Computer program, game system used for the same, and control method

JP2025178306A5Pending Publication Date: 2026-03-25KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-09-12
Publication Date
2026-03-25

AI Technical Summary

Technical Problem

Existing soccer games lack the ability to reflect user skill in automatically controlled character behaviors, leading to predictable outcomes and decreased game enjoyment.

Method used

A computer program that calculates an initial position for a user character's target, corrects it based on user input, and controls the character's movement towards the corrected position, incorporating user instructions into automatic control actions.

Benefits of technology

Enhances the game's enjoyment by allowing user skill to be reflected in the accuracy of the tackling action, making it more unpredictable and skill-dependent.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a computer program capable of reflecting a difference in a user's skill in operation of a character by automatic control.SOLUTION: A computer program PG is connected to a monitor 7 including a match-up screen 60 including a player PL, a ball BI, and a field FD, and a controller 6, and allows a control unit 21 of a game device 2 for providing a soccer game to function as the following means. More specifically, the computer program PG calculates an initial position P of a target position that should be a target of a travel destination of the player PL on the basis of a reference position RP as a position of a goal GO set to the field FD, and corrects the initial position P to a position P' after correction on the basis of operation when the operation for instructing movement of the player PL is executed via the controller 6, and allows the control unit 21 to function as means for controlling operation of the player PL so as to travel toward a position P' after the correction by automatic control.SELECTED DRAWING: Figure 6
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Description

[Technical Field]

[0001] The present invention relates to a computer program, etc., that is applied to a computer incorporated into a game system that provides a game that progresses through the actions of the user character, including automatically controlled actions according to predetermined rules, and that is connected to an input device for inputting a user's playing actions and a display device that displays a game screen including a user character as a character associated with the user and a field as an area in which the user character operates. [Background technology]

[0002] There is a game system that provides a game that progresses through the actions of the user character, including automatically controlled actions according to predetermined rules, connected to an input device for inputting a user's play actions and a display device that displays a game screen including a user character associated with the user and a field as an area in which the user character operates. For example, a video game machine that provides a soccer game including players as such user characters is known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 3145064 Summary of the Invention [Problem to be solved by the invention]

[0004] In the soccer game of Patent Document 1, when an operation to instruct a tackle is performed, a tackling action is automatically performed on the defensive character in accordance with the relative positions of the two characters corresponding to the offense and defense, respectively. To perform this tackling action, the defensive character moves automatically, but the destination (tackling destination) is automatically set in accordance with the relative positions. This leaves little room for the user's skill to be reflected in the accuracy of the tackling action, and the accuracy may become too high. Furthermore, even if the accuracy of the tackling action is kept constant, the outcome tends to become more predictable. Both of these factors may lead to a decrease in the game's enjoyment.

[0005] In soccer games, in addition to plays such as tackling to actively go after the ball, there are also plays that require players to keep a certain distance and keep putting pressure on the attacking character by moving the defending character in accordance with the attacking character's movements. If such plays were realized by fully automatic control, there would again be little room for the user's skill to be reflected, which could similarly lead to a decrease in interest.

[0006] Therefore, an object of the present invention is to provide a computer program or the like that can reflect differences in user skill in the behavior of a character under automatic control. [Means for solving the problem]

[0007] The computer program of the present invention causes a computer incorporated into a game system that is connected to an input device for inputting a user's playing actions, a display device that displays a game screen including a user character as a character associated with the user, and a field as an area in which the user character operates, and that provides a game that progresses through the actions of the user character, including actions of automatic control according to predetermined rules, to function as: a target calculation means that, when the user character moves under the automatic control, calculates an initial position of a target position to be used as a destination of the user character, based on a reference position set in the field; a target correction means that, when a movement instruction action instructing the user character to move under the automatic control is executed as the playing action, corrects the initial position to a corrected position based on the movement instruction action; and a character control means that controls the actions of the user character so that the user character moves under the automatic control toward the corrected position as the target position.

[0008] On the other hand, the game system of the present invention is a game system that is connected to an input device for inputting a user's play actions and a display device that displays a game screen including a user character as a character associated with the user and a field as an area in which the user character operates, and that provides a game that progresses through the actions of the user character, including actions of automatic control according to predetermined rules, and is equipped with: a target calculation means that, when the user character moves under the automatic control, calculates an initial position of a target position to be used as a destination of the user character based on a reference position set in the field; a target correction means that, when a movement instruction action instructing the user character to move under the automatic control is executed as the play action, corrects the initial position to a corrected position based on the movement instruction action; and a character control means that controls the actions of the user character so that the user character moves under the automatic control toward the corrected position as the target position.

[0009] Furthermore, the control method of the present invention is a method for controlling a computer incorporated in a game system that is connected to an input device for inputting a user's play actions, and a display device that displays a game screen including a user character as a character associated with the user and a field as an area in which the user character operates, and that provides a game that progresses through the actions of the user character, including automatic control actions according to predetermined rules, and that executes the following steps: a target calculation procedure that calculates, when the user character moves under the automatic control, an initial position of a target position to be used as a destination of the user character, based on a reference position set in the field; a target correction procedure that, when a movement instruction action that instructs the user character to move under the automatic control is executed as the play action, corrects the initial position to a corrected position based on the movement instruction action; and a character control procedure that controls the action of the user character so that the user character moves under the automatic control toward the corrected position as the target position. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is a diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram showing an example of a specific configuration of a controller. [Figure 3] FIG. 2 is a diagram schematically illustrating an example of an entire screen. [Figure 4] FIG. 10 is a diagram schematically illustrating an example of a match-up screen. [Figure 5] FIG. 4 is an explanatory diagram for explaining an example of a reference position and an initial target position based on the reference position. [Figure 6] FIG. 10 is an explanatory diagram illustrating an example of correction of an initial target position based on a user operation. [Figure 7] FIG. 10 is an explanatory diagram for explaining an example of the relationship between the operation direction and operation amount of a user operation and the correction of an initial target position. [Figure 8] FIG. 10 is an explanatory diagram illustrating an example of a target position that is set when no user operation is performed. [Figure 9]FIG. 2 is a functional block diagram showing the main parts of a control system of the game device. [Figure 10] 10 is a flowchart showing an example of a procedure for a mode switching process. [Figure 11] 10 is a flowchart showing an example of a procedure for a match-up process. DETAILED DESCRIPTION OF THE INVENTION

[0011] A game system according to one embodiment of the present invention will be described below. Fig. 1 shows an example of the overall configuration of a game system 1 according to one embodiment of the present invention. The game system 1 is configured as a client-server system including a plurality of game devices 2 as clients and a server 3 connected to the game devices 2 via a network NT (for example, the Internet).

[0012] The game device 2 is a device provided for users to play games, and is a type of information communication terminal device equipped with an information communication function via the network NT. Any suitable computer device that provides games may be used as the game device 2. For example, a commercial game device (often installed in a designated facility) that allows users to play games within a range corresponding to the payment of a predetermined play fee may be used as the game device 2, but in the example of FIG. 1, a user terminal device is used as the game device 2.

