640AActive Publication Date: 2025-11-28COLOPL
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
JP2024079270
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-05-15
Publication Date
2025-11-28
Estimated Expiration
2044-05-15

AI Technical Summary

Technical Problem

There is a demand for enhancing the entertainment value of games.

Method used

A game progression system that allows users to acquire objects based on their past actions, utilizing a generation AI to create objects tailored to the user's gameplay history, integrating a control mechanism to provide information about past actions and initiate object generation.

Benefits of technology

Improves the entertainment value of games by personalizing gameplay experiences and enhancing engagement through dynamic object generation.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025173640000001_ABST
    Figure 2025173640000001_ABST
Patent Text Reader

Abstract

To enhance fun of a game.SOLUTION: A program allows a computer to function as game progressing means for controlling progress of a game, acquisition means for allowing a user to acquire a predetermined object that the user can used in a game, and control means for controlling generation of a predetermined object, and the control means starts generation processing for generating a predetermined object corresponding to a user's past action by giving information regarding the user's past action in a game to a generative AI on the basis of satisfaction of a predetermined condition in a game.SELECTED DRAWING: Figure 1
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a program. [Background technology]

[0002] BACKGROUND ART Conventionally, games and the like that allow items to be generated within the game have been known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2010-110640 Summary of the Invention [Problem to be solved by the invention]

[0004] There was a demand for games to be more entertaining.

[0005] The present invention aims to improve the entertainment value of games. [Means for solving the problem]

[0006] According to one embodiment shown in the present disclosure, Computer, a game progression means for controlling the progress of the game; acquisition means for allowing a user to acquire a predetermined object that the user can use in a game; a control means for controlling the generation of the predetermined object; The control means, when a predetermined condition is satisfied in the game, provides information about the user's past actions in the game to a generation AI and starts a generation process of generating the predetermined object according to the user's past actions. Programs are offered. [Effects of the Invention]

[0007] According to the present invention, the entertainment value of the game can be improved. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of an information processing system. [Figure 2] FIG. 2 is a block diagram showing a functional configuration of the information processing system. [Figure 3] FIG. 10 is a diagram illustrating an example of a screen displaying a map. [Figure 4] FIG. 10 is a diagram showing an example of a screen related to a battle. [Figure 5] FIG. 10 is a diagram showing an example of a screen related to an event in a game. [Figure 6] FIG. 10 is a diagram showing an example of a title. [Figure 7] 10 is a flowchart showing an example of a process for generating an object using a generation AI. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0010] <System hardware configuration> As shown in FIG. 1, an information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.

[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components of the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and loads it into the memory 22. The processor 21 executes the loaded program.

[0014] The memory 22 is a main storage device. The memory 22 is configured by storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores programs and various data that the processor 21 reads from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data that the processor 21 generates while operating according to the programs.

[0015] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The game realized through cooperation between the terminal device 10 and the server 20 may, for example, be a game executed on a browser launched on the terminal device 10. The program may also be a program that realizes the game through cooperation between a plurality of terminal devices 10. The various data may include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured by a storage device such as a flash memory or an HDD (Hard Disk Drive). The storage 23 stores various data related to the game.

[0017] The communication IF 24 controls transmission and reception of various data between the server 20 and the terminal device 10 and the like via the network.

[0018] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device that displays and outputs images.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal that a user uses when playing a game.

[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other by a communication bus.

[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.

[0022] The memory 12 is a main storage device. The memory 12 is configured by storage devices such as a ROM and a RAM. The memory 12 provides a working area for the processor 11 by temporarily storing the programs and various data that the processor 11 reads from the storage 13. The memory 12 also temporarily stores various data that the processor 11 generates while operating according to the programs.

[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured by a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.

[0024] The communication IF 14 controls transmission and reception of various data between the terminal device 10 and the server 20 etc. via the network.

[0025] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a USB (Universal Serial Bus) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.

[0026] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays images. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 which is an electronic component that combines the input unit 17 and the display unit 18.

[0027] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel serving as the input unit 17 may be of a capacitive type or a resistive type, or may be of another type.

[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor, an angular velocity sensor, a motion sensor, a gaze sensor, a bioelectric potential sensor, a fingerprint sensor, a breath sensor, a pressure sensor, or an image sensor), an operation stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.

[0029] <System Functional Configuration> 2 is a block diagram showing the functional configuration of the server 20 and the terminal devices 10. The server 20 in this embodiment has, for example, a function to provide each terminal device 10 with various data and programs necessary to realize the game, and a function to collect and manage data related to the game from each terminal device 10.

[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance for each game. The method of registering an account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for user account registration to the server 20 based on a user operation, and the server 20 may create and save an account for each user based on the received information.

[0031] 2, the server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program, game information, and user information.

[0032] The game program is a program for implementing the game. The game information and user information are data that the control unit 210 references when executing the game program.

[0033] In this embodiment, the game program may include a game program executed on the terminal device 10 side in addition to a game program executed on the server 20 side. Furthermore, the storage unit 220 may store a game program executed on the server 20 side and a game program executed on the terminal device 10 side.

[0034] The game information includes, for example, information for defining various virtual spaces. A virtual space is, for example, a space in which various objects, such as an object of a player character used by a user, are placed. The game information includes, for example, various setting information related to objects common to accounts, such as background objects, such as buildings, trees, and stones, placed in the virtual space, and the placement position, size, color, and shape of non-player character (NPC) objects. The game information also includes, for example, setting values ​​of various NPC parameters. Hereinafter, a character object placed in a virtual space may be simply referred to as a "character."

[0035] User information is information managed for each game account. User information includes, for example, information about the player character, information about owned assets, and information indicating the progress of the game. Owned assets can be considered as value possessed by a user in a virtual space. Examples of such value (in other words, in-game value, owned assets) include electronic currency, items, and characters. Examples of electronic currency include in-game currency that can be used in a game and crypto assets. That is, the storage unit 220 may store information such as electronic currency, items, or characters possessed by each user, for example, in association with identification information that can identify each user. In this embodiment, when a predetermined value (in other words, an object) such as an item is "granted to a user (in other words, acquired)," it can also be considered as storing the value possessed by the user in a predetermined storage unit, linked to the user's account.

[0036] The control unit 210 controls various processes related to the game by executing a game program stored in the storage unit 220. The control unit 210 includes a transmission / reception unit 211, a server processing unit 212, and a data management unit 213, for example.

[0037] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs from each terminal device 10 and passes them to the server processing unit 212. Furthermore, the transmitting / receiving unit 211 transmits the various types of data and programs to each terminal device 10 in accordance with the control of the server processing unit 212.

[0038] The server processing unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in a game program in response to a request from the terminal device 10. The server processing unit 212 also issues a command to the transmitting / receiving unit 211 to send game information or user information. The server processing unit 212 also issues a command to the data management unit 213 to add, update, or delete records of game information or user information.

[0039] The data management unit 213 manages various data stored in the storage unit 220 in accordance with instructions from the server processing unit 212. For example, the data management unit 213 reads game information or user information in accordance with instructions from the server processing unit 212, and transmits the information to the terminal device 10 via the transmission / reception unit 211. In addition, the data management unit 213 adds, updates, or deletes records of game information or user information in accordance with instructions from the server processing unit 212.

