Program and system

The system generates detailed explanatory information for in-game items using a pre-trained model, addressing the lack of engagement with rare items, thereby enhancing player interest and entertainment value.

JP2025188067APending Publication Date: 2025-12-25COLOPL
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Patent Information

Application Number
JP2025114185
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-07-07
Publication Date
2025-12-25

AI Technical Summary

Technical Problem

Existing technologies do not effectively enhance the entertainment value of games by providing engaging and unique experiences for players, particularly with rare in-game items.

Method used

A system and program that utilize a pre-trained model to generate explanatory information for in-game items, including a backstory and name, based on item attributes and associated IP, enhancing the player's engagement and interest.

Benefits of technology

Increases player interest and motivation by providing unique and detailed information about acquired items, thereby improving the overall entertainment value of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enhance amusement.SOLUTION: A program causes a computer to function as generation means for causing a pre-trained model to generate explanatory information describing a second item obtained using a first item. The first item is associated with information on the first item including multiple items. When the first item is associated with a specific IP, the generation means inputs at least the items of the specific IP among the information related to the first item into the trained model to generate explanatory information. When the first item is not associated with a specific IP, the generation means generates explanatory information without inputting all items of the information related to the first item into the trained model.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 for converting in-game items into NFTs (Non-Fungible Tokens) (see, for example, Patent Document 1). This can motivate players to acquire highly rare items. [Prior art documents] [Patent documents]

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

[0004] The present invention aims to improve the entertainment value. [Means for solving the problem]

[0005] In order to solve the above problem, the program of the present invention causes a computer to function as a generation means that generates explanatory information explaining a second item obtained using a first item using a pre-trained trained model, wherein the first item is associated with information about the first item including multiple items, and when the first item is associated with a specific IP, the generation means inputs at least the items of the specific IP from the information related to the first item into the trained model to generate the explanatory information, and when the first item is not associated with the specific IP, the generation means generates the explanatory information without inputting all items of information related to the first item into the trained model. [Effects of the Invention]

[0006] According to the present invention, interest is increased. [Brief explanation of the drawings]

[0007] [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] Example item information for a standard pickaxe (A) and a special pickaxe (B). [Figure 9] This is an example of field information (A), status information (B), and detailed information (C). [Figure 10] This is an example of a mining screen. [Figure 11] This is an example of the polishing screen (A) and the gem details screen (B). [Figure 12] 10 is an example of a story screen and explanatory information. [Figure 13] 10 is a flowchart of a name generation process. [Figure 14] 10 is a flowchart of a story generation process. [Figure 15] 1A and 1B are diagrams showing variations of input data input to a trained model in the name generation process (A) and the story generation process (B). DETAILED DESCRIPTION OF THE INVENTION

[0008] 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.

[0009] [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.

[0010] 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."

[0011] 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.

[0012] 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.

[0013] 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.

[0014] [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 information 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.

[0015] 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.

[0016] The memory 12 temporarily stores a server program 13P and data (information). 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.

[0017] 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.

[0018] 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.

[0019] 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).

[0020] [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.

[0021] 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.

[0022] 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.

[0023] 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.

[0024] 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.

[0025] 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.

[0026] 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.

[0027] 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.

[0028] [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.

[0029] 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.

[0030] 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.

[0031] 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.

[0032] 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.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] [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.

[0037] 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 information (e.g., item information, field information, avatar information, situation information, detailed information, explanatory information) between the multiple user terminals 20.

[0038] Furthermore, the progression means 110 allows the player to obtain a pickaxe as an item that the avatar will use in the game. The pickaxe, which is an example of a first item, is a tool used to obtain gems (more specifically, gemstone rough O), which is an example of a second item. However, specific examples of the first item are not limited to pickaxes, and include any item that can be used to mine a mine, such as a shovel, a crusher, heavy machinery, and dynamite. Furthermore, the first item may include any item (e.g., a tool) that can be used to obtain a second item (e.g., furniture) depending on the type of the second item to be obtained.