[0013] A user terminal device is a computer device that can be connected to a network and is provided for personal use by a user. Examples of such computer devices include desktop or notebook personal computers, as well as mobile terminal devices such as mobile phones (including smartphones), portable game consoles, and portable tablet terminal devices. While various such computer devices may be used as appropriate as the game device 2, the example in FIG. 1 uses a desktop home game console. Such a game device 2 may be configured as appropriate, but includes, for example, a desktop game console main unit 5, a controller 6 as an example of an input device connected to the game console main unit 5, and a monitor 7 as an example of an output device.

[0014] The game machine main body 5 is configured primarily for the purpose of providing games, and is sometimes called a consumer game machine or a game console. The input device is not limited to the controller 6, and may be any appropriate input device for inputting various play actions, such as a camera for inputting user actions as play actions. The output device may include a speaker unit for audio output in addition to the monitor 7, but is not shown in the figure. Multiple monitors 7 may be connected to the game machine main body 5.

[0015] The server 3 may be configured by appropriately combining multiple server units, or may be configured by a single server unit. The server 3 may be configured as a cloud server using cloud computing technology. The server 3 provides various services related to the game to the game devices 2, such as a service for matching players to compete in a game, and a service for relaying game information to be shared between the game devices 2. Note that various information communication terminal devices, such as mobile phones, smartphones, and commercial game machines, may be added to the game system 1 as appropriate. For example, the commercial game machine may be used as a client that provides a game linked to the game provided by the game device 2.

[0016] FIG. 2 shows an example of a specific configuration of the controller 6. The controller 6 has a main housing 10 whose shape and size are selected on the assumption that the user will hold it with both hands. The main housing 10 is equipped with grips 11L and 11R for holding with the left and right hands. Four directional keys 12 are provided on the upper front surface of the left grip 11L, and four operation buttons 13 are provided on the upper front surface of the right grip 11R. A pair of sticks 14L and 14R are provided between the grips 11L and 11R. The sticks 14L and 14R are neutrally positioned when not in operation, and can be operated in any direction from this neutral position, i.e., in any direction within a 360° range. Furthermore, two operation buttons 15L1 and 15L2 are provided on the upper end surface of the left grip 11L, and two operation buttons 15R1 and 15R2 are provided on the upper end surface of the right grip 11R. In the following, the left stick 14L may be referred to as the L stick 14L, the right stick 14R as the R stick 14R, the left operation buttons 15L1 and 15L2 may be referred to as the L1 button 15L1 and the L2 button 15L2 from the front side of the controller 6, and the right operation buttons 15R1 and 15R2 may be referred to as the R1 button 15R1 and the R2 button 15R2 from the front side of the controller 6. On the other hand, the sticks 14L and 14R may be collectively referred to as the stick 14, and the operation buttons 15L1, 15L2, 15R1, and 15R2 may be collectively referred to as the operation buttons 15.

[0017] The directional key 12, the operation buttons 13, the stick 14, and the operation buttons 15 of the controller 6 each function as an example of an operation unit of an input device. At least some of these operation units are provided as operation amount detection type operation units in which the amount of operation by the user is detected and an output signal changes depending on the amount of operation. For example, the stick 14 and the operation buttons 15 are provided as this type of operation unit. Therefore, with respect to the operation of the stick 14, the operation direction and operation amount (angle of tilt from the neutral position) are detected and reflected in an output signal. With respect to the operation of the operation button 15, the amount of depression operation is detected and reflected in an output signal. On the other hand, the directional key 12 and the operation buttons 13 are both provided as on-off type operation units in which the presence or absence of a depression operation is detected and reflected in an output signal. However, this distinction is merely an example, and appropriate settings are possible. Even operation amount detection type operation units may be switchable in software, for example, by user settings, to function as on-off type operation units in which only the presence or absence of an operation is detected.

[0018] Next, a game provided via the game device 2 will be described with reference to Figures 3 and 4. The game system 1 of this embodiment provides a competitive soccer game in which a user of the game device 2 plays soccer against an opponent (opponent) user. The opponent may be a real user using one of the game devices 2, or may be a virtual entity controlled by a computer of the game device 2 or the server 3. The match does not necessarily have to be one-on-one. For example, soccer may be played in a so-called group match format in which a group including at least one user plays against another group.

[0019] FIG. 3 is a diagram showing a schematic example of an entire screen. In a soccer game, various game screens can be used as appropriate, but the entire screen 50 is a game screen for displaying the entire soccer game field. Specifically, in a soccer game, the viewpoint is automatically switched to an optimal position depending on the situation of the match, and a game screen corresponding to that viewpoint can be displayed on the monitor 7, but the entire screen 50 is observed from a predetermined viewpoint that includes the entire field. In this case, as shown in FIG. 3, the entire screen 50 includes players PL (reference numbers are assigned to only some of the players), the ball BI, and the field FD.

[0020] The players PL and the ball BI are both examples of objects that operate within the virtual space of the game, and the players PL correspond to the players that make up a soccer team. Each team includes multiple players PL, and is formed into a user team associated with the user and an opponent team associated with the opponent. For this reason, the soccer game is configured as a team-based game in which the user team competes against the opponent team.

[0021] On the other hand, the ball BI is an object equivalent to a ball in soccer, and is operated to move etc. in accordance with the actions of the player PL. The field FD is an area corresponding to the soccer field (pitch), and is the main area of ​​activity for the player PL. The field FD is separated by various lines such as touchlines or goal lines. The player PL may also be active outside these lines, but in most cases, he or she uses the field FD as his or her area of ​​activity. As is well known, in soccer games, a match progresses as the user and opposing players PL act within the virtual field FD in the same way as in real soccer. In this example, the ball BI functions as a moving object of the present invention.

[0022] Some of the players on the field FD are set as players PL to be operated by the user. One player PL is selected for each user as the operation target. For example, if the user is on the offensive side, the player PL who should control the ball BI is set as the operation target for the user, and for the user on the defensive side, the player PL who should play defense against the player PL who controls the ball BI is set as the operation target. The operation target player PL is switched appropriately in response to a user operation (an instruction to change the target). The operation of the operation target player PL may include various operations on an appropriate operation unit, and one example is an operation using the stick 14L. Specifically, the operation target player PL moves in the direction in which the stick 14L is operated on the full screen 50. On the full screen 50, the operation target player PL can be identified by, for example, a cursor 52. In this example, an operation on the stick 14L on the full screen 50 functions as an operation instruction action of the present invention.

[0023] The cursor 52 may be displayed only on the currently-operated player PL, but as an example, it is displayed on the currently-operated player PL and the player PL that will be changed to the next operation target in response to a target change instruction. These cursors 52 may be distinguishable as appropriate, but in the example of FIG. 3, the cursor 52 of the currently-operated player PL is displayed in white, and the cursor 52 indicating the player PL that will be changed to the next operation target is displayed in black. In other words, these cursors 52 are displayed so that they can be distinguished by their different color schemes. In addition, an information section 53 indicating the name, etc., of the operation target player PL may be added to the full-screen 50. The operation target player PL's movement is controlled based on the user's operation of the controller 6. On the other hand, the movement of players PL that are not operation targets is automatically controlled according to the situation of the match.

