Program and system

The system leverages a trained AI model to generate game object backstories at optimal times, addressing waiting times and enhancing user engagement through timely storytelling.

JP2025180662AActive Publication Date: 2025-12-11COLOPL
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Patent Information

Application Number
JP2024088152
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-05-30
Publication Date
2025-12-11
Estimated Expiration
2044-05-30

AI Technical Summary

Technical Problem

Existing systems that convert game objects into NFTs do not effectively utilize AI to generate unique backstories, leading to potential waiting times and reduced user interest when generating story data on demand.

Method used

A system that uses a trained AI model to generate story data for game objects at predetermined timings, integrating it into the game progression to enhance user engagement.

Benefits of technology

Increases user interest and enhances the entertainment value by providing timely and engaging backstory generation for game objects.

✦ Generated by Eureka AI based on patent content.

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Abstract

To increase interest.SOLUTION: A program causes a computer to function as generation means for inputting acquired detailed data on an object into a pre-trained model and generate story data related to the object. The generation means causes the trained model to generate story data at a predetermined timing after at least a portion of the detailed data has been determined and before a first operation is performed which instructs the display of a first screen including the story data.SELECTED DRAWING: Figure 13
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Description

[Technical Field]

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

[0002] Conventionally, technology has been known to turn objects acquired in games into NFTs (Non-Fungible Tokens) (see, for example, Patent Document 1). This allows acquired objects to be made public as part of a collection, or to increase their value when traded between users. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7453322 Summary of the Invention [Problem to be solved by the invention]

[0004] One way to further increase the value of objects is to give them backstories. By using AI to generate backstories, we can expect to create unique backstories.

[0005] From the perspective of reducing the processing load of the generation AI, it is desirable to instruct the generation AI to process the backstory when it becomes necessary. However, since processing by the generation AI takes a certain amount of time, instructing the generation AI when the user wants to check the backstory may result in waiting time and reduce interest.

[0006] Therefore, an object of the present invention is to improve the entertainment value. [Means for solving the problem]

[0007] In order to solve the above problem, the program of the present invention causes a computer to function as a generation means that inputs detailed data of an acquired object into a trained model that has been trained in advance, and generates story data related to the object, and the generation means causes the trained model to generate the story data at a predetermined timing after at least a portion of the detailed data has been determined and before a first operation is performed to instruct the display of a first screen including the story data. [Effects of the Invention]

[0008] According to the present invention, interest is increased. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a diagram illustrating an overview of a system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a hardware configuration diagram of a server. [Figure 3] This is a conceptual diagram of AI learning processing (A) and generation processing (B). [Figure 4] FIG. 1 is a diagram illustrating a neural network that realizes AI. [Figure 5] FIG. 2 is a hardware configuration diagram of a user terminal. [Figure 6] FIG. 2 is a functional block diagram of a game server. [Figure 7] This is a typical flow of the game that the system realizes. [Figure 8] These are examples of field data (A), situation data (B), and detailed data (C). [Figure 9] This is an example of a mining screen. [Figure 10] This is an example of the polishing screen (A) and the gem details screen (B). [Figure 11] 10 is an example of a story screen and story data. [Figure 12] FIG. 2 is a diagram showing main screen transitions in the game. [Figure 13]10 is a flowchart of a story generation process according to the present embodiment. [Figure 14] 10A is a flowchart of a story generation process, and FIG. 10B is a modified example of an excavation screen. DETAILED DESCRIPTION OF THE INVENTION

[0010] A system 1 according to an embodiment will be described below with reference to the drawings. Note that the embodiment of the present invention described below is an example of how the present invention can be realized, and the scope of the present invention is not limited to the scope of the described embodiment. Therefore, the present invention can be implemented by adding various modifications to the embodiment.

[0011] [System 1 Overview] FIG. 1 is a diagram showing an overview of a system 1 according to this embodiment. As shown in FIG. 1, the system 1 mainly includes a game server 10, an AI server 16, and multiple user terminals 20. Although three user terminals 20 are shown in FIG. 1, the number of user terminals 20 included in the system 1 is not limited to this. The game server 10, the AI ​​server 16, and the user terminals 20 are connected to each other so as to be able to communicate with each other via a communication network 2. There are no particular limitations on the specific example of the communication network 2, and it may be, for example, the Internet, a mobile communication system (e.g., 4G, 5G, etc.), a wireless network such as Wi-Fi (registered trademark), or a combination of these.

[0012] The system 1 according to this embodiment is a game system that realizes a game on a user terminal 20. Hereinafter, a user who operates the user terminal 20 to play a game will be referred to as a "player." Furthermore, the player of the user terminal 20A will be referred to as "player A," the player of the user terminal 20B as "player B," and the player of the user terminal 20C as "player C."

[0013] The game realized by the system 1 is, for example, an online game in which the game server 10 and the multiple user terminals 20 communicate with each other, and the game progresses synchronously on each of the multiple user terminals 20. However, the game may also be an offline game that is completed on a single user terminal 20. As one example, the game realized by the system 1 may be a cooperative game in which multiple players cooperate to achieve a goal (for example, moving to a destination, defeating an enemy character, or obtaining an item). As another example, the game realized by the system 1 may be a competitive game in which multiple players compete against each other.

[0014] Furthermore, the game realized by the system 1 progresses, for example, in a three-dimensional virtual space. More specifically, the game realized by the system 1 progresses by moving an avatar in the virtual space. Note that the game realized by the system 1 is not limited to progressing entirely in a three-dimensional virtual space, and a portion of the game may progress in two dimensions (for example, an icon or command selection screen). Furthermore, the game realized by the system 1 is not limited to progressing in a three-dimensional virtual space, and may progress on a two-dimensional plane.

[0015] A game is an example of a "service" that provides content to users. However, a specific example of a service is not limited to a game, and may be a virtual reality (VR) space in which multiple players communicate via avatars.