[0040] The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations from a user, and a function as an output device that outputs images and sounds of a game.

[0041] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 11, memory 12, storage 13, communication IF 14, input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. Examples of the various data include a game program, game information, and user information. The game program is a program for realizing a game on the terminal device 10 side. The game information and user information are data referenced when the control unit 110 executes the game program. The game information and user information stored in the storage unit 120 may include information similar to the game information and user information stored in the storage unit 220.

[0042] The control unit 110 executes a game program stored in the memory unit 120 to control various processes related to the game executed on the terminal device 10. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game progression unit 113, and a display control unit 114.

[0043] The operation reception unit 111 receives an operation (hereinafter also referred to as an "input operation") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of the types of input operations include various operations performed with fingers, etc., such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation of physically contacting the input unit 17 (for example, the touch screen 16) but may also include a non-contact operation. Note that an operation of ending a previously performed input operation, such as a touch-off operation of ending contact with the touch screen 16, can also be considered as one form of input operation.

[0044] Here, the operation reception unit 111 can also receive input operations performed using an operation device connected via the input / output IF 15 in the same way as input operations to the input unit 17 .

[0045] The transmitting / receiving unit 112 transmits or receives various types of data. The transmitting / receiving unit 112 transmits, for example, game information and user information to the server 20. The transmitting / receiving unit 112 receives various types of data, programs, etc. from the server 20.

[0046] The game progression unit 113 executes various processes related to the progression of the game. Specific examples will be explained below.

[0047] The game progression unit 113 defines a virtual space based on information for defining a virtual space, which is included in the game information. The game progression unit 113 places objects in the virtual space based on object setting information, which is included in the game information. The game progression unit 113 controls the objects placed in the virtual space. Specifically, the game progression unit 113 changes the position, orientation, shape, color, etc. of the objects in the virtual space, and causes the objects to perform predetermined actions.

[0048] The game progression unit 113 defines a virtual camera for specifying an area of ​​the virtual space to be presented to the user. The game progression unit 113 places the virtual camera within the virtual space by defining the position and orientation of the virtual camera within the virtual space. The game progression unit 113 generates an image that depicts the field of view defined by the virtual camera and the objects located in this field of view.

[0049] The game progression unit 113 interprets the user's instructions based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. The game progression unit 113 executes various determination processes related to the progress of the game based on the interpreted instructions, etc. The game progression unit 113 progresses the game while controlling objects, the virtual camera, etc. based on the results of the determination processes, etc. The game progression unit 113 updates, adds, or deletes game information and user information according to the progress of the game.

[0050] The display control unit 114 displays an image on the display unit 18. A specific example will be described below.

[0051] The display control unit 114 generates an image that depicts the area of ​​the virtual space that is within the field of view of the virtual camera defined by the game progression unit 113, and the objects that exist in that area, and displays this image on the display unit 18. The display control unit 114 can superimpose and draw objects related to the UI (User Interface) required for various game operations, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18.

[0052] Note that the functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely examples. Each of the terminal device 10 and the server 20 may have at least some of the functions of the other device. Furthermore, each of the devices, such as the terminal device 10 and the server 20, does not have to be realized by an integrated device, but may be realized, for example, by multiple devices connected via a network or the like. Furthermore, the information processing system 1 may be configured, for example, by only the terminal device 10 or the server 20. In other words, the information processing system 1 does not have to be realized by multiple devices connected via a network.

[0053] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. Note that in this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 will be described as performing each processing according to this embodiment by executing a game program stored in the information processing system 1. However, at least a portion of the processing according to this embodiment performed by the processor 11 may be performed by a processor other than the processor 11. Furthermore, at least a portion of the processing according to this embodiment performed by the processor 21 may be performed by a processor other than the processor 21. For example, some or all of the processing performed by one of the control unit 110 and the control unit 210 may be performed by the other. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices.

[0054] In the following, the configuration according to this embodiment will be described as being applied to a game that combines a roguelike game and a card game (in other words, a roguelike card game). Note that the configuration according to this embodiment can also be applied to games other than roguelike card games.

[0055] The flow of the game of this embodiment will be described with reference to examples of game screens shown in FIGS.

[0056] FIG. 3 is a diagram showing an example of a map screen 300 displaying a map 301. The user advances one square at a time through the map 301 (i.e., a dungeon, a virtual space) made up of a plurality of squares 302, aiming to reach the innermost part of the map 301. In the map 301 shown in FIG. 3, the user advances from square 302a at the bottom of the screen to square 302b at the top of the screen. Various events are set in each square 302, and when the user stops on (or reaches) any square 302, the event corresponding to (or set in) that square 302 is executed. The map 301 is made up of a plurality of stages, and the innermost part of the final stage is the innermost part of the map 301. When the user reaches the innermost part of a stage (specifically, when the user reaches the innermost square 302b and clears the event set in the innermost square 302b), the user can proceed to the next stage. In the map screen 300 shown in FIG. 3, one stage is displayed, and when the user clears this stage, the next stage is displayed. When the final stage is cleared (specifically, when the player reaches the innermost square 302b of the final stage and completes the event corresponding to the innermost square 302b), the game is cleared (in other words, the dungeon is cleared). Also, if the hit points of the player character reach "0" before the final stage is cleared, the game is over.

[0057] Various events such as battle events, story events, shop events, and rest events are associated with each square 302. In other words, the squares 302 include square 302c where a battle event is set, square 302d where a story event is set, square 302e where a shop event is set, and square 302f where a rest event is set.

[0058] A battle event is an event in which a battle takes place against an enemy character. Figure 4 shows an example of a battle screen 310 displayed during a battle event. As will be described in detail later, the user makes full use of cards 311 that they own to fight against enemy characters.

[0059] In a battle event, the user uses a deck made up of a plurality of cards 311 to fight against an enemy character 312. Specifically, the user uses the cards 311 to make the player character 313 and the enemy character 312 fight each other.

[0060] Battles are turn-based, with the user's turn and the enemy's turn alternating. Each turn, the user is dealt multiple cards 311 from a deck (i.e., a stockpile of cards). The user can select and use a card 311 to use from the cards 311 dealt (i.e., their hand). Each turn, the user is granted a predetermined number of usable points. Each card has a cost (i.e., points to be consumed), and when a card 311 is used, the cost set for the used card 311 is subtracted from the usable points. Furthermore, the used card 311 is discarded and cannot be used again until it becomes a hand. Each turn, the user can use cards 311 with a cost equal to or less than the remaining usable points. In other words, the user can use cards 311 within the number of usable points within a turn. In other words, the usable points can be considered the cost that can be used in each turn, and cards 311 can be used within the usable cost range.

[0061] The cards 311 are classified into a plurality of types. In this embodiment, the card types include attack cards that inflict damage on the enemy character 312, defense cards that block attacks from the enemy character 312, and skill cards that provide advantageous effects to the user in battle, such as buffing the player character 313 or debuffing the enemy character 312. In this embodiment, the user progresses through the game using a specific player character 313 (for example, by fighting the enemy character 312), and each card 311 causes the specific player character 313 to perform attack or defense or to use a skill (in other words, to buff the specific player character 313). However, for example, a card 311 with a player character 313 set thereon may exist, and by using the card 311, the player character 313 set on the card 311 may be selected as the player character 313 to be used in battle.