[0024] The full screen 50 may also include various other objects or information as appropriate, and in the example of FIG. 3 includes a map 54. The map 54 is an image (information) that indicates the position of the player PL within the entire field FD. The map 54 may be placed in any appropriate position on the full screen 50, and in the example of FIG. 3, it is placed in the center at the bottom. Furthermore, information indicating the status of the match, such as the team names of the user and opponent, the score, and the elapsed time, may be displayed in any appropriate position on the full screen 50.

[0025] FIG. 4 is a diagram schematically illustrating an example of a match-up screen. The match-up screen 60 is a game screen for displaying a one-on-one match between an offense (attacking team) and a defense (defensive team). The match-up screen 60 may be provided as appropriate, for example, automatically based on the progress of the game, or, as an example, when a predetermined switching operation (switching instruction) is executed. Such a switching operation can be performed by operating an appropriate operation unit of the controller 6. As an example, a holding operation (an operation of pressing and holding) the lower operation button 13 (hereinafter, sometimes referred to as the lower operation button 13) of the two operation buttons 13 arranged vertically among the four operation buttons 13 is used. In other words, the full screen 50 is switched to the match-up screen 60 in response to a holding operation on the lower operation button 13. In this example, the holding operation on the lower operation button 13 functions as a switching instruction action of the present invention.

[0026] Furthermore, a command to switch to the match-up screen 60 may be appropriately permitted by both or either of the users on the offensive and defensive sides. For example, switching to the match-up screen 60 may be executed based on a holding operation of the down operation button 13 by a user on the offensive side. However, as an example, a command to switch to the match-up screen 60 is permitted only by a user on the defensive side. In other words, when a holding operation of the down operation button 13 is executed by a user on the defensive side, the game screen is switched from the full screen 50 to the match-up screen 60. The example of FIG. 4 shows the match-up screen 60 provided to a user on the defensive side in such a case. In this case, as shown in FIG. 4, the match-up screen 60 displays two players, an offensive player PL and a defensive player PL, who are the targets of the match-up (competition), enlarged compared to the full screen 50.

[0027] The offensive player PL is a player PL currently being controlled by the opposing team (a player PL to be controlled by the opposing team). For the offensive team, the player PL who controls (is being controlled by) the ball BI is the control target, as described above. Therefore, on the match-up screen 60, a player PL from the offensive team (opponent team) who controls the ball BI is enlarged and displayed as the offensive player PL. Similarly, the defensive player PL is a player PL belonging to the user team. Any appropriate player PL belonging to the user team may be displayed on the match-up screen 60. For example, regardless of the control target player PL, the player PL closest to the player PL who controls the ball BI at the time of a switching instruction may be matched up with the offensive player PL who controls the ball BI on the match-up screen 60. However, as an example, the control target player PL is matched up with the offensive player PL as the defensive player PL. In other words, the player PL being controlled at the time of a switching instruction is enlarged and displayed on the match-up screen 60 as the defensive player PL.

[0028] The offensive player PL and the defensive player PL may move appropriately. For example, they may move based on operations by an opponent (including a computer) or a user, as in the full screen 50, or they may move based on automatic control (computer control) different from the full screen 50. Alternatively, the offensive player PL and the defensive player PL may move based on a combination of operations based on user operations and automatic control. In this way, the offensive player PL and the defensive player PL may move appropriately on the match-up screen 60. As an example, the offensive player PL moves based on operations by an opponent, as in the full screen 50. In other words, the offensive player PL is controlled by the opponent to perform various actions such as shooting, passing, and dribbling. In this example, the offensive player PL functions as an opponent character of the present invention.

[0029] On the other hand, in the match-up screen 60, the defensive player PL moves under automatic control according to predetermined rules, unlike in the full screen 50. As a result, the soccer game is provided with the full screen 50 in which the defensive player PL moves based on user operation, and the match-up screen 60 in which the defensive player PL moves under automatic control. The predetermined rules for realizing the automatic control may be set as appropriate, and as an example, they are set to execute a predetermined defensive action. The predetermined defensive action may include various actions as appropriate, and as an example, a movement action in which the defensive player PL automatically moves toward a target position. The movement action may be realized according to appropriate rules, and as an example, it is realized by moving the defensive player PL in accordance with the movement of the offensive player PL while maintaining a certain distance from the offensive player PL. The movement action will be described in detail below. In this example, the defensive player PL functions as the user character of the present invention and the user character being operated. The full screen 50 and the match-up screen 60 function as the operation mode and automatic mode of the present invention, respectively.

[0030] Furthermore, automatically controlled defensive actions also include, for example, blocking actions. A blocking action is an action for blocking a pass or a shot. A blocking action may be performed based on a user's operation, but, for example, a blocking action is automatically performed in accordance with an offensive player PL's pass or shot to counter the pass, etc. Therefore, for example, even if a defensive player PL is performing a movement action, if the offensive player PL passes or shoots, the defensive player PL automatically performs a blocking action to block the pass, etc. However, the offensive player PL may feint a pass, etc., by performing an operation to cancel the pass, etc., and, for example, a blocking action is automatically performed to react to such a feint. Because reactions to other actions are delayed during a blocking action, a blocking action in response to such a feint creates an opening in the defensive player PL's action. In other words, the offensive player PL can use a feint to create room to dribble past the defensive player PL. In this example, the passing or shooting action of the offensive player PL functions as the event action of the present invention, and the blocking action of the defensive player PL functions as the counter action of the present invention.

[0031] In the match-up screen 60, the defensive player PL may perform not only automatic actions but also actions in response to appropriate user operations. For example, such actions include a tackling action. A tackling action is an action of approaching an offensive player PL and actively trying to steal the ball BI. The tackling action may be instructed by an appropriate operation, for example, by operating the lower operation button 13 in the same manner as the switching instruction. Furthermore, an appropriate operation of the lower operation button 13 may function as an instruction for the tackling action. For example, an operation of pressing the lower operation button 13 twice in succession (double tap) functions as an instruction for the tackling action. In other words, when the lower operation button 13 is double tapped in the match-up screen 60, the defensive player PL actively performs an action of stealing the ball BI. The match-up screen 60 may end based on an appropriate termination condition and be switched to the original full screen 50, etc. For example, the termination condition may be met and the screen may return to the full screen 50 when the ball BI is separated from the offensive player PL by a pass, a shot, or the like. In this way, the match-up screen 60 can be ended at any time, but as one example, the ending condition is also met when the holding operation on the down operation button 13 ends, and the game screen returns to the full screen 50. In this case, since the instruction to make a tackle action corresponds to the end of the holding operation, the match-up screen 60 ends after the tackle action is executed, regardless of whether the defensive player PL has been able to steal the ball BI.

[0032] Next, the details of the movement action will be described with reference to FIGS. 5 to 8. The movement action may be realized by completely automatic control that leaves no room for user instructions to be reflected, but as an example, it is realized so that user instructions are reflected. Specifically, first, an initial target position is set as the movement destination of the defensive player PL based on a reference position set on the field FD, but when the user instructs the defensive player PL to move, the initial target position is corrected to reflect the instruction. Then, the corrected position is set as the movement destination of the defensive player PL, and the defensive player PL actually performs the movement action with the corrected position as the target position. As an example, the movement action is performed in the following manner.