[0016] [Game Server 10 Configuration] FIG. 2 is a hardware configuration diagram of the game server 10. The game server 10 realizes an online game by synchronizing game data of each of a plurality of user terminals 20. The game server 10 is realized by, for example, a general-purpose computer such as a workstation or a personal computer. As shown in FIG. 2, the game server 10 mainly includes a processor 11, a memory 12, a storage 13, an input / output interface 14, and a communication interface 15. Each component of the game server 10 is connected to a communication bus 19.

[0017] The processor 11 performs the processes described below by executing a series of instructions included in a server program 13P stored in the memory 12 or the storage 13. The processor 11 is realized as, for example, a central processing unit (CPU), a graphics processing unit (GPU), a micro processing unit (MPU), a field-programmable gate array (FPGA), or other devices.

[0018] The memory 12 temporarily stores the server program 13P and data. The server program 13P is loaded from, for example, the storage 13. The data includes data input to the game server 10 and data generated by the processor 11. For example, the memory 12 is realized as a RAM (Random Access Memory) or other volatile memory.

[0019] The storage 13 permanently stores the server program 13P and data. The storage 13 is realized, for example, as a ROM (Read-Only Memory), a hard disk drive, a flash memory, or other non-volatile storage device. The storage 13 may also be realized as a removable storage device such as a memory card. As yet another example, the storage 13 may be connected to the game server 10 as an external storage device instead of being built into the game server 10. With this configuration, for example, in a situation where multiple user terminals 20 are used, such as an amusement facility, it becomes possible to collectively update the server program 13P and data.

[0020] The input / output interface 14 is an interface for connecting external devices such as a monitor, input device (e.g., keyboard, pointing device), external storage device, speaker, camera, microphone, sensor, etc. to the game server 10. The processor 11 communicates with the external devices through the input / output interface 14. The input / output interface 14 is realized using, for example, a Universal Serial Bus (USB), a Digital Visual Interface (DVI), a High-Definition Multimedia Interface (HDMI (registered trademark)), or other terminals.

[0021] The communication interface 15 communicates with other devices (e.g., AI server 16, user terminal 20) connected to the communication network 2. The communication interface 15 is realized as, for example, a wired communication interface such as a LAN (Local Area Network), or a wireless communication interface such as Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), or NFC (Near Field Communication).

[0022] [AI Server 16 Configuration] The AI ​​server 16 is realized by, for example, a general-purpose computer such as a workstation or a personal computer. The AI ​​server 16 realizes AI (Artificial Intelligence) 16 including a trained model. As an example, the AI ​​server 16 may be equipped with a dedicated AI optimized for the game provided by the game server 10. In this case, the game server 10 and the AI ​​server 16 may be realized by a single piece of hardware. As another example, the AI ​​server 16 may be equipped with a general-purpose AI that can be used for various purposes. The configuration of the AI ​​16 is already well known, so a detailed description will be omitted, but it may have the following configuration, for example.

[0023] FIG. 3 is a conceptual diagram of the learning process (A) and generation process (B) by the AI ​​16. FIG. 4 is a diagram showing the neural network 18 that realizes the AI ​​16. The AI ​​16 installed in the AI ​​server 16 is a so-called "generation AI" that processes input data and generates output data. The AI ​​16 executes the learning process shown in FIG. 3(A) and the generation process shown in FIG. 3(B). The AI ​​16 also generates output data from input data using, for example, the neural network 18 shown in FIG. 4.

[0024] As shown in FIG. 3(A), the AI ​​16 includes a learning model 17a. The learning model 17a refers to a neural network 18 before the learning process is performed. The learning model 17a becomes a trained model 17b based on training data including input data and correct answer data. The input data refers to data input to the AI ​​16. The correct answer data refers to data that should be output when the input data is input. By inputting multiple pieces of training data into the learning model 17a, the neural network 18 is optimized as described below, and becomes a trained model 17b.

[0025] As shown in FIG. 3(B), the trained model 17b generates and outputs output data by inputting input data to the neural network 18. The input data and output data may be in any format, such as text, image, or audio. The input data and output data may also be in different formats. On the other hand, the format of the correct answer data is the same as the format of the output data.

[0026] 3(A) may be performed not only on the learning model 17a but also on the trained model 17b. Furthermore, the AI ​​16 does not need to learn using the input data and correct answer data actually used in the present invention, but may learn using general-purpose learning data. Furthermore, the learning process performed by the AI ​​16 is not limited to "supervised learning" in which input data and correct answer data are input, but may be "unsupervised learning" in which correct answer data is not input, or may perform reinforcement learning, transfer learning, or the like.

[0027] As shown in FIG. 4, the neural network 18 of the learning model 17a or the trained model 17b includes an input layer L1 composed of multiple nodes I1, I2, and I3, an intermediate layer L2 composed of multiple nodes H1, H2, H3, H4, and H5, and an output layer L3 composed of multiple nodes O1, O2, and O3. In the example of FIG. 4, the number of nodes in the input layer L1 and the output layer L3 is the same, but the number of nodes in the input layer L1 and the output layer L3 may be different. The neural network 18 may also include multiple intermediate layers L2. Furthermore, while FIG. 4 illustrates a fully connected neural network 18 in which multiple nodes in each layer L1, L2, and L3 are connected to all nodes in adjacent layers, the structure of the neural network 18 is not limited to this.

[0028] The learning process is a process of adjusting the weighting coefficients and biases of each node so that correct data is output from the output layer L3 when input data is input to the input layer L1. The generation process is a process of generating output data and outputting it from the output layer L3 by processing the input data input to the input layer L1 using weighting coefficients and biases that have been adjusted in advance for each node.

[0029] However, the specific example of processing by the AI ​​16 described above is merely an example, and various well-known methods can be adopted by the AI ​​server 16. As another example, the AI ​​16 may have a network structure such as a CNN (Convolutional Neural Network). As yet another example, the network structure may have a configuration such as an LLM (Large Language Model), an RNN (Recurrent Neural Network), or an LSTM (Long Short-Term Memory). In other words, the AI ​​16 may have a network structure other than deep learning.