[0039] The ice axe includes, for example, a standard ice axe and a special ice axe. The standard ice axe is an example of a first item that does not have a specific attribute. The special ice axe is an example of a first item that has a specific attribute. A "specific attribute" refers to, for example, a specific (typically, external) IP (Intellectual Property). The following explanation uses the example of a professional sports team (e.g., baseball, soccer, basketball) as an example of IP, but specific examples of IP are not limited to this. Other examples of IP include content (e.g., anime, movies, music, illustrations, characters), products (e.g., automobiles, apparel, jewelry), etc. Furthermore, a "specific attribute" is not limited to IP, and may also be a game commemoration (e.g., anniversary), etc.

[0040] A standard pickaxe is, for example, an item that anyone can acquire by spending an item in the game (e.g., in-game currency, real currency). A standard pickaxe is, for example, an item that is not limited in quantity. A standard pickaxe is, for example, an item that is less rare than a special pickaxe. A standard pickaxe is, for example, an item that is simply decorated compared to a special pickaxe.

[0041] A special pickaxe is, for example, an item associated with a professional sports team (a so-called collaboration item). A special pickaxe is an item that can be acquired by a player who has won the right to play by lottery entering an item code in a game after paying a fee (for example, real currency or virtual currency). A special pickaxe is an item with a limited number of items. A special pickaxe is a rarer item than a standard pickaxe. A special pickaxe is an item that is more ornately decorated (for example, painted in a team color) than a standard pickaxe.

[0042] In this way, the standard pickaxe and the special pickaxe are items that differ primarily in their collectible value. In other words, the standard pickaxe and the special pickaxe are items that differ primarily in their appearance (look) displayed on the monitor 31. However, the characteristics that can distinguish the standard pickaxe and the special pickaxe are not limited to the examples described above. As another example, the standard pickaxe and the special pickaxe may be obtained in different ways (described below). As yet another example, the special pickaxe may come with a skin (e.g., a uniform) that can be worn by an avatar, whereas the standard pickaxe may not come with such a benefit.

[0043] On the other hand, the standard pickaxe and the special pickaxe may have the same (identical) game status (for example, digging speed, durability, probability of obtaining gemstone O). In other words, the progression means 110 may make the difficulty of obtaining gemstones (i.e., game difficulty) the same when using a standard pickaxe and when using a special pickaxe. However, the status may be different between the standard pickaxe and the special pickaxe. Furthermore, the game may be provided with multiple types of standard pickaxes (or special pickaxes) with different statuses.

[0044] Furthermore, the progression means 110 causes the player to obtain gems (more specifically, gemstones O) using a pickaxe in the process of progressing the game on the user terminal 20. More specifically, the progression means 110 causes the avatar to mine a mine arranged in the field F with the pickaxe, and as a result, grants the gemstones O to the player (i.e., the player obtains the gemstones O).

[0045] A gem (gemstone O) is an example of a second item that can be acquired using a first item. However, specific examples of the second item are not limited to gemstones, and include any item that can be acquired in a game, such as avatar skins, vehicles (e.g., cars, motorcycles, bicycles), equipment in a battle game (e.g., weapons, armor, accessories), tools in a sports game (e.g., golf clubs, tennis rackets), and furniture in a sandbox game (e.g., beds, tables, wallpaper).

[0046] Furthermore, the progression means 100 generates situation information in the process of progressing the game. The situation information is information indicating the situation when a gem (more specifically, a gemstone O) is acquired. The situation information includes, for example, the date the gemstone O was mined, the miner of the gemstone O, the location of the gemstone O, the weather in the field F at the time the gemstone O was mined, and the type of pickaxe used to mine the gemstone O. However, the items included in the situation information are not limited to these, and may include any item indicating the situation of the game, the field F, and the 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).

[0047] The determining means 120 determines detailed information about the gemstone that the progression means 110 has caused the player to obtain, and generates the detailed information. The detailed information is, for example, information 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 information are not limited to these, and may include any item that identifies the item (e.g., appearance, function, properties).