[0033] FIG. 5 is an explanatory diagram illustrating an example of a reference position and an initial target position based on the reference position. As shown in FIG. 5, an initial target position P is set at a predetermined position between the reference position RP (the position of the goal GO) and the ball BI (for example, near the center of the ball BI). The reference position RP may be set as appropriate, but in the example of FIG. 5, it is set near the center of the goal line GL as a position indicating the goal GO on the defensive player PL's side that he must defend. The position of the goal GO may also be set as appropriate, for example, inside the goal GO, in which case a position inside the goal GO functions as the reference position RP. Similarly, the initial target position P as the initial position of the target position may also be set as appropriate, for example, to an absolute position such as the center of the line PA that separates the penalty area or the center of the line AL that separates the goal area (in this case, these positions function as the reference position of the present invention), but in the example of FIG. 5, it is set to a relative position depending on the position of the ball BI.

[0034] Furthermore, an appropriate position between the reference position RP (position of the goal GO) and the ball BI may be used as the predetermined position, but as an example, a position that is a certain distance away from the ball BI is used. In other words, the initial target position P is set at a position that is a certain distance away from the ball BI on a line connecting the reference position RP and the ball BI so that a certain distance is formed between the offensive player PL and the defensive player PL. Furthermore, the certain distance may be set as appropriate, for example, a position near the center of the line connecting the reference position RP and the ball BI, but as an example, it is set at a position that is suitable for a blocking action to counter a pass or the like by the offensive player PL.

[0035] FIG. 6 is an explanatory diagram illustrating an example of correction of the initial target position P based on a user operation (an operation instructing movement). The operation instructing movement (in other words, an instruction to correct the initial target position P) may be appropriately implemented through various operation units of the controller 6. However, the example in FIG. 6 illustrates a case in which an operation on the L stick 14L functions as an operation instructing the defensive player PL to move. In this case, as shown in FIG. 6, a holding operation is performed on the down operation button 13 on the match-up screen 60 to switch to the match-up screen 60 (in other words, to realize an automatically controlled movement operation). When the user operates the L stick 14L in conjunction with this holding operation, the initial target position P moves (changes) to a corrected position P' based on this operation. In this example, the corrected position P' functions as the corrected position of the present invention.

[0036] As described above, the L stick 14L is configured to detect the direction and amount of operation, and these direction and amount of operation may be used to appropriately correct the initial target position P. For example, only the direction of operation of the L stick 14L may be used, and the correction of the initial target position P may be performed so that the initial target position P moves a fixed amount in that direction of operation, regardless of the amount of operation. Alternatively, the correction may be performed so that the initial target position P moves in a predetermined direction, such as backward or forward, along a line connecting the reference position RP and the ball BI, depending on the amount of operation, regardless of the direction of operation. In this way, the initial target position P may be appropriately corrected depending on the operation of the L stick 14L. As an example, the correction is performed so that the initial target position P moves in a direction corresponding to the direction of operation by an amount depending on the amount of operation. In other words, the correction of the initial target position P reflects both the direction and amount of operation of the L stick 14L. In this example, the operation of the L stick 14L on the match-up screen 60 functions as a movement instruction action of the present invention.

[0037] When the initial target position P is corrected, the defensive player PL performs a movement action so as to move toward the corrected position P', which is set as a target position. However, the initial target position P is set relatively to the position of the ball BI. Therefore, if the position of the ball BI changes, the initial target position P also changes, and the corrected position P' based on the left stick 14L also changes. Specifically, when the position of the ball BI changes, a new initial target position P is set to match that position. At this time, if the left stick 14L is operated in the same direction and with the same amount of operation as before the position of the ball BI changed (the same operation as before the change is maintained), the same correction is performed as before the position of the ball BI changed. In other words, the corrected position P' also changes so as to slide in accordance with the change in the position of the ball BI.

[0038] The same applies when the operation on the L stick 14L changes. Specifically, even if the position of the ball BI does not change, if the operation on the L stick 14L changes, a corrected position P' is set to reflect the correction. In other words, if the operation on the L stick 14L changes, the initial target position P is corrected again to reflect the changed operation, and a new corrected position P' is set. In this way, the setting of the initial target position P and the correction thereof are repeatedly performed every time the position of the ball BI or the operation on the L stick 14L changes. For this reason, there is a possibility that the destination (target position) of the defensive player PL when he starts his movement action and the position that the defensive player PL actually reaches as a result of his movement action may differ.

[0039] FIG. 7 is an explanatory diagram illustrating an example of the relationship between the direction and amount of operation of the L stick 14L and the correction of the initial target position P. The correction of the initial target position P may reflect only the operation of the L stick 14L, but as an example, a case is shown in which operations of other operation units are also reflected. Furthermore, any appropriate operation unit may be used as such an operation unit, and as an example, the R2 button 15R2 is used. That is, the correction of the initial target position P also reflects the operation of the R2 button 15R2. Operations on the player PL on the full screen 50, etc., include various operations. As an example, the R2 button 15R2 is operated to instruct the player PL to sprint, which increases the player PL's movement speed. The movement action is also configured to increase the movement speed based on such a sprint instruction, and the movement range of the initial target position P is changed to reflect the increase in movement speed. The example of FIG. 7 illustrates the relationship between each operation and the correction of the initial target position P in such a case. 7, the X-axis extending in the left-right direction corresponds to the left-right direction in the example of Fig. 6 (the direction of the short side along which the goal line GL of the field FD and the like extend), the Y-axis corresponds to the up-down direction in the example of Fig. 6 (the direction of the long side along which the touch lines of the field FD and the like extend), and the intersection of the X-axis and Y-axis corresponds to the initial target position P. In this case, as shown in Fig. 7, correction is performed so that the movement range C2 of the initial target position P when operation A of pressing the R2 button 15R2 is performed (hereinafter may be referred to as second movement range C2) is larger than the movement range C1 of the initial target position P when operation A of pressing the R2 button 15R2 is performed (hereinafter may be referred to as first movement range C1).

[0040] Specifically, the L stick 14L is formed in a stick shape, and an operation of tilting it in all directions (360 degrees) is executed. The direction in which this L stick 14L is tilted (operation direction) is directly reflected in the movement direction of the initial target position P in the field FD. Therefore, both the first movement range C1 and the second movement range C2 are formed in a circle corresponding to all directions.

[0041] On the other hand, the amount of operation (the angle of tilting the L stick 14L) relative to the direction of operation (the direction of the tilting operation) is reflected in the amount of movement of the initial target position P relative to that direction of operation. The amount of operation may be converted into the amount of movement appropriately based on a coefficient or the like that takes into account the influence of the block operation, etc. In either case, the amount of movement changes so as to gradually increase according to the amount of operation (which may be set continuously or in multiple steps). Therefore, the position corresponding to the radius r1 of the first movement range C1 and the position corresponding to the radius r2 of the second movement range C2 are both calculated as the movement position of the initial target position P corresponding to the maximum amount of operation (corrected position P'). In other words, when the L stick 14L is tilted to the maximum amount, the position on the circumference of the first movement range C1 or the second movement range C2 that corresponds to that tilting direction is calculated as the movement position of the initial target position P (corrected position P'). On the other hand, if the amount of operation is less than the maximum amount of operation, the coordinate position corresponding to the operation direction and amount of operation within each of the movement ranges C1 and C2 is calculated as the movement position (corrected position P') of the initial target position P. Note that the amount of movement may also appropriately reflect other parameters of each player PL, for example.