[0030] [Configuration of user terminal 20] The user terminal 20 is realized as, for example, an HMD (Head Mounted Display) set, a tablet terminal, a wearable device, smart glasses, a smartphone, a feature phone, a laptop computer, a desktop computer, etc. In this embodiment, an example of the user terminal 20 as a tablet terminal will be described as shown in FIG.

[0031] Fig. 5 is a hardware configuration diagram of the user terminal 20. As shown in Fig. 5, the user terminal 20 mainly includes a processor 21, a memory 22, a storage 23, a communication interface 25, a monitor 31, cameras 33 and 34, a microphone 35, a speaker 36, a motion sensor 41, a position sensor 42, and an operation device 43 (operation unit). Each component of the user terminal 20 is connected to a communication bus 29.

[0032] The processor 21, memory 22, storage 23, and communication IF 25 have the same configuration as the processor 11, memory 12, storage 13, and communication IF 15 of the game server 10. The storage 23 also stores a terminal program 23P.

[0033] Monitor 31 is provided on the surface of a flat housing, as shown in Fig. 1, for example. Monitor 31 is a display device (display unit) that displays images or videos. Camera 33 is a so-called in-camera that is attached to the surface of the flat housing and captures an image of the face of a user viewing monitor 31. Camera 34 is a so-called out-camera that is attached to the back surface of the flat housing (the surface opposite to monitor 31) and captures an image of the surroundings.

[0034] The microphone 35 converts the user's speech into an audio signal (electrical signal) and outputs it. The speaker 36 converts the audio signal into sound and outputs it to the user. Note that the user terminal 20 may include earphones instead of the speaker 36.

[0035] The motion sensor 41 detects the motion of the housing (for example, rotation around three mutually orthogonal axes). The motion sensor 41 may be realized by, for example, an angular velocity sensor, a geomagnetic sensor, a vibration sensor, or an acceleration sensor.

[0036] The position sensor 42 detects the current location of the user terminal 20. Since the user terminal 20 is assumed to be carried by a user, the location of the user terminal 20 corresponds to the location of the user who carries the user terminal 20. The position sensor 42, for example, acquires a signal from a global positioning satellite (GPS) and outputs information indicating the current location (hereinafter referred to as "current location information"). Specific examples of the current location information are not particularly limited, and may be, for example, a combination of the latitude and longitude of the current location. The user terminal 20 may calculate the number of steps, movement distance, and movement direction of the user using the detection results of the motion sensor 41 and the position sensor 42. The user's location may also be identified using values ​​detected by an external device (sensor). For example, the results of detection by a photographing device or a position sensor (such as an infrared sensor) installed in a building may be used. Furthermore, if a user owns multiple terminals (devices), the user's location may be identified by sharing the detection results of the sensors of the devices.

[0037] The operation device 43 accepts input (operation) of commands by the user to the user terminal 20. The operation device 43 is, for example, a touch panel that is superimposed on the monitor 31 and accepts various touch operations by the user. In other words, the monitor 31 according to this embodiment is a touch panel display unit. As another example, the user terminal 20 may be provided with a controller equipped with buttons, an operation stick, etc. as the operation device 43.

[0038] [Game Server 10 Functional Blocks] 6 is a functional block diagram of the game server 10. As shown in FIG. 6, the server program 13P loaded into the memory 12 causes the game server 10 (computer) to function as, for example, a progress means (acquisition means) 110, a determination means 120, and a generation means 130.

[0039] The progression means 110 progresses the game on the user terminal 20 by communicating with the user terminal 20 via the communication IF 15. More specifically, the progression means 110 synchronizes the game progressing on each of the multiple user terminals 20 by relaying game data (e.g., field data, avatar data, situation data, detailed data, story data) between the multiple user terminals 20.

[0040] Furthermore, the progression means 110 allows the player to acquire jewels (an example of an object) in the process of progressing through the game on the user terminal 20. However, specific examples of objects are not limited to jewels, and include any objects that can be acquired in the game, such as avatar skins, vehicles (e.g., cars, motorbikes, bicycles), equipment in battle games (e.g., weapons, protective gear, accessories), tools in sports games (e.g., golf clubs, tennis rackets), and furniture in sandbox games (e.g., beds, tables, wallpaper).

[0041] Furthermore, the progression means 100 generates situation data in the process of progressing the game. The situation data is data that indicates the situation when a gem (more specifically, a gemstone O) is acquired. The situation data includes, for example, the date the gemstone O was mined, the miner of the gemstone O, the location of the gemstone O, and the weather in the field at the time the gemstone O was mined. However, the items included in the situation data are not limited to these, and may include any item that indicates the situation of the game, field, and avatar when the gemstone O was acquired (for example, the elapsed time from the start of mining until the gemstone O was discovered, and the number of players mining).

[0042] The determining means 120 determines detailed data of the gemstone that the progression means 110 has caused the player to obtain, and generates the detailed data. The detailed data is, for example, data indicating an image of the gemstone's appearance, the type of gemstone (e.g., diamond, ruby), the size and weight of the gemstone (e.g., carat), the quality of the gemstone (e.g., accessory quality, jewelry quality, gem quality), and the type of cut (e.g., round brilliant cut, oval cut, princess cut). However, the items included in the detailed data are not limited to these, and may include any item that identifies the object (e.g., appearance, function, properties).

[0043] The determination means 120 may determine multiple items included in the detailed data (for example, an image of the gem's appearance, the type of gem, the size and weight of the gem, the quality of the gem, and the type of cut) simultaneously or at different times. As one example, the determination means 120 may first determine the image of the gem's appearance and the type of gem among the detailed data, and then determine the other items later. As another example, the determination means 120 may first determine the size, weight, and quality of the gem, and then determine the other items later. However, the order and timing of determining the detailed data are not limited to the above examples.

[0044] The generation means 130 causes the AI ​​server 16 to generate story data for the gemstones acquired by the player. The story data is data that indicates the backstory of the gemstones. More specifically, the story data is data that includes the circumstances under which the gemstone (rough stone O) was acquired, the origin of the gemstone's name, the characteristics of the gemstone, etc. The story data may be in text format, image (video) format, audio format, or a combination of these, for example.