[0062] By using cards, the user can have the player character 313 attack (for example, attack by using an offensive card), have the player character 313 defend (for example, defend by using a defensive card), or strengthen the player character 313 (for example, strengthen by using a skill card) to progress through the battle.

[0063] At the start of play, the user is given a plurality of cards 311 to be used in battle (in other words, cards 311 that make up the deck). As will be described later, the user can acquire cards 311 in various events, and the cards 311 acquired by the user are added to the deck.

[0064] In the game of this embodiment, when the game is cleared (in other words, the dungeon is cleared) or the game is over, a new map 301 is generated, and the user can try to conquer the map 301 again from the beginning. In other words, the game of this embodiment can be played repeatedly, and one play is defined as the period from when exploration in a new map 301 begins until the game is cleared or the game is over. During one play, the user can acquire various objects such as cards 311 and use them in the game, but the acquired objects are lost when the play ends. Furthermore, during one play, the parameters of the user's player character 313 change (for example, the player character 313 is strengthened, such as by increasing the maximum hit points), but when the play ends, the changed parameters are restored. In other words, when one play ends, the user will start the game again from the beginning in the next play. Note that in the game of this embodiment, when one play ends, the user loses all of the acquired objects, but it may be possible to start the next play with some of the objects (in other words, items) remaining. That is, in the game of this embodiment, when one play ends, the user loses all cards that he or she has acquired in various events such as battle events, story events, or shop events.

[0065] The processing related to the progression of the game will now be described. The game progression unit 113 instructs the display control unit 114 to display a map screen 300, as shown in Figure 3, on the display unit 18. Based on this instruction, the display control unit 114 causes the map screen 300 to be displayed on the display unit 18.

[0066] The game progression unit 113 automatically generates a new map 301 for each play. The type and order of each square 302 placed within the map 301 are determined randomly, but they do not have to be completely random and may follow certain rules. For example, specific squares 302, such as the first square 302a or the last square 302b of each stage, may be fixed to squares 302 where a specific event (for example, a battle event) is set.

[0067] Furthermore, based on a user operation to select a specific square 302 from among the multiple squares 302 displayed on the map screen 300, the game progression unit 113 generates an event set for the selected square 302. At the start of each stage (in other words, when play begins), the game progression unit 113 accepts an operation to select a specific square 302 from the multiple squares 302a at the bottom of the map 301, but does not accept selection of any other squares 302. Thereafter, the game progression unit 113 accepts an operation to select the square 302 next to the square 302 the user is currently on, but does not accept selection of any other squares 302. In other words, the user must progress across the map 301 one square at a time. Note that in the example shown in FIG. 3, the user can only select the next square 302 connected by a dashed line from the square 302 they are currently on.

[0068] When a specific square 302 is selected, the game progression unit 113 causes an event set in the selected square 302 to occur. Specifically, the game progression unit 113 causes a screen related to the event set in the selected square 302 to be displayed on the display unit 18, and progresses the event based on the user's operation.

[0069] The following describes the case where the event set for the selected square 302 is a battle event. In a battle event, the game progression unit 113 instructs the display control unit 114 to display a battle screen 310, as shown in Figure 4, on the display unit 18. Based on this instruction, the display control unit 114 causes the display unit 18 to display the battle screen 310.

[0070] The battle screen 310 displays an image of a player character 313, an image of an enemy character 312, an image of a hand of cards, a display 315 showing the hit points of the player character 313, a display 316 showing the hit points of the enemy character 312, and a display 317 showing the available points. The image of each card 311 as a hand includes a display 320 of the card name, a display 321 of the cost, a display 322 showing the card's performance (in other words, the effect that occurs when the card is used), and the like.

[0071] The game progression unit 113 manages the user's turn and the enemy's turn during a battle event. During the user's turn, the game progression unit 113 generates an effect according to the performance of the selected card 311 based on the user's operation to select a card 311 to use from their hand, and progresses the battle event. For example, if the selected card 311 is an offensive card, the game progression unit 113 reduces the hit points of the enemy character 312 by the amount of damage set for the selected card 311. Furthermore, for example, if the selected card 311 is a defensive card, the game progression unit 113 grants the player character 313 an effect that reduces damage received by the player character 313 from an attack from the enemy character 312 during the enemy's turn. Then, based on the user's operation to end the user's turn, the game progression unit 113 ends the user's turn and transitions to the enemy's turn. During the enemy's turn, the game progression unit 113 executes an attack from the enemy character 312 to the player character 313, reducing the hit points of the player character 313 by the amount of damage set for the executed attack.

[0072] Then, when the hit points of the enemy character 312 reach "0" (in other words, when the user wins the battle event), the game progression unit 113 ends the battle event. Also, when the hit points of the player character 313 reach "0" (in other words, when the user is defeated in the battle event), the game progression unit 113 marks the game as over and ends the current play.

[0073] Next, we will explain the case where the event set in the selected square 302 is a story event. In the case of a story event, the game progression unit 113 instructs the display control unit 114 to display an event screen 330, as shown in Figure 5, on the display unit 18. Based on this instruction, the display control unit 114 displays the event screen 330 on the display unit 18.

[0074] The event screen 330 displays information related to a predetermined story. In the present embodiment, a story event is an event in which text 332 describing the story is displayed. Furthermore, in a story event, the game progression unit 113 presents the user with options 331 related to actions in the story, and progresses the event according to the option 331 selected by the user. In other words, the game progression unit 113 provides the user with an advantage or disadvantage according to the option 331 selected by the user. Here, an advantage may be the acquisition of an object such as a card, the acquisition of in-game currency, or an increase in a parameter of the player character 313 (in other words, a parameter related to the user) such as hit points. Furthermore, a disadvantage may be the loss of an object such as a card, the loss of in-game currency, or a decrease in a parameter of the player character 313 (in other words, a parameter related to the user) such as hit points. 5, if the user selects the first option 331, the game progression unit 113 will grant the user an advantage (specifically, the card 311), but will also grant the user a disadvantage that will put the user at a disadvantage in the subsequent game progression (specifically, a decrease in the hit points of the player character 313).On the other hand, if the user selects the second option 331, the game progression unit 113 will grant the user neither an advantage nor a disadvantage.

[0075] Then, when the story of the story event progresses to the end, the game progression unit 113 ends the story event. Also, during a story event, the player character's hit points may decrease, and when the player character's hit points reach "0", the game progression unit 113 marks the game as over and ends the current play.

[0076] A shop event is an event in which the user can purchase objects such as cards 311 at a shop in the game, and the game progression unit 113 ends the shop event when the user performs an operation to leave the shop. A rest event is an event in which the user can have the player character 313 take a rest and recover the hit points of the player character 313, and the game progression unit 113 ends the rest event when the hit points of the player character 313 are recovered.

[0077] When the event corresponding to the selected square 302 ends, the game progression unit 113 displays the map screen 300 again on the display unit 18, and accepts an operation by the user to select the next square 302.

[0078] In the game of this embodiment, the user can acquire cards 311 while playing. For example, the game progression unit 113 causes the user to acquire a card 311 based on the user winning a battle event. The game progression unit 113 also causes the user to acquire a card 311 based on the user selecting a specific option in a story event. The game progression unit 113 also causes the user to acquire a card 311 that the user purchased in a shop event. In other words, a card-acquiring event, such as a battle event, story event, or shop event, is set in the square 302, and the game progression unit 113 causes the user to acquire a card 311 based on the execution of the card-acquiring event.