[0048] The determination means 120 may determine multiple items included in the detailed information (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 information, 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 information are not limited to the above examples.

[0049] The generation means 130 causes the AI ​​server 16 to generate explanatory information about the gemstone acquired by the player. The explanatory information is information for explaining the gemstone. The explanatory information includes, for example, the name of the gemstone and the gemstone's backstory. More specifically, the explanatory information includes at least the name. Furthermore, the explanatory information may include the backstory in addition to the name. However, specific examples of explanatory information are not limited to these.

[0050] The name of a gemstone is a proper noun that identifies the gemstone. The backstory is information including 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 backstory may also be, for example, text, images (video), audio, or a combination of these.

[0051] The name of a gemstone is, for example, a text of about 1 to 10 words (more preferably, 2 to 5 words). The backstory contains, for example, a text of about 20 to 500 words (more preferably, 100 to 200 words). In other words, the number of words that make up the name is fewer than the number of words that make up the backstory. In other words, the name is a proper noun that succinctly describes the gemstone, and the backstory is a sentence that describes the background of the gemstone.

[0052] The generation means 130, for example, inputs various game information into the trained model 17b to generate explanatory information. More specifically, the generation means 130, for example, inputs the situation information generated by the progression means 110, the detailed information generated by the determination means 120, and at least a portion of the item information of the pickaxe used to obtain the gem (rough stone O) into the trained model 17b to generate explanatory information. The generation means 130 according to this embodiment generates the name and the backstory separately in the trained model 17b (i.e., with different prompts). However, the generation means 130 may also generate the name and the backstory simultaneously in the trained model 17b (i.e., with one prompt).

[0053] [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 an example of item information for a standard pickaxe (A) and a special pickaxe (B). FIG. 9 shows examples of field information (A), situation information (B), and detailed information (C). FIG. 10 shows an example of a mining screen. FIG. 11 shows an example of a polishing screen (A) and a gem detail screen (B). FIG. 12 shows an example of a story screen and explanatory information. 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 S17 in FIG. 7 may be executed in parallel.

[0054] 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). In this specification, the rough stone O and the gemstone generated from the rough stone O are described as the same "second item."

[0055] "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.

[0056] 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.

[0057] 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."

[0058] The server program 13P causes the game server 10 (an example of a computer) to execute the following processing, and the terminal program 23P causes the user terminal 20 (another example of a computer) to execute the following processing, 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 processing will be simply referred to as "the game server 10 (user terminal 20) executes processing."

[0059] First, the user terminal 20A allows player A to acquire a pickaxe (S11). As one example, the user terminal 20A grants player A a standard pickaxe by player A consuming an item (e.g., in-game currency, real currency) in the game. As another example, the user terminal 20A grants player A a special pickaxe by player A inputting an item code that player A has acquired in advance in the game. The game server 10 (progression means 110) stores item information of the pickaxe acquired by player A in the storage 13 in association with player A's account.

[0060] Item information is information related to an item in the game (e.g., a pickaxe). Information related to an item may include any information associated with the item in the game, such as the item's appearance, item attributes, item status, and item background (backstory).

[0061] Item information for a standard ice axe includes multiple items (e.g., ice axe name, creator, acquisition date and time), as shown in FIG. 8(A), for example. On the other hand, item information for a special ice axe includes multiple items (e.g., team name, home base, player name, uniform number), as shown in FIG. 8(B), in addition to the items shown in FIG. 8(A). In other words, item information for a special ice axe includes information about the collaborating professional sports team. However, specific examples of item information for a standard ice axe and a special ice axe are not limited to the example in FIG. 8. Furthermore, the game server 10 may allow player A himself or other players B and C to view the item information for the ice axe acquired by player A.

[0062] In the example of FIG. 8(B), the team name "ABC" is the name of a professional sports team. The home stadium "LMN Stadium" is the name of the stadium used by the professional sports team for home games. The player name "XYZ" is the name of a player belonging to the professional sports team. The uniform number "5" is the number assigned to the player. Furthermore, the item information for the special ice axe may include a serial number that uniquely identifies the special ice axe associated with the professional sports team.