[0045] For example, the generation means 130 may input at least a portion of the detailed data generated by the determination means 120 into the trained model 17b to generate story data. More specifically, the generation means 130 may input, for example, the detailed data generated by the determination means 120 and the situation data generated by the progression means 110 into the trained model 17b to generate story data. Even more specifically, the generation means 130 may input, for example, all items included in the detailed data and some items selected by lottery from multiple items included in the situation data into the trained model 17b to generate story data. However, the generation means 130 may input some of the items included in the detailed data (for example, items determined first by the determination means 120) into the trained model 17b. Furthermore, the generation means 130 may further input other game data (for example, field data, avatar data) into the trained model 17b to generate story data.

[0046] [Details of the games that System 1 realizes] FIG. 7 shows a typical flow of a game realized by the system 1. FIG. 8 shows examples of field data (A), situation data (B), and detailed data (C). FIG. 9 shows an example of a mining screen. FIG. 10 shows examples of a polishing screen (A) and a gem detail screen (B). FIG. 11 shows examples of a story screen and story data. Note that FIG. 7 shows a typical progression of the game, and the game is not limited to progressing in this order. Also, some of steps S11 to S16 in FIG. 7 may be executed in parallel.

[0047] The system 1 according to this embodiment provides a game in which, for example, an item (e.g., gemstone rough O) is acquired in a field F in which a mine is located, the acquired item is processed (e.g., the rough O is polished to produce gemstones), and the processed item (e.g., gemstones) is collected, exhibited, and traded. More specifically, the system 1 according to this embodiment is a game in which an avatar is operated (e.g., moved, excavated) in the field F shown in FIG. 7 to acquire the rough stone O (i.e., achieve one of the objectives of the game). Note that in this specification, the rough stone O and the gemstones generated from the rough stone O are described as the same "object."

[0048] "Field F" is, for example, a three-dimensional virtual space where the game is set. In other words, field F is a space in which an avatar can move. In this embodiment, field F has at least a mine containing buried ore O. Furthermore, field F may also have trees, buildings, rivers, ponds, etc.

[0049] An "avatar" is, for example, a 3D object with a three-dimensional shape having three-dimensional coordinates. The avatar is an alter ego of the player that moves around the field F in accordance with the player's operation via the operation device 43. However, specific examples of avatars are not limited to those in the shape of a person, and may also be animals, monsters, robots, vehicles, etc.

[0050] The game will be described below, focusing on user terminal 20A. The avatar operated by player A will be referred to as "avatar A." Of the multiple avatars displayed on user terminal 20A, avatar A operated by player A of that user terminal 20A will be referred to as "own avatar," and avatars B and C operated by other players B and C will be referred to as "other avatars." Furthermore, the name of player A (avatar A) in the game will be "Amanda."

[0051] The server program 13P causes the game server 10 (an example of a computer) to execute the following process, and the terminal program 23P causes the user terminal 20 (another example of a computer) to execute the following process, thereby allowing the game to progress synchronously on multiple user terminals 20. The game server 10 and user terminal 20 identify an account to be used by the user before progressing the game, and progress the game using the identified account. Note that if multiple accounts are selectable, the game server 10 and user terminal 20 identify an account to progress through from the multiple accounts, and then progress the game. Hereinafter, the server program 13P (terminal program 23P) causing the game server 10 (user terminal 20) to execute a process will be simply referred to as "the game server 10 (user terminal 20) executes a process."

[0052] First, the user terminal 20A acquires one of a plurality of mines prepared in advance on the game server 10 in accordance with the operation of player A via the operation device 43 (S11). As one example, player A can acquire a mine by purchasing a tool for excavating the mine (e.g., a pickaxe). As another example, player A can acquire a mine by consuming an item (e.g., in-game currency, real currency). However, there may be mines that can be acquired without purchasing or consuming an item. Player A who has acquired a mine is referred to as the "owner" of that mine.

[0053] Field data for each of a plurality of mines is stored in the storage 13 of the game server 10. Then, the game server 10 (progression means 110) transmits the field data in which the mine acquired by player A is located to the user terminal 20A via the communication IF 15. Then, the user terminal 20A expands the field data received from the game server 10 via the communication IF 25 into the memory 22. Then, the user terminal 20A displays on the monitor 31 an image captured by a virtual camera installed in the field F. As a result, the excavation screen shown in FIG. 9 is displayed on the monitor 31 of the user terminal 20A.

[0054] In addition to the three-dimensional shape of field F, the field data includes, for example, the mine name "X×△ Mine," the owner's name "Amanda," the number of raw stones buried in the mine "3," and the positions of the raw stones within the mine "(x1, y1, z1), (x2, y2, z2), (x3, y3, z3)," as shown in Figure 8(A). Meanwhile, at this point, detailed data on the gemstones produced by polishing raw stone O has not yet been determined. Specific examples of items included in field data are not limited to these.

[0055] Furthermore, the user terminal 20A operates avatar A in a field F shown in FIG. 9(A), for example, in accordance with an operation received from player A via the operation device 43. More specifically, player A moves avatar A in field F and uses items (e.g., a pickaxe, explosives) to have avatar A excavate the mine (S12). As a result, a raw stone O buried in the mine may be discovered, as shown in FIG. 9(B). Then, in response to player A's acquisition of the raw stone O, the game server 10 (progression means 110) generates situation data shown in FIG. 8(B), for example, and stores the generated situation data in the storage 13.

[0056] The mine owner can recruit other players (scholars) to mine the mine. The scholars can then mine the mine on behalf of the owner or together with the owner. In this case, user terminal 20A transmits avatar data representing avatar A after the action to game server 10 via communication IF 25. Then, game server 10 transmits the avatar data received from user terminal 20A to other user terminals 20B and 20C via communication IF 15. Furthermore, user terminals 20B and 20C operate avatar A in field F deployed in memory 22 based on the avatar data received from game server 10 via communication IF 25. As a result, avatar A operates synchronously in all user terminals 20A to 20C. The same applies to avatars B and C.