[0079] The game progression unit 113 manages an available card list as a list of cards 311 that the user can acquire. The memory unit 120 stores the available card list. When a predetermined condition is met, the game progression unit 113 adds a specific card 311 to the available card list. In this embodiment, cards 311 generated by a generation process described below are added to the available card list. Note that the available card list may include cards 311 that are included by default (in other words, cards that are included in the initial state of the game) in addition to cards 311 generated by the generation process.

[0080] The game progression unit 113 selects cards 311 to be acquired by the user in a card acquireable event from the cards 311 included in the acquireable card list. In other words, the cards 311 included in the acquireable card list can also be considered candidate cards to be acquired by the user.

[0081] For example, in a card obtainable event, the game progression unit 113 presents multiple cards 311 to the user and grants the user the card 311 selected by the user. The game progression unit 113 selects the card 311 to be presented from the cards 311 included in the obtainable card list. Specifically, for example, if the user wins a battle event, the game progression unit 113 displays multiple cards 311 from the cards 311 in the obtainable card list on the display unit 18, allows the user to select a card 311 to obtain from the multiple cards, and grants the selected card 311 to the user. Furthermore, for example, the game progression unit 113 selects cards 311 that can be purchased in a shop event (in other words, cards 311 to display in a shop) from the obtainable card list and presents them to the user, and grants the card 311 that the user selected to purchase to the user.

[0082] For example, in a card obtainable event, the game progression unit 113 may present the user with one card 311 from the cards 311 included in the obtainable card list, and grant the card 311 to the user if the user selects to obtain the card 311. Specifically, for example, in a story event, the game progression unit 113 may present the user with an option 331 related to an action in the story, which option 331 allows the user to obtain a specific card 311 included in the obtainable card list, and grant the specific card 311 to the user if the option 331 is selected. Note that it is not necessary for the user to be informed of which card 311 to obtain before selecting an option. In other words, in a card obtainable event, the game progression unit 113 does not need to present the user with obtainable cards and then grant the card in accordance with the user's selection. For example, when the user selects a specific option 331 related to an action in the story in a story event, the game progression unit 113 may automatically select a card to be granted to the user from the cards included in the obtainable card list and grant the card to the user.

[0083] The game progression unit 113 grants the user a predetermined number of cards 311 at the start of one play. The types of cards 311 granted to the user at this time may be fixed or may vary. The game progression unit 113 may also present the user with candidate cards 311 to be granted at the start of one play, and grant the user the card 311 selected by the user. In other words, the user may be able to select the cards 311 to include in the deck at the start of one play. The game progression unit 113 may also grant the user cards 311 generated by the generation process and added to the obtainable card list at the start of one play. In other words, the card obtainable event may include an event that is executed at the start of one play.

[0084] Furthermore, when one play ends, the game progression unit 113 causes all of the cards 311 that the user has acquired in various events, such as battle events, story events, or shop events, to be lost. In other words, when one play of the game ends and the next play begins, the game progression unit 113 causes the user to start the next play in a state where at least some (for example, all) of the cards 311 that the user acquired in the previous play have been lost. On the other hand, the game progression unit 113 causes the next play to begin with the cards 311 that were added to the obtainable card list based on the previous play still added to the obtainable card list. Note that adding cards 311 to the obtainable card list based on the previous play may be performed while the previous play is in progress, or may be performed between the end of the previous play and the start of the next play.

[0085] The game progression unit 113 may be able to display a screen on the display unit 18 that allows the user to check the cards 311 included in the obtainable card list. In other words, the game progression unit 113 may display the obtainable card list on the display unit 18 based on a user operation or the like. With this configuration, the user can check the cards 311 that they can obtain during the game.

[0086] The obtainable card list may also have an upper limit on the number of cards 311 that can be included in the list. When the number of cards 311 included in the obtainable card list has reached its upper limit and a new card 311 is to be added to the obtainable card list, the game progression unit 113 may delete one card 311 from the obtainable card list and add the new card 311. In this case, the game progression unit 113 may determine and delete the card 311 to be deleted from the obtainable card list based on a user operation, or may determine and delete the card automatically (for example, randomly or according to a predetermined rule). For example, the game progression unit 113 may delete the cards 311 in the order in which they were added to the obtainable card list (in other words, cards added to the list oldest first). When the game progression unit 113 automatically (for example, randomly or according to a predetermined rule) determines the cards 311 to be deleted from the obtainable card list, it may not select a card 311 that the user selected to exclude from deletion as a card 311 to be deleted. That is, based on a user operation to select a specific card 311 from the obtainable card list, the game progression unit 113 may register the specific card 311 in the memory unit 120 as a card 311 to be excluded from deletion. When selecting cards 311 to be deleted from the obtainable card list, the game progression unit 113 may not select cards 311 that have been registered as cards 311 to be excluded from deletion. The game progression unit 113 may also request a fee from the user for registering a card to be excluded from deletion. That is, based on a user operation to select a specific card 311 from the obtainable card list, the game progression unit 113 may reduce the value owned by the user (e.g., electronic currency, items, etc.) by the amount of the fee when registering the specific card 311 as a card 311 to be excluded from deletion. Note that the process by the game progression unit 113 to determine and delete cards 311 to be deleted from the obtainable card list may be performed at a time other than when adding a new card 311 after the number of cards 311 has reached the upper limit.For example, the game progression unit 113 may perform the processing based on the completion of one play, or may perform the processing in an event corresponding to a specific square 302 (for example, based on the user selecting a specific option 331 in a story event).

[0087] The basic method of progressing through the game can be the same as that of conventional games. That is, the process related to exploring a dungeon, such as advancing one square at a time across a map, the process related to fighting enemy characters, the process related to the progression of various events, and the process related to the granting of objects such as cards can be the same as that of conventional games. That is, the basic method of progressing through the game, the operation method, various processes, etc. can be the same as that of conventional games (for example, conventional roguelike games and card games).

[0088] In this embodiment, the card 311 is generated using a predetermined generation AI (Artificial Intelligence). The generation AI used to generate the card 311 may be owned by the information processing system 1, or a generation AI provided by an external service may be used. The card 311 may be generated using an image generation AI that generates an image based on input information (e.g., text). The card 311 may also be generated using a generation AI that generates text based on input information (e.g., text).

[0089] The game progression unit 113 controls the generation of cards 311 using a generation AI. Specifically, the game progression unit 113 controls the generation of images of cards 311 using a generation AI and the determination of the performance of cards 311 using the generation AI. The game progression unit 113 decides to execute the generation of cards 311 using a generation AI at a predetermined trigger. In this embodiment, the generation of cards 311 using a generation AI involves generating images of cards 311 using the generation AI and determining the performance of cards 311 using the generation AI. In other words, once the game progression unit 113 decides to execute the generation of cards 311 using a generation AI, it starts the generation of card images using the generation AI and the determination of the performance of cards using the generation AI.