[0042] Furthermore, since the R2 button 15R2 is configured to be able to detect whether or not it is operated, the amount of movement of the initial target position P changes depending on whether or not it is operated. This change in the amount of movement may be set appropriately, but as an example, it is set to double. In other words, when the R2 button 15R2 is operated, a value obtained by multiplying the amount of operation of the L stick 14L by a coefficient 2 is calculated as the amount of movement (or operation amount). As a result, the radius r2 of the second movement range C2 is equivalent to twice the radius r1 of the first movement range C1. As an example, operation on the L stick 14L, etc. is reflected in the movement (correction) of the initial target position P in this way. In this example, the L stick 14L functions as the direction operation unit of the present invention.

[0043] FIG. 8 is an explanatory diagram illustrating an example of a target position that is set when no operation is performed on the L stick 14L. The initial target position P when no operation is performed on the L stick 14L may be set in the same manner as when an operation is performed on the L stick 14L, but as an example, it is set to a different position. Specifically, the initial target position P set in the example of FIG. 5 is likely to be a favorable position for checking the movement of the offensive player PL. If the defensive player PL is placed in such a position by automatic control without user operation, defense may become relatively easy. For this reason, when no operation is performed on the L stick 14L, the initial target position P is set based on a reference position RP that is different from that when an operation is performed on the L stick 14L.

[0044] The example in FIG. 8 shows a target position set as the movement destination of the defensive player PL in the above-described case. In this case, as shown in FIG. 8, the current position of the defensive player PL functions as the reference position RP, and the initial target position P is set to that current position. However, because no operation is performed on the left stick 14L, the initial target position P is not corrected. As a result, the current position of the defensive player PL functions as the target position for the movement action. In this case, the defensive player PL moves to stop moving at the current position as the target position. Furthermore, such a movement to stop moving at the current position may include a movement to return to the target position after passing the target position so that the movement of the defensive player PL does not appear unnatural. In other words, a difference between the current position when set as the target position and the current position when the movement actually stops is allowed, and if such a difference occurs, the defensive player PL may perform a movement to return from the current position when the movement stopped toward the target position. Furthermore, the movement stopping movement may include an appropriate deceleration movement according to the movement speed. That is, the player PL may perform an action of gradually slowing down his / her movement speed as he / she approaches the target position so as to stop at the target position without making the player PL stop unnaturally. Furthermore, such an action of stopping movement at the current position may include an action of wandering or loitering within a predetermined range from the target position, as long as the defensive player PL's movement does not appear unnatural. That is, the player PL may not necessarily stop at the target position (do not set his / her movement speed to zero), but may perform an action of passing the target position and returning, passing the target position and returning.

[0045] On the match-up screen 60, the movement motions described above are executed as an example. Therefore, the user is required to perform appropriate operations even on the automatically controlled player PL. For example, if the defensive player PL is located relatively far from the initial target position P, even if the operation direction and operation amount are large, the change in the destination from the initial target position P to the corrected position P' will have a relatively small effect on the movement direction of the movement motion. On the other hand, if the defensive player PL is located relatively close to the initial target position P, the change to the corrected position P' will have a relatively large effect on the movement direction of the movement motion. Therefore, in order to position the defensive player PL relatively close to the initial target position P in the example of FIG. 5, the user is required to perform bold operations when far away and careful operations when close. Similarly, the user is also required to tilt the left stick 14L by an appropriate amount in an appropriate direction, such as forward / backward or left / right, in accordance with the movement of the ball BI (the movement of the offensive player PL). In addition, the player is also required to determine whether to move slowly or quickly by operating the R2 button 15R2 in accordance with the speed of the offensive player PL's movements, such as whether he is moving relatively slowly or quickly. Furthermore, in order to respond to feints by the offensive player PL, the player is also required to stop the movements of the defensive player PL as appropriate by ceasing operation of the L stick 14L.

[0046] Next, the main parts of the control system of the game device 2 will be described with reference to Figure 9. The game device 2 is provided with a control unit 21 as a computer and a storage unit 22 as storage means. The control unit 21 is configured as a computer that combines a CPU, which is an example of a processor that executes various processes according to a predetermined computer program, with internal memory and other peripheral devices required for its operation. The control unit 21 is provided with various logical devices that are realized by combining the hardware resources of the control unit 21 with the game program PG, which is a software resource. In the example of Figure 9, a matching unit 23, a progress control unit 24, and a display control unit 25 are shown.

[0047] The matching unit 23 is a logical device that executes various processes related to matching between a user and an opponent. For example, when a user plays against another user (opponent) who is playing a soccer game using another game device 2, matching via the server 3 is required, and the matching unit 23 executes various well-known processes related to the matching.

[0048] The progress control unit 24 is a logical device that executes various processes for controlling the progress of the game. Such processes include appropriately switching between various game screens for playing the soccer game, measuring various times, and making decisions regarding various rules, etc. For example, the progress control unit 24 executes a mode switching process as an example of a process for switching between game screens displayed on the monitor 7 for play. The procedure for the mode switching process will be described in detail later.

[0049] The display control unit 25 is a logical device that executes various processes for controlling the display of various objects included in the game screen. Such processes include, for example, having a player PL controlled by a user execute an action corresponding to a user's operation result on the full screen 50, or having a player PL controlled by an opponent execute an action based on the operation result by acquiring an opponent's operation result via the server 3. The processes executed by the display control unit 25 also include automatically controlling the actions of a player PL according to various rules on a match-up screen 60 or the like in which the player PL automatically executes actions. That is, the display control unit 25 also executes various processes for having a defensive player PL execute automatically controlled actions, such as a moving action or a blocking action. For example, the display control unit 25 executes a match-up process as an example of such a process. The details of the match-up process will be described later.

[0050] The storage unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk or semiconductor storage device. Various types of data are recorded in the storage unit 22 along with the above-mentioned game program PG, and the example in FIG. 9 shows game data GD. The game data GD is data for allowing the user to play a soccer game in accordance with the game program PG. The game data GD may include various types of data, such as image data for displaying various images for the soccer game and background music data for playing various types of background music, and the example in FIG. 9 shows player data GD1.

[0051] The player data GD1 is data for defining various characters included in a soccer game. Such characters include players PL, and the player data GD1 records, for example, various parameters that define each player PL. Such parameters include, for example, name, image, running ability, kicking power, etc.

[0052] The storage unit 22 may also store various other data, such as play data or ID data, as appropriate. The play data is data describing information about each user's past play results. The play data is used, for example, to carry over play results up to the previous time (past results) to the next time or to carry over settings specific to each user. For example, when each player PL in a soccer game grows according to the playing situation, information on the parameters of the growth may be managed as appropriate, but as an example, it is managed by play data as past results. In this case, the parameters of each player PL are reproduced by combining the play data (changes) and player data GD1 (initial values). ID data is data for managing various IDs. Such data includes a user ID for identifying each user. Since the play data is managed via the user ID, the user ID is used to generate or acquire the play data. The play data, ID data, etc. may be stored in the storage unit 22 as appropriate, but as an example, they are provided from the server 3 so that they include necessary parts.