[0057] Next, the game server 10 (determining means 120) determines detailed data of the gemstone obtained from the rough stone O (S13), as shown in Fig. 8(C), for example, in response to the passage of a predetermined time (e.g., 24 hours) since Player A obtained the rough stone O (in other words, generated the situation data). In terms of game presentation, for example, a polisher (non-player character) polishes the rough stone O to obtain the gemstone, and the details of the gemstone are determined for the first time at this point.

[0058] As one example, the game server 10 acquires a hash value that is updated by an external server at predetermined time intervals. Then, the game server 10 may determine detailed data corresponding to the acquired hash value from among a plurality of pieces of detailed data prepared in advance. As another example, instead of acquiring a hash value from an external server, the game server 10 may determine detailed data using a random number generated by a random number generator.

[0059] The user terminal 20A may notify the player A of the time remaining until the detailed data of each of the acquired rough stones is determined, for example, through a grinding screen shown in Fig. 10(A). The grinding screen is a screen that shows the progress of grinding the rough stones that the player A has acquired. In the example of Fig. 10(A), grinding (i.e., determination of detailed data) of the rough stone on the far left has been completed, and the time remaining until grinding of the center and right-most stones is completed is displayed.

[0060] Furthermore, the gem identified by the detailed data may be converted into an NFT (Non-Fungible Token). In other words, the gem identified by the detailed data may be accompanied by an unforgeable certificate of appraisal and ownership. This makes the gem acquired by Player A in the game a unique object that cannot be copied or tampered with. The specific process of converting gems into NFTs is already well known, so a detailed explanation will be omitted.

[0061] Next, the game server 10 (generation means 130) causes the AI ​​server 16 to generate story data for the jewel identified by the detailed data (S14). Then, the game server 10 (generation means 130) receives the story data generated by the AI ​​server 16 via the communication IF 15 and stores it in the storage 13. The timing of instructing the AI ​​server 16 to generate story data will be described later with reference to FIG. 13.

[0062] The game server 10 (generation means 130) inputs, for example, some items of the situation data shown in FIG. 8(B) (e.g., miner "Amanda" and weather "cloudy") and all items of the detailed data shown in FIG. 8(C) into the trained model 17b to generate the story data shown in FIG. 11. That is, the game server 10 (generation means 130) instructs the AI ​​server 16 to generate story data including text included in the input data. Of the situation data shown in FIG. 8(B), the items to be included in the input data are determined, for example, by lottery. Furthermore, the data to be included in the input data is not limited to the above-mentioned examples. Furthermore, the number of characters of the story data, etc. may be further specified.

[0063] Next, the user terminal 20A displays the gem detail data and story data on the monitor 31 in accordance with the operation of Player A via the operation device 43 (S15). For example, in response to the selection of the [Grinding Complete] icon on the grinding screen shown in FIG. 10(A), the user terminal 20A receives detailed data from the game server 10 via the communication IF 15 and displays the gem detail screen (FIG. 10(B)) including the received detailed data on the monitor 31. Also, in response to the selection of the [Story] icon on the gem detail screen shown in FIG. 10(B), the user terminal 20A receives story data from the game server 10 via the communication IF 15 and displays the story screen (FIG. 11) including the received story data on the monitor 31. However, if story data has not yet been generated when the gem detail screen is displayed, the [Story] icon may be hidden or may be unselectable (grayed out).

[0064] Next, in accordance with player A's operation via the operation device 43, the user terminal 20A displays the acquired gems to other players as a collection or trades them with other players via the market (S16). At this time, the detailed data and story data of the gems become viewable by other players. For example, when the user terminal 20B receives an instruction from player B via the operation device 43 to view player A's gems, it may display the detailed data or story data received from the game server 10 via the communication IF 15 on the monitor 31.

[0065] [Explanation of screen transitions in the game] Fig. 12 is a diagram showing main screen transitions in a game. The user terminal 20A progresses the game by switching between the screens shown in Fig. 12, for example, in accordance with the operation of player A via the operation device 43. Furthermore, the user terminal 20A transmits and receives necessary data to and from the game server 10 when switching between screens. Furthermore, switching between screens displayed on the monitor 31 is referred to as a "screen transition."

[0066] The startup screen is a screen that is first displayed when the terminal program 23P is started on the user terminal 20A. The terminal program 23P is started by the OS of the user terminal 20A in response to, for example, player A tapping an icon displayed on the menu screen of the user terminal 20A. The startup screen is, for example, a screen that displays the title of the game. The startup screen may also include text boxes for inputting an account and password. Furthermore, the startup screen may be composed of multiple screens that transition automatically. On the other hand, the startup screen is a screen that is not displayed again while the game is in progress. The operation of tapping an icon on the menu screen is an example of a second operation that instructs the display of the startup screen. The startup screen is an example of a second screen that is displayed when a game (service) is started.

[0067] Then, in response to receiving an operation by player A to tap on any position on the startup screen (or the [Login] icon, etc.) via the operation device 43, the user terminal 20A transitions the screen to the home screen. This operation is another example of a second operation to instruct the display of the home screen. The home screen is also another example of a second screen that is displayed when a game (service) is started.

[0068] The home screen is a screen that is always displayed after the startup screen when the terminal program 23P is started on the user terminal 20A. The home screen is the most upstream screen among the screens to which transitions can be made in accordance with the user's operation while the game is in progress. The home screen also includes icons that instruct screen transitions to, for example, a mining screen (FIG. 9), a market screen, or a GEM screen. Then, in response to receiving an operation by player A via the operation device 43 to select an icon included in the home screen, the user terminal 20A transitions the screen to the screen corresponding to the icon.

[0069] The mining screen (Figure 9) is a screen that allows avatar A to mine raw stones O on field F. The mining screen is a screen that is updated appropriately depending on the shape of field F and the movements of avatar A. The mining screen is an example of a third screen that allows player A to obtain raw stones O (objects).

[0070] The market screen is a portal screen for purchasing items, buying and selling gems, etc. The market screen includes, for example, icons that instruct screen transition to an item purchase screen or a gem buying and selling screen. Then, in response to receiving an operation by player A via the operation device 43 to select an icon included in the market screen, the user terminal 20A transitions the screen to the screen corresponding to the icon.