[0090] In other words, based on the satisfaction of a predetermined condition in the game, the game progression unit 113 provides information about the user's past actions in the game (hereinafter referred to as "action-related information") to the generation AI, and starts a generation process to generate a card according to the user's past actions. The action-related information can also be said to be information about the user's actions in the game within a predetermined period of time. The predetermined period may be the period from a predetermined reference point in time until the predetermined condition is satisfied. The predetermined period may also be the period from the start to the end of one play. The predetermined period may also be a period spanning multiple plays. The predetermined period may also be the period from the user's first play of the game until the predetermined condition is satisfied.

[0091] The predetermined condition for executing (in other words, starting) the generation process may be, for example, the end of one play. Specifically, the predetermined condition may be satisfied by clearing the game (in other words, clearing the dungeon) or by the player character 313 being defeated (in other words, losing in battle). The predetermined condition may also be satisfied by, for example, reaching a specific square 302. In other words, an event for executing card generation may be provided as an event corresponding to the specific square 302, and the predetermined condition for starting the generation process may be satisfied by the occurrence of that event.

[0092] In the following description, the predetermined condition for executing the generation process is the end of one play. The behavior-related information is also described as information related to the user's behavior in the game from the start to the end of one play. That is, the following description takes as an example a case where, when one play of a game by a user ends, a card is generated based on information related to the user's behavior in the game from the start to the end of that play.

[0093] The behavior-related information to be provided to the generation AI may be, for example, information about objects (e.g., items, specifically, cards, etc.) used by the user in the game, information about objects acquired by the user in the game, information about the route taken by the user (in other words, the squares 302 passed through), or information about battles fought by the user. That is, the behavior-related information may include, for example, information indicating the types of cards 311 used by the user and information indicating the number of times each card 311 has been used. The behavior-related information may also include, for example, information indicating the types of cards 311 acquired by the user and information indicating the number of times each card 311 has been acquired. The behavior-related information may also include, for example, information indicating the types of squares 302 passed through by the user, information indicating the number of times each type of square 302 has been passed through, information indicating how far the user has reached on the map 301, etc. The behavior-related information may also include, for example, information about damage inflicted by the user on enemy characters (e.g., the total amount of damage, the maximum amount of damage, the average amount of damage, etc.) and information about abnormal status inflicted by the user on enemy characters. Furthermore, the action-related information may include, for example, information indicating the number of enemy characters defeated by the user and information indicating the types of enemy characters defeated by the user.

[0094] Furthermore, the behavior-related information provided to the generation AI may be a character string representing the characteristics (in other words, tendencies) of the user's behavior (in other words, a character string corresponding to the characteristics of the user's behavior), derived based on the user's past behavior in the game. For example, the game progression unit 113 may derive the character string without using the generation AI, or may derive the character string using the generation AI. For example, when causing the generation AI to generate various information described below, the control unit 210 may provide the generation AI with primary behavior-related information, cause it to generate a character string representing the characteristics of the user's behavior based on the behavior-related information, and then cause it to generate various information based on the character string (in other words, secondary behavior-related information). Here, the generation AI that generates the various information and the generation AI that generates the character string may be the same or different. In other words, when causing the generation AI to generate various information described below, the control unit 210 may provide the generation AI with primary behavior-related information, cause it to summarize the behavior-related information, and then generate various information based on the summary results (in other words, secondary behavior-related information). Note that a "title," which will be described later, can also be considered an example of a character string representing the characteristics of the user's behavior (in other words, a summary result). Note that the various information generated by the generation AI here includes, as will be described later, an image of the card 311, suggestions regarding the performance of the card 311, a title, a story, and suggestions for cards 311 to be strengthened. Furthermore, the character string representing the characteristics of the user's behavior may be one that represents the characteristics of the user's behavior using characters in the game, such as "a play style similar to that of angel character A" or "a play style similar to that of devil character B."

[0095] The card 311 generated by the generation process according to the user's past behavior may be a card 311 with a design according to the user's past behavior. In other words, the object generated by the generation process may be an object with an appearance according to the user's past behavior. In other words, the generation process may generate an image (specifically, an image of an object) according to the user's past behavior.

[0096] Furthermore, the card 311 generated by the generation process according to the user's past actions may be a card 311 with performance according to the user's past actions. In other words, the object generated by the generation process may be an object with performance according to the user's past actions. In other words, the generation process may determine the performance of the object according to the user's past actions.

[0097] In this embodiment, the generation process includes an image generation process in which behavior-related information is provided to the generation AI to cause the generation AI to generate an image of the card 311. The generation process also includes a performance determination process in which behavior-related information is provided to the generation AI to determine the performance of the card 311. In other words, in this embodiment, the image of the card and the performance of the card are determined using the generation AI. Also, in this embodiment, the generation of the image of the card and the determination of the performance of the card are each performed using different generation AIs. However, the generation of the image of the card and the determination of the performance of the card may also be performed using the same generation AI.

[0098] The generation process may be executed by the control unit 110 of the terminal device 10, may be executed by the control unit 210 of the server 20, or may be executed by the control unit 110 and the control unit 210 in cooperation with each other. That is, in the following description, the generation process is executed by the generation unit 214 of the control unit 210, but the control unit 110 may have a part or the entirety of the generation unit 214.

[0099] When a predetermined condition related to the execution of the generation process is satisfied (for example, when the user has finished one play of the game), the game progression unit 113 sends a signal to the server 20 instructing it to generate a card 311. The generation unit 214 starts the generation process based on this signal. Note that the action-related information used in the generation process may be sent by the game progression unit 113 to the server 20 at the same time that the signal is sent (in other words, when the predetermined condition is satisfied), or may be sent by the game progression unit 113 to the server 20 in advance of this timing and stored in the memory unit 220.

[0100] The generation unit 214 performs an image generation process in which the generation AI is provided with behavior-related information and the generation AI is caused to generate an image of the card 311. Specifically, the generation unit 214 transmits the behavior-related information to the generation AI and instructs the generation AI to generate an image of the card 311 based on the behavior-related information. For example, the generation unit 214 may transmit (input) to the generation AI a prompt including a predetermined character string as the behavior-related information and a character string instructing the generation AI to generate an image of the card 311 based on the behavior-related information, thereby causing the generation AI to generate an image of the card 311 corresponding to the user's past behavior in the game. Note that in this embodiment, the generation unit 214 first provides the behavior-related information to a first generation AI and causes the first generation AI to generate a character string representing the characteristics of the user's behavior based on the behavior-related information (in other words, a character string corresponding to the user's behavior). Then, the generation unit 214 provides a character string representing the characteristics of the user's behavior generated by the first generation AI to a second generation AI different from the first generation AI and causes the second generation AI to generate an image of the card 311 based on the character string.

[0101] The generation unit 214 also provides the behavior-related information to the generation AI and performs a performance determination process to determine the performance of the card 311 based on the behavior-related information. In this embodiment, the generation unit 214 provides the behavior-related information to the generation AI and causes it to extract an option to be adopted from a plurality of options related to the card's performance that have been prepared in advance, based on the behavior-related information. The plurality of options are stored in the storage unit 220, for example.

[0102] The generation AI selects an option to be adopted from multiple options related to card performance based on the action-related information. Here, each option specifies the card's performance. Specifically, each option may relate to the effect obtained by using the card 311, such as "Deal 8 fire damage to one enemy," "Deal 8 water damage to one enemy," "Deal 5 damage to all enemies," "Increase defense value by 6," "Increase agility by 2," or "Draw 3 cards." Note that if the object generated by the generation process is a weapon or the like rather than a card 311, each option may be, for example, "Non-elemental sword, attack power 12," "Fire-elemental sword, attack power 10," or "Lightning-elemental armor, defense power 8."