[0063] Note that "Team Name" and "Home Base" are items for which common setting values ​​(i.e., "ABC" and "LMN Stadium") are set for all special ice axes associated with the professional sports team, for example. On the other hand, "Player Name" and "Uniform Number" are items for which different setting values ​​can be set for multiple special ice axes associated with the professional sports team, for example.

[0064] That is, for multiple special ice axes that are attributes of a professional sports team, common settings can be set for the items "team name" and "home base," and different settings can be set for the items "player name" and "uniform number." Therefore, if there are 100 special ice axes that are attributes of the professional sports team, there will be 100 special ice axes that include the team name "ABC" in their item information, but there will be fewer than 100 (for example, 10) special ice axes that include the player name "XYZ" in their item information.

[0065] In this way, the item information of the special ice axe includes a first item (i.e., "team name" and "home base") that is relatively less rare, and a second item (i.e., "player name" and "uniform number") that is more rare than the first item. In other words, the second item is an item for which there are fewer special ice axes with the same setting value set compared to the first item. In other words, the second item is an item for which there are more variations in setting value compared to the first item.

[0066] Next, the user terminal 20A acquires one of a plurality of mines prepared in advance on the game server 10 (S12). As an example, player A can acquire a mine by acquiring a pickaxe in step S11. 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 called the "owner" of that mine.

[0067] Field information 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 information in which the mines obtained by player A are located to the user terminal 20A via the communication IF 15. Then, the user terminal 20A expands the field information 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. 10 is displayed on the monitor 31 of the user terminal 20A.

[0068] In addition to the three-dimensional shape of field F, the field information includes, for example, the mine name "XX△ 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 9(A). Meanwhile, at this point, detailed information about the gemstone to be produced by polishing raw stone O has not yet been determined. Specific examples of items included in field information are not limited to these.

[0069] Furthermore, the user terminal 20A operates avatar A in field F shown in FIG. 10(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 has avatar A dig a mine with a pickaxe (S13). As a result, raw stone O buried in the mine may be discovered, as shown in FIG. 10(B). Then, in response to player A obtaining raw stone O, the game server 10 (progression means 110) generates situation information shown in FIG. 9(B), for example, and stores the generated situation information in the storage 13.

[0070] 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, the user terminal 20A transmits avatar information indicating the avatar A after the operation to the game server 10 via the communication IF 25. The game server 10 then transmits the avatar information received from the user terminal 20A to the other user terminals 20B and 20C via the communication IF 15. Furthermore, the user terminals 20B and 20C operate the avatar A in the field F developed in the memory 22 based on the avatar information received from the game server 10 via the communication IF 25. This causes the avatar A to operate synchronously in all the user terminals 20A to 20C. The same applies to the avatars B and C.

[0071] Next, the game server 10 (determining means 120) determines detailed information about the gemstone that can be obtained from the rough stone O (S14), as shown in FIG. 9(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 information). 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.

[0072] 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 the detailed information corresponding to the acquired hash value from among a plurality of detailed information prepared in advance. As another example, instead of acquiring a hash value from an external server, the game server 10 may determine the detailed information using a random number generated by a random number generator.

[0073] The user terminal 20A may notify the player A of the time remaining until detailed information for each of the acquired rough stones is determined, for example, through a grinding screen shown in Fig. 11(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. 11(A), grinding (i.e., determination of detailed information) for the rough stone on the far left has been completed, and the time remaining until grinding for the center and right-most stones is completed is displayed.

[0074] Next, the game server 10 (generation means 130) causes the AI ​​server 16 to generate explanatory information for the jewel identified by the detailed information (S15). Then, the game server 10 (generation means 130) receives the explanatory information generated by the AI ​​server 16 via the communication IF 15 and stores it in the storage 13. More specifically, the game server 10 executes a name generation process shown in FIG. 13 and a story generation process shown in FIG. 14. Details of these processes will be described later with reference to FIGS. 13 to 15.