[0071] The item purchase screen is a screen for purchasing items used in mining (e.g., pickaxes, explosives, detectors), skins for Avatar A (e.g., costumes, accessories), and other items. Player A can purchase items, for example, by consuming in-game currency or real currency. Items that can be purchased through the item purchase screen may include items that can be converted into NFTs (e.g., pickaxes). Furthermore, pickaxes may be bought and sold through a dedicated buying and selling screen. The gem buying and selling screen is a screen for buying and selling gems between players. For example, player A may be able to view detailed data and story data of gems owned by other players B and C through the gem buying and selling screen.

[0072] The GEM screen is a screen for managing and viewing gemstones created from acquired rough stones O. The GEM screen includes, for example, a polishing screen (FIG. 10(A)) and an icon for instructing screen transition to a list screen. Then, in response to receiving an operation by player A via the operation device 43 to select an icon included in the GEM screen, the user terminal 20A transitions the screen to the screen corresponding to the icon.

[0073] The polishing screen (FIG. 10(A)) is a screen for checking the polishing status of the rough stone O acquired through the mining screen. The polishing screen includes, for example, an icon (the [Polished] icon in FIG. 10(A)) for each gemstone for which polishing has been completed (i.e., a gemstone for which detailed data has been determined) that instructs the screen to transition to the gemstone details screen. Then, in response to receiving an operation by player A to select the [Polished] icon via the operation device 43, the user terminal 20A transitions the screen to the corresponding gemstone details screen.

[0074] The gem detail screen (FIG. 10(B)) is a screen for viewing (confirming) the detailed data determined by the determination means 120. When the [Grinding Complete] icon on the grinding screen is selected, the user terminal 20A obtains the detailed data of the corresponding gem from the game server 10 via the communication IF 25, and displays the gem detail screen including the obtained detailed data on the monitor 31. In addition, during the screen transition from the grinding screen to the gem detail screen, an effect screen indicating that the detailed data has been determined may be displayed.

[0075] The jewel detail screen also includes, for example, an icon (the [Story] icon in FIG. 10(B)) that instructs the screen to transition to the story screen. Then, the user terminal 20A transitions the screen to the story screen in response to receiving an operation by player A to select the [Story] icon via the operation device 43. This operation is an example of a first operation that instructs the display of the story screen. The story screen is also an example of a first screen.

[0076] The story screen (FIG. 11) is a screen for viewing (checking) the story data of gems possessed by player A. When the [Story] icon on the gem details screen is selected, the user terminal 20A acquires the story data of the corresponding gem from the game server 10 via the communication IF 25, and displays a story screen including the acquired story data on the monitor 31. The story screen may also include an icon for switching the language in which the story is written (e.g., Japanese, English, Chinese, etc.). Note that the part of the story data text shown in FIG. 11 that reflects the input data is underlined.

[0077] The list screen is a screen for displaying a list of gems owned by Player A. For example, immediately after polishing is completed (i.e., immediately after a gem is created from raw stone O), Player A checks the detailed data on the gem details screen and the story data on the story screen. After that, Player A can check the detailed data and story data again on the list screen (or a screen that can be transitioned to from the list screen).

[0078] Of the multiple screens shown in Figure 12, the base end of the arrow is denoted as the "upstream side of the screen transition," and the tip end of the arrow is denoted as the "downstream side of the screen transition." As an example, if the story screen is taken as the center, the gem detail screen, polishing screen, gem screen, home screen, and startup screen are "screens on the upstream side of the screen transition." As another example, if the mining screen is taken as the center, the home screen and startup screen are "screens on the upstream side of the screen transition." As yet another example, if the startup screen or the home screen is taken as the center, all other screens are "screens on the downstream side of the screen transition." On the other hand, if either the mining screen or the story screen is taken as the center, the other is neither an "upstream screen in the screen transition" nor a "downstream screen in the screen transition."

[0079] That is, a screen (i.e., gem screen, home screen, startup screen) that is displayed at least once after the terminal program 23P is launched and before a specific screen (e.g., grinding screen) is displayed is defined as a "screen upstream of the specific screen in the screen transition." Note that there may be multiple paths of screen transition to display a specific screen. In that case, a screen that is displayed at least once on each path before the specific screen is displayed is defined as a "screen upstream of the specific screen in the screen transition." On the other hand, a screen (i.e., gem detail screen, story screen) that can be displayed after the terminal program 23P is launched and after a specific screen (e.g., grinding screen) is displayed is defined as a "screen downstream of the specific screen in the screen transition."

[0080] Then, a screen transition from the upstream side to the downstream side is performed, for example, by selecting an icon included in the upstream screen. On the other hand, a screen transition from the downstream side to the upstream side is performed, for example, by selecting an icon included in the downstream screen (for example, the [Back] icon shown in FIGS. 10 and 11). Alternatively, a screen transition from the downstream side to the upstream side may be performed, for example, by selecting an icon that instructs the deletion of the downstream screen (for example, an icon that instructs the end of mining on the mining screen). Furthermore, a screen downstream of the home screen in the screen transition may include, for example, an icon that instructs the screen transition to the home screen (for example, the [Home] icon). The operation of instructing the screen transition to the home screen is an example of a second operation.

[0081] [Explanation of when story data is generated] Here, if instructions to generate story data are concentrated on the AI ​​server 16, the processing load on the AI ​​server 16 increases. Furthermore, if the AI ​​server 16 operates on a pay-per-use system, generating unnecessary story data increases costs. Therefore, from the perspective of reducing the load and reducing costs, it is desirable to avoid uniformly generating story data for players who play the game on a trial basis, acquire gemstone O, but then quit the game before waiting for the gemstone to be generated. On the other hand, if story data has not been generated by the time the story screen is displayed, a waiting time will be required to display the story screen, which may reduce the player's interest.

[0082] Therefore, the story generation process according to this embodiment will be described with reference to Fig. 13. The story generation process is a process for outputting an instruction to generate story data at an appropriate timing. Fig. 13 is a flowchart of the story generation process according to this embodiment.