[0053] Various output devices and input devices can be appropriately connected to the control unit 21, but the example in FIG. 9 shows the above-mentioned controller 6 and monitor 7. The monitor 7 is a well-known display device for displaying various game screens for a soccer game, such as a full screen 50 or a match-up screen 60. The monitor 7 displays various game screens (images) for providing a soccer game in accordance with output signals from the control unit 21. Similarly, the controller 6 is a well-known input device provided with various operation units. The controller 6 outputs signals to the control unit 21 in accordance with various operations on each operation unit.

[0054] Next, the mode switching process and the match-up process will be described with reference to FIGS. 10 and 11. The mode switching process is a process for switching modes when playing a soccer game. A soccer game may include appropriate modes, such as an operation mode in which the user directly controls the player PL by instructing the direction of movement, etc., and an automatic mode in which the player PL automatically performs the above-mentioned movements, etc. The example in FIG. 10 shows the mode switching process when switching from the operation mode to the automatic mode is executed. As an example, as described above, the operation mode is provided on the entire screen 50, and the automatic mode is provided on the match-up screen 60. Therefore, the mode switching process also functions as a process for switching the game screen from the entire screen 50 to the match-up screen 60. In this case, the progress control unit 24 starts the mode switching process in FIG. 10 every time a switching instruction (for example, a holding operation on the down operation button 13) is executed in the operation mode (for example, the entire screen 50), and first acquires the switching instruction (step S101).

[0055] Next, the progress control unit 24 switches the mode from the operation mode to the automatic mode (step S102). As an example, the operation mode and the automatic mode are provided on the entire screen 50 and the match-up screen 60, respectively. Therefore, the mode switching is realized, as an example, by switching the game screen from the entire screen 50 to the match-up screen 60. Specifically, the progress control unit 24 controls the display on the monitor 7 so that the match-up screen 60 is displayed instead of the entire screen 50. After this switching, the progress control unit 24 ends the current mode switching process. As a result, the soccer game mode is switched from the operation mode to the automatic mode based on the switching instruction. In other words, the switching from the operation mode to the automatic mode is realized based on the switching instruction. More specifically, the game screen is switched from the entire screen 50 to the match-up screen 60 so as to switch from the operation mode to the automatic mode. In other words, the switching from the entire screen 50 to the match-up screen 60 is realized based on the switching instruction.

[0056] The match-up process is a process for realizing automatic control of a defensive player PL on the match-up screen 60. Various types of automatic control can be executed on the match-up screen 60, and the example of FIG. 11 shows an example of the match-up process when a moving action and a blocking action are executed. In this case, the display control unit 25 repeatedly starts the match-up process of FIG. 11 on the match-up screen 60 at a predetermined cycle (e.g., every 1 / 60 seconds) and first determines whether or not an event action has been performed by an offensive player PL (step S201). The offensive player PL may execute various event actions, and as an example, such event actions include a pass or a shoot. Furthermore, because the offensive player PL is controlled by an opponent, an event action such as a pass is executed by an operation instructing the opponent to pass, etc. For this reason, in step S201, the display control unit 25 determines whether or not an operation instructing the opponent to pass, etc. has been executed as an event action. Note that, as described above, an instruction such as a pass can be canceled (cancelled) for a certain period of time after the instruction.

[0057] If there is an event action, that is, if there is an instruction such as a pass from the opponent, the display control unit 25 skips the subsequent processing and proceeds to step S207. On the other hand, if there is no event action, that is, if there is no instruction such as a pass from the opponent, the display control unit 25 determines whether there is an instruction to move from the user (step S202). An instruction to move from the user is realized, for example, by operating the L stick 14L. Therefore, in step S202, the display control unit 25 determines whether there is an instruction to move by determining whether the L stick 14L is being operated.

[0058] If there is no movement instruction, that is, if the L stick 14L is not operated, the display control unit 25 acquires the current position of the defensive player PL and sets the current position as the target position that functions as the movement destination of the defensive player PL (step S203). After setting the current position, the display control unit 25 proceeds to step S207.

[0059] On the other hand, when there is a movement instruction, that is, when the L stick 14L is operated, the display control unit 25 calculates the initial target position P (step S204). The calculation of the initial target position P can be appropriately realized using the reference position RP or the like, but for example, when calculating the initial target position P in the example of FIG. 5, the display control unit 25 first acquires the position of the ball BI and the reference position RP as the position of the goal GO. Next, the display control unit 25 calculates, as the initial target position P, a position that is a certain distance away from the ball BI on a straight line connecting the position of the ball BI and the reference position RP. As an example, the display control unit 25 calculates the initial target position P in this way.

[0060] Next, the display control unit 25 determines the details of the movement instruction (step S205). For example, if an operation on the L stick 14L is used as a movement instruction, the display control unit 25 determines the operation direction and amount of the L stick 14L as the details of the movement instruction. Also, if the R2 button 15R2 is used as part of the movement instruction, the display control unit 25 also determines whether or not the R2 button 15R2 has been operated as the details of the movement instruction.

[0061] Next, the display control unit 25 corrects the initial target position P calculated in step S204 based on the user's movement instruction (step S206). For example, this correction is realized according to the relationship between the operation and the movement amount as shown in the example of FIG. 7. Specifically, the display control unit 25 moves the initial target position P in a direction corresponding to the operation direction of the L stick 14L by a movement amount corresponding to the operation amount in that direction. Furthermore, when the R2 button 15R2 is operated, the display control unit 25 multiplies the movement amount by a predetermined coefficient (for example, 2 for double), and then moves the initial target position P by the movement amount after the multiplication. As an example, the display control unit 25 corrects the position of the initial target position P through such movement and obtains the corrected position P'.

[0062] Furthermore, when an event action is instructed (step S201: Yes), the display control unit 25 controls the action of the defensive player PL (character) displayed on the match-up screen 60 after setting the current position as the target position in step S203 or after obtaining the corrected position P' in step S206 (step S207). Specifically, when an event action is instructed, the display control unit 25 controls the action of the defensive player PL so as to execute a blocking action that counters the event action. Furthermore, when the display control unit 25 sets the current position as the target position, it controls the action of the defensive player PL so as to stop moving at the target position. In this case, when the current position set as the target position differs from the actual current position of the defensive player PL, the action of moving to the target position is included in the action of stopping movement at the target position. Similarly, the action of stopping movement includes a deceleration action that gradually slows down the moving speed, or an action of wandering around the vicinity of the target position without stopping at the target position. Alternatively, when the display control unit 25 acquires the corrected position P', it controls the movement of the defensive player PL so that the defensive player PL moves toward the corrected position P'. In this case, the movement is controlled so that the movement speed of the defensive player PL changes depending on whether or not the R2 button 15R2 is pressed. After performing these controls, the display control unit 25 ends the current match-up process.

[0063] 11, movement actions are executed automatically on the match-up screen 60, but the user's operation (instructions) is reflected in setting a target position as a destination of the defensive player PL in the movement action or in stopping the movement action. Also, when an opponent instructs an offensive player PL to make an action such as a pass, the defensive player PL moves automatically to execute a blocking action to counter the action such as a pass, even if in the middle of movement (movement action).