[0075] Next, the user terminal 20A displays detailed information about the gem and explanatory information on the monitor 31 in accordance with the operation of Player A via the operation device 43 (S16). For example, in response to the selection of the [Grinding Complete] icon on the grinding screen shown in FIG. 11(A), the user terminal 20A receives detailed information from the game server 10 via the communication IF 15, and displays a gem detail screen (FIG. 11(B)) including the received detailed information on the monitor 31. Also, in response to the selection of the [Story] icon on the gem detail screen shown in FIG. 11(B), the user terminal 20A receives explanatory information from the game server 10 via the communication IF 15, and displays a story screen (FIG. 12) including the received explanatory information on the monitor 31. However, if explanatory information has not yet been generated when the gem detail screen is displayed, the [Story] icon may be hidden or may be unselectable (grayed out).

[0076] Next, in accordance with the operation of player A 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 (S17). At this time, the detailed information and explanatory information of the gems can be viewed 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 information or explanatory information received from the game server 10 via the communication IF 15 on the monitor 31.

[0077] At least one of the special pickaxe identified in the item information and the gem identified in the detailed information may be converted into an NFT (Non-Fungible Token). In other words, the special pickaxe and gem may be accompanied by an unforgeable certificate of appraisal and ownership. This makes the pickaxe and gem acquired by Player A in the game a one-of-a-kind item that cannot be copied or tampered with. The specific process for converting pickaxes and gems into NFTs is already well known, so a detailed explanation will be omitted.

[0078] However, simply making it possible to acquire a rare special pickaxe makes it difficult to maintain Player A's motivation for the game over a long period of time, and there remains a problem in improving the game's appeal. Therefore, the following describes a name generation process and a story generation process for maintaining Player A's motivation to acquire and collect special pickaxes over a long period of time.

[0079] [Name generation process] Fig. 13 is a flowchart of the name generation process. Fig. 15(A) is a diagram showing variations of input data input to the trained model 17b in the name generation process. The name generation process is a process for generating a name for the jewel acquired by player A. The game server 10 (generation means 130) executes the name generation process, for example, after at least a portion of the detailed information (i.e., items to be included in the input data) is determined in step S14.

[0080] First, the game server 10 (generation means 130) determines whether or not a standard pickaxe was used to acquire the gem (gemstone O) (S11). The type of pickaxe used to acquire the gem may be identified by, for example, referring to the situation information shown in FIG. 9(B).

[0081] Then, in response to determining that a gem has been acquired using the standard pickaxe (S11: Yes), the game server 10 (generation means 130) causes the trained model 17b to generate a name (S12) without including the item information shown in Figure 8(A) in the input data, regardless of the gem's value V, which will be described later. In step S12, the game server 10 (generation means 130) inputs some of the items of situation information shown in Figure 9(B) and all of the items of detailed information shown in Figure 9(C) into the trained model 17b, as shown in Figure 15(A), for example, to generate a name.

[0082] Meanwhile, in response to determining that a gem has been acquired using the special pickaxe (S11: No), the game server 10 (generation means 130) determines the value V of the acquired gem (S13). The value V of the gem may refer, for example, to the degree of preciousness of the gem in the game, the number supplied in the game, or the distribution value of the NFT-converted gem in the market. The game server 10 (generation means 130) may determine the value V of the gem based on, for example, the detailed information determined by the determination means 120 in step S14.

[0083] As one example, the game server 10 (generation means 130) may determine the value V of the gemstone based on a specific item (such as "weight," whose set value is a numerical value) among the detailed information shown in FIG. 9(C). In this case, the larger the carat number (numerical value), the higher the value V of the gemstone. As another example, the game server 10 (generation means 130) may replace the set value of each item of the detailed information with a common numerical value (points) (for example, 10 points for DIAMOND, 5 points for jewelry quality, 3 points for round brilliant cut, etc.), and determine the sum of these values ​​as the value V of the gemstone. In this case, the higher the number of points, the higher the value V of the gemstone. As yet another example, the game server 10 (determination means 120) may determine the value V of the gemstone and include it in the detailed information.