[0083] First, the game server 10 (determination means 120) determines (S22) detailed data of the gemstone to be generated from the raw stone O in response to the passage of a predetermined time (e.g., 24 hours) since the raw stone O was acquired (S21: Yes). Next, after the determination means 120 determines at least a portion of the detailed data (S22), and when the user terminal 20A receives an operation to instruct display of the home screen (S23: Yes), the game server 10 (generation means 130) instructs the AI ​​server 16 to generate story data (S24).

[0084] As one example, if the terminal program 23P is not running on the user terminal 20A (i.e., the game has ended) at the time when at least a portion of the detailed data (e.g., items to be input as input data) is determined, an operation by player A of starting the terminal program 23P and tapping on the start-up screen is an example of an operation instructing to display the home screen (second operation). As another example, if the terminal program 23P is running on the user terminal 20A (i.e., the game is in progress) at the time when at least a portion of the detailed data is determined, an operation instructing to end excavation, an operation of selecting the [Back] icon, and an operation of selecting the [Home] icon are other examples of an operation instructing to display the home screen (second operation). The operation instructing to display the home screen is an example of a predetermined timing.

[0085] [Effects of this embodiment] According to the above embodiment, the AI ​​server 16 is instructed to generate story data after at least a portion of the detailed data has been determined and at the timing when an operation to display the home screen is performed. This prevents the generation of story data for players who have left the game, thereby contributing to reducing the load on the AI ​​server 16 and reducing costs. Furthermore, since the generation of story data begins when a home screen, which is upstream of the story screen in the screen transition, is displayed, the story data generation process progresses until the story screen is reached through sequential screen transitions in response to the player's operation. Therefore, compared to when the player instructs the generation of story data and then the story data is generated, the waiting time until the player can view the story is reduced (or eliminated). This allows the player to view the story immediately when they want to view it, thereby preventing the tempo of the game from slowing down. This increases the player's interest.

[0086] The predetermined timing for instructing the AI ​​server 16 to generate story data is not limited to the example of step S23 in Figure 13. As another example, the predetermined timing may be the timing when a player's operation is received to instruct the display of a screen upstream of the story screen in the screen transition (i.e., the startup screen, GEM screen, grinding screen, or gem detail screen). As yet another example, the predetermined timing may be the timing when the terminal program 23P is started.

[0087] Furthermore, the predetermined timing is not limited to a fixed timing, and may vary depending on the situation. For example, the more players are currently playing the game, the more distant the screen (e.g., a startup screen) from among the screens located upstream of the story screen in the screen transition sequence is, and the fewer players are currently playing the game, the more distant the screen (e.g., a grinding screen) is, which may be the timing at which the command is issued. In this way, by varying the predetermined timing depending on the situation, it is possible to achieve a balance between reducing the load and costs on the AI ​​server 16 and reducing waiting time.

[0088] Furthermore, according to the above embodiment, unique story data can be generated by inputting detailed data and situational data (input data) into the trained model 17b and outputting story data (output data). Furthermore, by using only some items selected by lottery from the situational data as input data, the items included in the input data can be varied for each gemstone. This is expected to generate even more unique story data. Furthermore, by applying the above processing to NFT-enabled objects, the value of NFT-enabled gemstones can be further increased.

[0089] [Variations] FIG. 14 shows a flowchart of the story generation process (A) and a modified example of the excavation screen (B). Note that a detailed description of the commonalities with the above embodiment will be omitted, and the following description will focus on the differences. The above embodiment aims to balance the reduction of the load and costs on the AI ​​server 16 with the reduction of waiting time. In contrast, the modified example aims to reduce the waiting time until story data is generated. Therefore, as shown in FIG. 14(A), the story generation process according to the modified example differs from the story generation process shown in FIG. 13 in that step S23 is omitted.

[0090] 14(A), when a predetermined time has elapsed since the acquisition of the gemstone O and the determination means 120 has determined the detailed data (S21: Yes → S22), the game server 10 (generation means 130) according to the modified example causes the trained model 17b to generate story data (S24) without any operation by the player A. This reduces the waiting time until the story data is generated, thereby improving interest.

[0091] Furthermore, in the process of having player A acquire a gemstone O (i.e., while the mining screen is displayed on the monitor 31 of the user terminal 20A), when the generation of story data for the previously acquired gemstone O is completed, the game server 10 (progression means 110) may display a [Generation Completed] icon on the mining screen, as shown in FIG. 14(B). The [Generation Completed] icon is an icon for notifying that the generation of story data by the AI ​​server 16 has been completed. More specifically, the game server 10 (progression means 110) notifies the user terminal 20A of the completion of the generation of the story data via the communication IF 15. Then, the user terminal 20A may display the [Generation Completed] icon on the mining screen based on the notification received from the game server 10 via the communication IF 25.

[0092] Furthermore, the user terminal 20A may interrupt mining and transition the screen from the mining screen to the story screen in response to receiving an operation of player A selecting the [Generation Complete] icon through the operation device 43. That is, the user terminal 20A may acquire story data from the game server 10 through the communication IF 25 and display a story screen including the acquired story data on the monitor 31.

[0093] This can prompt player A to check the story data, thereby reducing the possibility that the generation of the story data will be wasted. However, the method of notifying the completion of the generation of the story data is not limited to the example of FIG. 14(B). As another example, the user terminal 20A may notify the completion of the generation of the story data by displaying a batch on the icon of the terminal program 23P on the menu screen. This can prompt player A to replay the game.

[0094] Furthermore, the program according to the present invention is not limited to a single program, but may be a collection of multiple programs. Furthermore, the program according to the present invention is not limited to being executed by a single device, but may be executed by multiple devices in a shared manner. Furthermore, the division of roles among the game server 10, the AI ​​server 16, and the user terminal 20 is not limited to the example described above. That is, part of the processing of the game server 10 may be executed by the AI ​​server 16 or the user terminal 20, part of the processing of the AI ​​server 16 may be executed by the game server 10 or the user terminal 20, or part of the processing of the user terminal 20 may be executed by the game server 10 or the AI ​​server 16.