[0103] The generation AI may extract one option to be adopted, or may extract multiple options. When extracting one option to be adopted, the performance of the extracted option is determined as the performance of the card 311 to be generated. When extracting multiple options to be adopted, the performance of one option selected from the extracted multiple options is determined as the performance of the card 311 to be generated. The selection of one option from the extracted multiple options may be performed by selecting one option from the extracted multiple options by lottery, or by presenting the extracted multiple options to a user and having the user select one option from the extracted multiple options.

[0104] The generation AI may extract an option to be adopted, for example, as follows. For example, multiple groups each consisting of multiple options related to card performance may be prepared in advance, and the generation AI may determine which group to adopt from the multiple groups based on behavior-related information. That is, the process of extracting an option to be adopted from the multiple options related to card performance by the generation AI may be a process of selecting a group to be adopted from the multiple groups. For example, when performing the generation process, the generation unit 214 may send behavior-related information to the generation AI and information about each of the multiple groups to the generation AI, and instruct the generation AI to determine a group to be adopted from the multiple groups based on the behavior-related information. For example, the generation unit 214 may send (in other words, input) to the generation AI a prompt including a predetermined string as behavior-related information, a string describing the characteristics of each of the multiple groups, and a string instructing the generation AI to determine a specific group from the multiple groups as the group to be adopted based on the behavior-related information, thereby causing the generation AI to select a group based on the user's past behavior in the game. In this case, the generation unit 214 determines the performance of an option selected by lottery from among multiple options included in the group selected by the generation AI, or based on a selection operation by the user, as the performance of the card 311 to be generated. In other words, the group can also be referred to as a table used in the lottery.

[0105] Furthermore, the generation AI may extract options to be adopted, for example, as follows. For example, when performing a generation process, the generation unit 214 transmits behavior-related information to the generation AI and information about each of a plurality of options to the generation AI, and instructs the generation AI to determine options to be adopted from the plurality of options based on the behavior-related information (e.g., to select a predetermined number of options to be adopted) (note that the predetermined number may be one or more). For example, the generation unit 214 may transmit (in other words, input) to the generation AI a prompt including a predetermined string of characters as behavior-related information, a string of characters describing the performance of each of the plurality of options, and a string of characters instructing the generation AI to determine a specific option to be adopted from the plurality of options based on the behavior-related information, thereby causing the generation AI to extract options based on the user's past behavior in the game. Here, when the generation AI extracts one option, the generation unit 214 determines the performance of the option extracted by the generation AI as the performance of the card 311 to be generated. In addition, when the generation AI extracts multiple options, the generation unit 214 determines the performance of the option selected by lottery or based on the user's selection operation from the multiple options extracted by the generation AI as the performance of the card to be generated.

[0106] The generation unit 214 acquires information generated by the generation AI. Specifically, the generation unit 214 acquires an image of the card 311 generated by the generation AI. The generation unit 214 also acquires information indicating the option to be adopted determined by the generation AI (including information indicating the group to be adopted). The generation unit 214 then generates a card 311 using the information generated by the generation AI. Specifically, the generation unit 214 generates a card 311 using an image generated by the generation AI, the card 311 having performance determined based on the option to be adopted selected by the generation AI from multiple options related to card performance. The game progression unit 113 also adds the card 311 generated by the generation unit 214 to a list of obtainable cards. This allows the user to acquire the card 311 generated using the generation AI.

[0107] The image of an object generated by the generation AI may represent the entire object or a portion of it. That is, for example, cards used in games are known that have a portion with a picture corresponding to the card and a frame portion common to all cards. The generation unit 214 may cause the generation AI to generate an image of the picture portion (in other words, an image of a portion of the object), and combine the generated image of the picture portion with a pre-prepared image of the frame portion (in other words, an image of another portion of the object) to generate an image of the entire card 311. Similarly, for example, when generating an image of a weapon using the generation AI, the generation unit 214 may cause the generation AI to generate an image of the entire weapon, or may cause the generation AI to generate an image of a portion of the weapon, and combine the generated image with a pre-prepared image of another portion of the weapon to generate an image of the entire weapon.

[0108] Furthermore, in this embodiment, the generation unit 214 causes the generation AI to propose the performance of the card to be generated by extracting an option to be adopted from a plurality of options related to the performance of the card prepared in advance based on the behavior-related information. Then, the generation unit 214 generates the card 311 based on the proposal of the performance of the card to be generated by the generation AI. That is, in this embodiment, the generation unit 214 determines the performance of the card 311 to be generated by using the generation AI to determine which option to adopt from the options prepared in advance. However, the performance of the card 311 may be determined using the generation AI without preparing such options. That is, for example, the generation unit 214 may send behavior-related information to the generation AI and instruct the generation AI to devise the performance of the card 311 suitable for the user based on the behavior-related information. Then, the generation unit 214 may generate the card 311 based on the performance of the card devised and proposed by the generation AI.

[0109] Here, a specific example of the generation process will be described. For example, the generation unit 214 provides the generation AI with information about the card 311 used by the user as behavior-related information, and requests the generation AI to propose a card that is compatible with (or synergizes with) the card 311 used by the user (in other words, the user's play style). The generation unit 214 then generates the card 311 based on the proposal from the generation AI. The information about the card 311 used by the user includes, for example, a character string that represents the characteristics (in other words, tendencies) of the user's behavior, which is derived based on the card 311 used by the user. This configuration allows the user to obtain a card with performance that suits their play style. Specifically, for example, each card may be assigned an attribute related to attack or defense, such as a fire attribute, a water attribute, a lightning attribute, a wind attribute, or no attribute. In this case, by providing the generation AI with behavior-related information indicating that fire attribute cards are frequently used, the generation AI can be asked to propose a card that synergizes with the fire attribute card. More specifically, for example, by dividing the aforementioned groups consisting of multiple options related to card performance into groups such as a group of cards that are compatible with fire attribute cards and a group of cards that are compatible with water attribute cards (in other words, by dividing into groups according to the user's play style), if the behavior-related information indicates that fire attribute cards are used frequently, it becomes possible to have the generation AI suggest the group of cards that are compatible with fire attribute cards as a group to adopt. In other words, by dividing the aforementioned groups into groups according to play style, it becomes possible to have the generation AI suggest groups that are suitable for the user's play style.

[0110] Furthermore, the generation unit 214 provides the generation AI with information about the card 311 used by the user as behavior-related information, and requests the generation AI to generate an image of a new card 311 that corresponds to the card 311 used by the user (in other words, the user's play style).The generation unit 214 then generates the card 311 using the image generated by the generation AI.With this configuration, the user can obtain a card 311 whose appearance reflects their own play style.

[0111] The behavior-related information given to the generation AI when generating the image of the card 311 and the behavior-related information given to the generation AI when determining the performance of the card may be the same or different.

[0112] Furthermore, the generation unit 214 may use either the image of the card 311 generated using the generation AI or the performance of the card 311 determined using the generation AI to generate the other. That is, for example, when causing the image generation AI to generate an image of the card 311, the generation unit 214 may provide the image generation AI with information on the performance of the card 311 determined using the generation AI to generate the image. Also, for example, when determining the performance of the card 311 using the generation AI, the generation unit 214 may provide the image of the card 311 generated using the image generation AI to the generation AI to determine the performance of the card.