[0064] As described above, this embodiment provides the full screen 50 in which the user directly controls each player PL, and the match-up screen 60 in which the defensive player PL moves under automatic control. Furthermore, unlike the play on the full screen 50, the match-up screen 60 provides an appearance of a one-on-one match between the offensive player PL and the defensive player PL. This makes it possible to provide different styles of play through the full screen 50 and the match-up screen 60.

[0065] Furthermore, on the match-up screen 60, when the defensive player PL moves under automatic control, an initial target position P is calculated based on the reference position RP as the target position for that movement. However, when the user operates the left stick 14L (a movement instruction), the initial target position P is corrected to a corrected position P' based on the direction and amount of the operation. In other words, the operation on the left stick 14L is reflected in the movement destination of the defensive player PL. The defensive player PL then moves toward the corrected position P', that is, the position reflected by the operation on the left stick 14L. Therefore, even when the defensive player PL moves under the same automatic control, the actual movement destination of the defensive player PL can be made to differ depending on the operation on the left stick 14L. As a result, through such operation on the left stick 14L, differences in user skill can be reflected in the movement of the defensive player PL under automatic control.

[0066] On the other hand, if no operation is performed on the left stick 14L on the matchup screen 60, the current position (at the time of processing execution) of the defensive player PL is set as the target position, and the movement of the defensive player PL stops at that current position. For example, a predetermined position between the reference position RP and the ball BI in the example of FIG. 5 may function as the most effective position for movement. For example, if such an initial target position P is used, when the offensive player PL dribbles toward his own side (the side opposite the defensive player PL's goal GO), a very effective action of getting between the offensive player PL and the ball BI is realized by automatic control. Therefore, if this most effective position is used as the initial target position P, the defensive player PL may be positioned in a desirable position without (or even better than) operating the left stick 14L. As a result, this may lead to a decrease in operation of the left stick 14L, which may reduce the room for reflecting differences in user skill. By using the current position of the defensive player PL as the initial target position P when no operation is performed on the left stick 14L, such a decrease can be suppressed. These features can improve the entertainment value of the game.

[0067] In the above embodiment, the progress control unit 24 of the game device 2 functions as the mode switching means of the present invention by executing step S102 of the procedure in Fig. 10. Furthermore, the display control unit 25 of the game device 2 functions as the target calculation means, target correction means, and character control means of the present invention by executing the procedure in Fig. 11. Specifically, the display control unit 25 functions as the target calculation means by executing step S204 of Fig. 11, as the target correction means by executing step S206 of Fig. 11, and as the character control means by executing step S207 of Fig. 11.

[0068] The present invention is not limited to the above-described embodiment, and may be embodied in an appropriate modified or altered form. For example, in the above-described embodiment, a soccer game is provided. However, the present invention is not limited to such an embodiment. The game device 2 may provide various games, such as simulation games, role-playing games, and action games, as long as they include characters that operate under automatic control.

[0069] In the above-described embodiment, movements and other actions under automatic control are executed on the match-up screen 60. However, the present invention is not limited to this embodiment. Automatic control may be provided as appropriate in various situations of the soccer game, and may be provided on the entire screen 50 based on a predetermined switching instruction, for example. In other words, an operation mode in which the user directly operates the player PL by specifying the movement direction, etc., of the player PL, and an automatic mode in which the player PL executes the above-described movements and other actions under automatic control may both be displayed on the same entire screen 50. In other words, the automatic mode in which the above-described movements and other actions are executed is not limited to the match-up screen 60, and may be displayed as appropriate in a part of the soccer game.

[0070] In the above-described embodiment, the game device 2 executes the processes of FIGS. 10 to 11. As a result, the game device 2 alone (or the control unit 21 of the game device 2 alone) functions as the game system of the present invention. However, the present invention is not limited to this embodiment. For example, the server 3 may execute all or part of the role of the game device 2 (e.g., the processes of FIGS. 10 to 11, etc.). Therefore, for example, when the server 3 executes all of the processes of FIGS. 10 to 11, the server 3 alone (including the case where it is realized by a combination of multiple server devices) may function as the game system of the present invention. Alternatively, conversely, the game device 2 may execute all or part of the role of the server 3. In this case, the server 3 may be omitted.

[0071] Various aspects of the present invention derived from the above-described embodiments and modifications will be described below. In the following description, corresponding components shown in the accompanying drawings will be written in parentheses to facilitate understanding of each aspect of the present invention, but the present invention is not limited to the illustrated forms.

[0072] The computer program (PG) of the present invention causes a computer (21) incorporated in a game system (2) that provides a game that progresses through the actions of the user character, including actions of automatic control according to predetermined rules, and that is connected to an input device (6) for inputting a user's play actions, a user character as a character (PL) associated with the user, and a field (FD) as an area in which the user character operates, to function as a target calculation means that calculates, based on a reference position (RP) set in the field, an initial position (P) of a target position to be set as a destination of the user character when the user character moves under the automatic control, a target correction means that corrects the initial position to a corrected position (P') based on the movement instruction action when a movement instruction action instructing the user character to move under the automatic control is executed as the play action, and a character control means that controls the actions of the user character so that the user character moves under the automatic control toward the corrected position as the target position.

[0073] According to the present invention, an initial position is calculated based on a reference position as a target position for the user character when the user moves under automatic control. However, when a movement instruction is executed by the user, the initial position is corrected to a corrected position based on the movement instruction. In other words, the user's movement instruction is reflected in the destination of the user character. The user character then moves toward the corrected position, i.e., the position where the user's movement instruction is reflected. Therefore, even when the user character moves under the same automatic control, the destination of the user character can be made to differ depending on the user's movement instruction. As a result, through such movement instruction, differences in user skill can be reflected in the user character's movement under automatic control.

[0074] The user character may act appropriately in the game. For example, the user character's actions may or may not include actions that are directly controlled in response to user operations. That is, the user character may only perform automatically controlled actions, or may be directly controlled appropriately in response to user operations. For example, in one aspect of the computer program of the present invention, the computer may further function as mode switching means that switches the operation mode to the automatic mode when a switching instruction is executed as the play action in the operation mode, so that the game runs in two modes: an operation mode (50) in which the user character acts in response to operations executed as the play action, and an automatic mode (60) in which the user character acts under the automatic control.

[0075] The reference position may be set at an appropriate position on the field. For example, the reference position may be a relative position that changes depending on the user character's position, such as the current position, or an absolute position that is not affected by the user character's position. Similarly, the initial position of the target position may be calculated appropriately based on such a reference position. Furthermore, the initial position may be calculated based only on the reference position, or may be calculated based on the reference position and various other information. In other words, various information other than the reference position may be taken into account when calculating the initial position. For example, if the game includes an object that moves appropriately during play similar to the user character, such as an opponent character in a competitive game, the position of such an object may be used as such various information. Specifically, for example, in one aspect of the computer program of the present invention, the game screen may further include a moving object (BI) that moves separately from the user character, and the target calculation means may calculate, as the initial position, a predetermined position between the reference position and the current position of the moving object based on the reference position and the current position of the moving object.