[0095] Furthermore, some or all of the means implemented by the program can be implemented by hardware such as an integrated circuit. Furthermore, the program may be provided recorded on a non-transitory recording medium that can be read by a computer. Examples of recording media include hard disks, SD cards, DVDs, and servers on the Internet.

[0096] [Note] Some of the features of the present invention are summarized below. [assignment] The present invention aims to improve the entertainment value. [Solution] (1) causing the computer to function as a generating means for inputting detailed data of the acquired object into a trained model that has been trained in advance, and generating story data related to the object; The generation means is a program that causes the trained model to generate the story data at a predetermined timing after at least a portion of the detailed data has been determined and before a first operation is performed to instruct the display of a first screen including the story data. (2) The program described in (1) above, wherein the generation means causes the trained model to generate the story data at the predetermined timing when a second operation is performed to instruct the display of a second screen that is upstream of the first screen in the screen transition. (3) The program according to (2) above, wherein the second screen is a screen that is displayed when a service is started on the computer. (4) causing the computer to function as an acquisition means for allowing the player to acquire the object through the third screen; The program according to (2) above, wherein the second screen is a screen located upstream in a screen transition from both the first screen and the third screen. (5) The program according to (1) above, which causes the computer to function as a determination means for determining the detailed data in response to the passage of a predetermined time since the player acquired the object. (6) The program described in (5) above, wherein the generation means inputs the detailed data determined by the determination means and situation data indicating the situation when the player acquired the object into the trained model to generate the story data. (7) The program described in (6) above, wherein the generation means inputs all items included in the detailed data and some items selected by lottery from among multiple items included in the situation data into the trained model. (8) The program according to (5) above, wherein the detailed data includes at least one item of the type, size, quality, and shape of the object. (9) The program described in (1) above, wherein the object can be converted into an NFT. (10) A generation means for inputting the acquired detailed data of the object into a trained model that has been trained in advance to generate story data related to the object, The generation means causes the trained model to generate the story data at a predetermined timing after at least a portion of the detailed data has been determined and before a first operation is performed to instruct the display of a first screen including the story data. (11) The computer is caused to function as a generating means for inputting the acquired detailed data of the object into a trained model that has been trained in advance, and generating story data related to the object; The generation means is a program that causes the trained model to generate the story data without player operation in response to at least a portion of the detailed data being determined. (12) causing the computer to function as an acquisition means for allowing a player to acquire the object; The program according to (11) above, wherein the acquisition means notifies the player that the learned model has generated the story data of the object previously acquired in the process of having the player acquire the object. [Action and effect] According to the above solutions (1) and (10), it is possible to balance the reduction of the load and cost on the AI ​​server with the reduction of waiting time. According to the above solution (2), it is possible to balance the reduction of the load and cost on the AI ​​server with the reduction of waiting time. According to the above solution (3), the generation of story data is instructed at the timing when the player starts the program (for example, restarts the game), so it is possible to prevent the generation of unnecessary story data. According to the above solution (4), the generation of story data is instructed when the acquisition of the object is interrupted and the screen is returned to the second screen, thereby achieving a balance between reducing the load and costs on the AI ​​server and reducing waiting time. According to the above solution (5), fairness among players can be ensured compared to when detailed data is determined in advance before the object is acquired. According to the above solution (6), it is expected that unique story data will be generated. According to the above solution (7), the items included in the input data differ for each object, so that it is possible to expect the generation of even more unique story data. According to the above solution (8), it is expected that story data that reflects the characteristics of the object can be generated. According to the above solution (9), by applying the above process to an NFTable object, the value of the NFTed gem can be further increased. According to the above solution (11), the waiting time for checking the story data can be reduced. According to the above solution (12), the player can be made aware that the story data has been generated, further reducing the waiting time. [Explanation of symbols]

[0097] 1...system, 2...communication network, 10...server, 11,21...processor, 12,22...memory, 13,23...storage, 13P...server program, 14...input / output interface, 15,25...communication interface, 16...AI server, 17a...learning model, 17b...trained model, 18...neural network, 19,29...communication bus, 20...user terminal, 23P...terminal program, 31...monitor, 33,34...camera, 35...microphone, 36...speaker, 41...motion sensor, 42...position sensor, 43...operation device, 110...progress means (acquisition means), 120...determination means, 130...generation means

Claims

1. causing the computer to function as a generation means for inputting the acquired detailed data of the object into a trained model that has been trained in advance, and generating story data related to the object; The generation means is a program that causes the trained model to generate the story data at a predetermined timing after at least a portion of the detailed data has been determined and before a first operation is performed to instruct the display of a first screen including the story data.

2. The program according to claim 1, wherein the generation means causes the trained model to generate the story data at the predetermined timing when a second operation is performed to instruct the display of a second screen that is upstream of the first screen in a screen transition.

3. 3. The program according to claim 2, wherein the second screen is a screen that is displayed when a service is started on the computer.

4. causing the computer to function as an acquisition means for allowing a player to acquire the object through a third screen; The program according to claim 2 , wherein the second screen is a screen located upstream of both the first screen and the third screen in a screen transition.

5. 2. The program according to claim 1, causing the computer to function as a determining means for determining the detailed data in response to a predetermined time having elapsed since the player acquired the object.

6. The program according to claim 5, wherein the generation means inputs the detailed data determined by the determination means and situation data indicating the situation when the player acquired the object into the trained model to generate the story data.

7. The program according to claim 6, wherein the generation means inputs all items included in the detailed data and some items selected by lottery from among a plurality of items included in the situation data into the trained model.

8. The program according to claim 5 , wherein the detailed data includes at least one item of the type, size, quality, and shape of the object.

9. The program of claim 1 , wherein the object is NFT-able.

10. A generation means is provided for inputting the acquired detailed data of the object into a trained model that has been trained in advance, and generating story data related to the object; The generation means causes the trained model to generate the story data at a predetermined timing after at least a portion of the detailed data has been determined and before a first operation is performed to instruct the display of a first screen including the story data.

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