[0113] Note that the behavior-related information provided to the generation AI in the generation process may be information such as a title assigned to the user based on the user's past behavior in the game. For example, the game progression unit 113 may assign a title to the user based on the user's past behavior based on the fulfillment of a predetermined condition. The user may also be able to assign the assigned title to the player character 313 they use. In other words, the game progression unit 113 may assign and cancel titles to the player character 313 based on user operations. Then, in the generation process, the generation unit 214 may communicate the title assigned to the player character 313 to the generation AI as behavior-related information to generate an image of the card 311 and determine its performance. In this case, if the title assigned to the player character 313 is canceled, the canceled title is no longer communicated to the generation AI as behavior-related information. In other words, the user may be able to select whether or not to use the assigned title in generating the card 311. Alternatively, the user may not be able to select whether or not to use the assigned title in generating the card 311, and the assigned title may be automatically used in generating the card 311. The assigned title may be displayed on the game screen so that the user can confirm it, or it may not be displayed on the game screen (in other words, it may not be presented to the user and may be used only for internal processing). An example of a title is shown in FIG. 6.

[0114] The game progression unit 113 may select a title to be assigned to the user from a plurality of titles prepared in advance based on the user's past actions in the game, and assign the title to the user. The game progression unit 113 may also assign a title to the user that the generation unit 214 generates using a generation AI. In other words, the generation unit 214 may use a generation AI to generate a title instead of or in addition to generating a card 311. The predetermined conditions for generating a title may be the same as or different from the predetermined conditions for generating a card 311. That is, for example, when the user finishes one play of the game, the generation unit 214 may generate a title using a generation AI based on information about the user's actions in the game from the start to the end of that play. For example, the generation unit 214 transmits behavior-related information to the generation AI and instructs the generation AI to generate a title based on the behavior-related information. For example, the generation unit 214 may send (in other words, input) to the generation AI a prompt including a predetermined string of characters as behavior-related information and a string of characters instructing the generation of a title based on the behavior-related information, and cause the generation AI to generate a title according to the user's past behavior in the game.

[0115] The generation unit 214 may use the generation AI to generate a story for a story event, instead of or in addition to a card or a title. Specifically, for example, the generation unit 214 may provide action-related information to the generation AI and generate a story based on the action-related information. Here, the generation unit 214 may cause the generation AI to generate text 332 describing the story to be displayed on the event screen 330 for the story event (see FIG. 5). The generation unit 214 may also cause the generation AI to generate options 331 related to actions in the story to be used in the story event. Note that generating the options 331 includes causing the generation AI to generate (in other words, devise or determine) the results the user will obtain when selecting the option 331 (e.g., the result of obtaining the card 311, the result of how much in-game currency will be obtained, the result of the player character 313 receiving damage, etc.). In other words, the generation unit 214 may use the generation AI to generate elements that constitute a story event.

[0116] For example, the generation unit 214 sends behavior-related information to the generation AI and instructs the generation AI to generate a story (specifically, in the game, a story of an event corresponding to a specific square 302) based on the behavior-related information. At this time, the generation unit 214 may instruct the generation AI to make the story include options that the user can select. The game progression unit 113 causes an event of the story generated by the generation AI to occur based on the user reaching a square 302 where a story event occurs.

[0117] The game progression unit 113 provides the action-related information to the generation AI to start the generation process (in other words, determine to execute the generation process) that generates a story based on the user's past actions at a predetermined timing (in other words, based on a predetermined condition being satisfied in the game). The predetermined timing may be, for example, the following timing. That is, for example, the game progression unit 113 may start the generation process that generates a story for an event corresponding to a specific square 302 in the map 301 while one play is in progress. Specifically, for example, based on the user selecting the specific square 302 as the destination square 302, the game progression unit 113 may start generating a story for an event that occurs as a result of the selection. Alternatively, when clearing a stage and advancing to the next stage, the game progression unit 113 may start generating a story for an event to be set in the square 302 located in the next stage. Furthermore, for example, the game progression unit 113 may start generating a story for an event to be set in the square 302 located in the map 301 during the next play, between the end of one play and the start of the next play.

[0118] Note that the control unit 210 may use a generation AI to determine the object to be strengthened. For example, the game progression unit 113 generates a strengthening event in the game that strengthens a card 311 in the user's deck (in other words, an object owned by the user). The game progression unit 113 may generate a strengthening event, for example, at the start of a play, or may generate a strengthening event based on the user reaching a specific square 302 (in other words, as an event corresponding to the specific square 302). When executing a strengthening event, the game progression unit 113 causes the generation AI to extract an object to be strengthened.

[0119] For example, when a strengthening event is executed, the game progression unit 113 sends a signal to the server 20 instructing it to determine a card 311 to be strengthened. Based on the signal, the control unit 210 starts extracting the card 311 to be strengthened. Specifically, the control unit 210 sends behavior-related information to the generation AI, and also sends information about each of the multiple cards 311 included in the user's deck to the generation AI, and instructs the generation AI to select a card 311 to be strengthened from the multiple cards 311 based on the behavior-related information. In other words, the control unit 210 causes the generation AI to suggest a card 311 to be strengthened. Here, the control unit 210 may instruct the generation AI to select one card 311 to be strengthened, or may instruct the generation AI to select multiple cards 311 to be strengthened. Then, the game progression unit 113 strengthens the card 311 to be strengthened selected by the generation AI in the strengthening event.

[0120] Note that when the generation AI selects multiple cards 311 to be strengthened, the game progression unit 113 may present the multiple cards selected by the generation AI to the user and strengthen the card selected by the user from the presented cards. Alternatively, the game progression unit 113 may strengthen all of the multiple cards selected by the generation AI.

[0121] Strengthening an object can also be thought of as improving the performance of the object. For example, when strengthening a card 311 in a strengthening event, the game progression unit 113 may increase the amount of damage inflicted by an offensive card, increase the effect of reducing damage to a defensive card, or reduce the cost of the card 311.

[0122] Next, an example of a process for generating an object using a generation AI will be described with reference to FIG.

[0123] First, the game progression unit 113 decides to execute a generation process based on a predetermined condition being satisfied in the game (Step S101). Specifically, for example, the game progression unit 113 decides to generate a card 311 based on the completion of one play of the game.

[0124] Next, the game progression unit 113 instructs the generation unit 214 to start generation processing (Step S102).

[0125] Next, the generation unit 214 starts the generation process based on the instruction to start the generation process. Specifically, based on the instruction to start the generation process, the generation unit 214 provides information about the user's past actions in the game (in other words, action-related information) to the generation AI to perform a performance determination process to determine the performance of the card 311 (step S103).

[0126] In addition, based on the instruction to start the generation process, the generation unit 214 performs an image generation process in which information regarding the user's past actions in the game (in other words, action-related information) is provided to the generation AI, causing the generation AI to generate an image of the card 311 (step S104).

[0127] Next, the generation unit 214 generates a card 311 based on the performance determined by the performance determination process and the image generated by the image generation process (step S105). In other words, the generation unit 214 generates a card 311 that has the performance determined by the performance determination process and the image generated by the image generation process.