[0076] Furthermore, for example, in an aspect in which an automatic mode is implemented, the target calculation means may calculate the current position of the user character as the initial position so that the current position of the user character functions as the reference position when the movement instruction is not executed in the automatic mode. In this case, the current position of the user character is set as the target position when no movement instruction is executed, and the movement of the user character can be stopped at that current position. Alternatively, if the target position is set while the user character is moving, a difference may arise between the current position set as the target position and the actual current position of the user character as a result of subsequent movement. In such a case, the user character can be caused to perform an action to return toward the target position. For example, in an aspect in which a moving object is used, a predetermined position between the reference position and the current position of the moving object may function as the most effective position as a movement destination. In such a case, using that most effective position as the initial position may lead to a decrease in movement instruction execution, which may result in less room for reflecting differences in user skill. By using the current position of the user character as the initial position, such a decrease can be suppressed.

[0077] Various types of games may be used as appropriate. For example, the game may be configured as a simulation game in which a user character operates independently. Alternatively, a suitable character appearing in a role-playing game may function as the user character. Alternatively, the game may be configured as a cooperative or competitive game between multiple users. For example, in one aspect of the computer program of the present invention, the game screen may further include an opponent character as a character (PL) associated with the user's opponent, and the game may be configured as a competitive game in which the user character and the opponent character are divided into an attacking side that performs actions to move the moving object and a defending side that performs actions to prevent the movement of the moving object.

[0078] The automatically controlled actions of the user character may include various actions as appropriate. For example, the user character may automatically control only the movement action of moving to a target position, or may automatically control other appropriate actions. For example, in a competitive game, depending on the action of the opponent character, an action preferable to a movement action may be produced. In this case, such a preferable action may be automatically controlled as appropriate. For example, in an aspect in which a competitive game is provided, the character control means may control the action of the user character so that, when the opponent character as the attacking side performs a predetermined event action against the moving object, the character control means automatically controls the action of the user character so that, during movement to the corrected position, the opponent character performs a counter action as the defending side that counters the event action.

[0079] In a competitive game, the battle may be realized as appropriate. For example, the competitive game may be configured as a one-on-one battle between two characters, or as a team battle. Furthermore, when the competitive game is configured as a team battle, the operation mode and the automatic mode may both be provided in the same team battle format, or in a format in which an appropriate one of the characters battles one-on-one. For example, in a mode in which a competitive game is provided, the competitive game may be configured as a team battle game in which a user team of multiple user characters battles against an opponent team of multiple opponent characters, and the mode switching means may switch the operation mode to the automatic mode so that the automatic mode provides a one-on-one battle between a user character of the multiple user characters that is being controlled at the time of the switching instruction action and an opponent character of the multiple opponent characters that is associated with the movement of the moving object. In this case, different styles of play can be provided through the operation mode and the automatic mode.

[0080] Various actions, such as operations on an operation unit or user actions, may be used as play actions such as movement instruction actions or switching instruction actions. For example, a camera that detects user actions may be provided as the input device, and a predetermined action such as raising the right arm may be used as a play action such as a movement instruction action (in this case, the direction and amount of raising the right arm may function as the operation direction and operation amount, respectively). Alternatively, the input device may be provided with various operation units operated by the user, and operations on the operation units may be used as play actions such as movement instruction actions. For example, in one aspect of the computer program of the present invention, the input device may be provided with a direction operation unit (14L) operated by the user to specify a direction as the movement instruction action, and the target correction means may correct the target position so that the direction specified via operation on the direction operation unit is reflected in the corrected position. Alternatively, in one aspect of the computer program of the present invention, the input device may be provided with a direction operation unit (14L) that is operated by the user to indicate a direction as the movement instruction action, and the target correction means may correct the target position based on the amount of operation on the direction operation unit so that the corrected position changes in accordance with the amount of operation on the direction operation unit.

[0081] On the other hand, the game system of the present invention is a game system (2) that is connected to an input device (6) for inputting a user's play actions, and a display device (7) that displays a game screen (60) including a user character as a character (PL) associated with the user, and a field (FD) as an area in which the user character operates, and that provides a game that progresses through the actions of the user character, including actions of automatic control according to predetermined rules, and that includes: a target calculation means (25) that calculates, when the user character moves under the automatic control, an initial position (P) of a target position to be set as a destination of the user character based on a reference position (RP) set in the field; a target correction means (25) that corrects the initial position to a corrected position (P') based on the movement instruction action when a movement instruction action that instructs the user character to move under the automatic control is executed as the play action; and a character control means (25) that controls the actions of the user character so that the user character moves under the automatic control toward the corrected position as the target position.

[0082] Furthermore, the control method of the present invention is a computer (21) incorporated in a game system (2) that is connected to an input device (6) for inputting a user's play action and a display device (7) that displays a game screen (60) including a user character as a character (PL) associated with the user and a field (FD) as an area in which the user character moves, and that provides a game that progresses through the user character's actions, including actions of automatic control according to predetermined rules, and that executes the following steps: a target calculation procedure for calculating, when the user character moves under the automatic control, an initial position (P) of a target position to be set as a destination of the user character, based on a reference position (RP) set in the field; a target correction procedure for, when a movement instruction action instructing the user character to move under the automatic control is executed as the play action, correcting the initial position to a corrected position (P') based on the movement instruction action; and a character control procedure for controlling the action of the user character so that the user character moves under the automatic control toward the corrected position as the target position. Execution of the computer program or control method of the present invention makes it possible to realize the game system of the present invention. [Explanation of symbols]

[0083] 2. Game Device (Game System) 6 Controller (input device) 7 Monitor (display device) 21 Control unit (computer) 24 Progress control unit (mode switching means) 25 Display control unit (target calculation means, target correction means, character control means) 50 Full screen (operation mode) 60 Matchup Screen (Game Screen, Auto Mode) P Initial target position (initial position) P' Corrected position (corrected position) BI Ball (moving object) FD Field PG Game Program (Computer Program) PL Players (Characters) RP reference position

Claims

1. A computer that performs processing for a soccer game in which a user character associated with a user is moved with the objective of putting a ball into a goal fixed on the field, A display means for displaying the field on a display device, Automatic control means for operating the user character by automatic control, Movement control means for moving the user character towards an initial target position identified based on the goal, using automatic control. Correction means for correcting the initial target position when the user gives instructions, A computer program that functions as such.

2. The display means is characterized in that it displays only a portion of the field including the user character. The computer program according to claim 1.

3. A game system that performs processing for a soccer game in which a user character associated with a user is moved with the objective of putting a ball into a goal fixed on the field, A display means for displaying the field on a display device, Automatic control means for operating the user character by automatic control, Movement control means for moving the user character towards an initial target position identified based on the goal, using automatic control. Correction means for correcting the initial target position when the user gives instructions, A game system that functions as such.

4. A control method for a soccer game in which a user character associated with a user is operated with the objective of putting a ball into a goal fixed on the field, A display step of displaying the field on a display device, An automatic control step in which the user character is operated by automatic control, A movement control step of moving the user character towards an initial target position identified based on the goal using the automatic control; A correction step to correct the initial target position when the user gives instructions, A control method including