[0128] Next, the game progression unit 113 adds the generated card 311 to the list of candidates for cards 311 that the user can acquire (Step S106). Specifically, the game progression unit 113 adds the card 311 generated by the generation unit 214 to the list of obtainable cards.

[0129] Furthermore, after adding the generated card 311 to the available card list, the game progression unit 113 starts the next play based on the user's operation to start the next play. Specifically, the game progression unit 113 generates a new map 301 and causes the user to start conquering the map 301. Then, based on the fact that a predetermined condition related to the acquisition of a card 311 is satisfied during the course of play, the game progression unit 113 grants the user a specific card 311 from among the candidate cards 311 to be acquired by the user (in other words, the cards 311 included in the available card list). Then, when a predetermined condition related to the execution of the generation process is satisfied, the processing of step S101 is executed again. Specifically, when the game is cleared or the game is over and play ends, the game progression unit 113 determines to execute the generation process again.

[0130] The behavior-related information used in the performance determination process and the image generation process may include information about the user's use of the card 311 generated in the generation process. With this configuration, the use of an object generated in a previous generation process is reflected in an object generated in a subsequent generation process, thereby realizing a game feature in which the generated object gradually evolves. Furthermore, in a game such as the game of this embodiment in which, when one play ends and the next play begins, a player loses certain objects, such as the card 311, acquired in the previous play, but the list of acquireable objects is carried over when the next play begins, thereby realizing a new game feature not found in similar games.

[0131] Note that in the present embodiment, the object generated by the generation process is added to candidate objects to be acquired by the user; however, the generated object may be directly granted to the user rather than being added to the candidate objects. That is, for example, when a card 311 is generated by the generation process, the game progression unit 113 may grant the generated card 311 to the user at the time of generation. For example, based on a decision to grant the card 311 to the user, the game progression unit 113 may start generation process to generate the card 311 to be granted, and grant the generated card 311 to the user.

[0132] The configuration according to this embodiment may be applied to any game including, for example, action games, shooting games, role-playing games, adventure games, card games, racing games, puzzle games, music games, and simulation games. The configuration according to this embodiment may also be applied to games in which users can compete against each other or cooperate with each other (in other words, games that allow multiplayer). The objects (cards 311 in this embodiment) generated by the generation AI are not particularly limited, and may be, for example, items to be equipped to characters, such as weapons, armor, and accessories, consumable items that are consumed through use, or characters (for example, characters usable by the user or enemy characters). Furthermore, the configuration according to this embodiment may be applied to services other than games (in other words, applications).

[0133] The present invention is not limited to the above-described embodiments and can be implemented in various modifications without departing from the spirit of the invention. The present invention can also be applied to services other than games. Within the scope of the invention, the components can be freely combined, any component can be modified, or any component can be omitted. Furthermore, the process flow described in this specification is merely an example, and the order and configuration of each process may be different. Furthermore, some processes shown in the flowchart may not exist. In other words, the process flow and specific determination processes may differ from those exemplified in this specification.

[0134] <Additional Notes> The matters described in the above embodiment can also be described as follows:

[0135] (Appendix 1) Computer, a game progression means (for example, a game progression unit 113) that controls the progress of the game; acquisition means (e.g., a game progression unit 113) that allows a user to acquire a predetermined object that the user can use in a game; a control unit (e.g., a control unit 110) that controls the generation of the predetermined object; The control means, when a predetermined condition is satisfied in the game, provides information about the user's past actions in the game to a generation AI and starts a generation process of generating the predetermined object according to the user's past actions. program. This configuration allows for gameplay in which new in-game objects are generated based on the player's own actions. Furthermore, by generating objects using a generation AI, it becomes possible to create unique objects for each user, enabling gameplay that has never been seen before. This increases the interest of the game.

[0136] (Appendix 2) The generation process includes a process of providing information about the user's past actions in the game to a generation AI and causing the generation AI to generate an image of the predetermined object. The program described in Appendix 1. With this configuration, the generated object can have a unique appearance for each user, depending on the user's actions in the game, thereby making the game more entertaining.

[0137] (Appendix 3) The generation process includes a process of providing information about the user's past actions in the game to a generation AI to determine the performance of the predetermined object. The program described in Appendix 1. With this configuration, the performance of the generated object can be varied depending on the user's actions in the game, thereby making the game more entertaining.

[0138] (Appendix 4) The information about the user's past actions in the game that is provided to the generation AI includes information about the user's use of the predetermined object generated by the generation process. A program according to any one of appendices 1 to 3. With this configuration, the use of an object generated in a previous generation process is reflected in an object generated in a later generation process, making it possible to realize a game-like feature in which a new object is generated by using an object generated previously.

[0139] (Appendix 5) Computer, causing the generated predetermined object to function as an adding means (for example, the game progression unit 113) for adding the generated predetermined object to candidates for objects that the user may acquire; The game progression means is capable of starting the next play in a state where, when one play of the game ends and the next play starts, the predetermined object acquired in the previous play has been lost, and the predetermined object added based on the previous play remains included in the candidates. A program according to any one of appendices 1 to 3. With this configuration, in a game in which, when one play ends and the next play begins, a specific object acquired in the previous play is lost, the next play can be started with the candidate objects that can be acquired reflected in the previous play, making it possible to realize unprecedented gameplay.

[0140] The problem-solving means constituted by the above-mentioned program (for example, each configuration described in the appendix) can be appropriately diverted to an apparatus, system, method, medium, etc. [Explanation of symbols]

[0141] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 110 Control unit, 111 Operation acceptance unit, 112 Transmission / reception unit, 113 Game progression unit, 114 Display control unit, 120 Storage unit, 210 Control unit, 211 Transmission / reception unit, 212 Server processing unit, 213 Data management unit, 214 Generation unit, 220 Storage unit

Claims

1. Computer, a game progression means for controlling the progress of the game; acquisition means for allowing a user to acquire a predetermined object that the user can use in a game; a control means for controlling the generation of the predetermined object; The control means, when a predetermined condition is satisfied in the game, provides information about the user's past actions in the game to a generation AI, and starts a generation process for generating the predetermined object according to the user's past actions. program.

2. The generation process includes a process of providing information about the user's past actions in the game to a generation AI and causing the generation AI to generate an image of the predetermined object. The program according to claim 1.

3. The generation process includes a process of providing information about the user's past actions in the game to a generation AI to determine the performance of the predetermined object. The program according to claim 1.

4. The information about the user's past actions in the game that is provided to the generation AI includes information about the user's use of the predetermined object generated by the generation process. The program according to any one of claims 1 to 3.

5. Computer, causing the generated predetermined object to function as an adding means for adding the generated predetermined object to candidates for objects to be acquired by the user; The game progression means is capable of starting the next play in a state where, when one play of the game ends and the next play starts, the predetermined object acquired in the previous play has been lost, and the predetermined object added based on the previous play remains included in the candidates. The program according to any one of claims 1 to 3.

Citation Information

Patent Citations

  • Game role generation method and device, equipment, storage medium and program product

    CN116966590A

  • Item production service provision system for generating dynamic game environments based on AI

    JP2023508058A

  • Character management system, program, and character information providing method

    JP2024052226A

  • Game system, game program and recording medium

    JP2010110640A

  • KR20230151821A