[0084] Then, if the value V of the gem is less than the threshold value γ (S13: No), the game server 10 (generation means 130) causes the trained model 17b to generate a name (S12) without including the item information shown in Figure 8(B) in the input data. In this case, the input data may be the same as that for the standard pickaxe.

[0085] On the other hand, if the value V of the gem is equal to or greater than the threshold value γ (S13: Yes), the game server 10 (generation means 130) includes the item information shown in Figure 8(B) in the input data and causes the trained model 17b to generate a name (S14). In step S14, the game server 10 (generation means 130) inputs some of the items of situation information shown in Figure 9(B), all of the items of detailed information shown in Figure 9(C), and all of the items of item information shown in Figure 8(B) into the trained model 17b, as shown in Figure 15(A), for example, to generate a name.

[0086] In steps S12 and S14, the items to be included in the input data from the situation information shown in Fig. 9(B) may be determined by lottery, for example. Also, if item information is not included in step S12 but is included in step S14, the specific information to be included in the input data is not limited to the example in Fig. 15(A). Furthermore, the number of characters in the name, etc. may be additionally instructed to the trained model 17b via a prompt.

[0087] [Story generation process] FIG. 14 is a flowchart of the story generation process. FIG. 15(B) is a diagram showing variations of input data input to the trained model 17b in the story generation process. The story generation process is a process for generating a backstory for the jewel acquired by player A. The game server 10 (generation means 130) executes the story generation process, for example, after completing the name generation process. Note that a detailed description of the commonalities with the name generation process will be omitted, and the following description will focus on the differences.

[0088] First, the game server 10 (generation means 130) acquires a gem using a standard pickaxe, and if the value V of the gem is less than the threshold value α (S21: Yes & S22: No), ends the story generation process without generating a backstory. Similarly, the game server 10 (generation means 130) acquires a gem using a special pickaxe, and if the value V of the gem is less than the threshold value β (S21: No & S24: No), ends the story generation process without generating a backstory.

[0089] Furthermore, when the game server 10 (generation means 130) acquires gems using the standard pickaxe and the gem value V is equal to or greater than the threshold value α (S21: Yes & S22: Yes), the game server 10 (generation means 130) causes the trained model 17b to generate a backstory without including the item information shown in FIG. 8(A) in the input data (S23). In step S23, the game server 10 (generation means 130) inputs some of the items of situation information shown in FIG. 9(B) and all of the items of detailed information shown in FIG. 9(C) into the trained model 17b, as shown in FIG. 15(B), for example, to generate a backstory. Note that "not including item information in the input data" may mean not including all of the item information, or may mean not including some of the item information (for example, including the pickaxe name "xxx" but not including the creator "yyy").

[0090] Furthermore, when a gem is acquired using the special pickaxe and the gem's value V is equal to or greater than the threshold value β and less than the threshold value γ (S21: No & S24: Yes & S25: No), the game server 10 (generation means 130) includes the item information shown in FIG. 8(B) in the input data and causes the trained model 17b to generate a backstory (S26). In step S26, the game server 10 (generation means 130) inputs some of the items of situation information shown in FIG. 9(B), all of the items of detailed information shown in FIG. 9(C), and all of the items of item information shown in FIG. 8(B) into the trained model 17b, as shown in FIG. 15(B), for example, to generate a backstory.

[0091] Furthermore, when the game server 10 (generation means 130) acquires a gem using the special pickaxe and the gem's value V is equal to or greater than the threshold value γ (S21: No & S24: Yes & S25: Yes), the game server 10 (generation means 130) generates a backstory in the trained model 17b by including some of the items of item information shown in FIG. 8(B) in the input data (S27). In step S27, the game server 10 (generation means 130) inputs some of the items of situation information shown in FIG. 9(B), all of the items of detailed information shown in FIG. 9(C), the name generated in the name generation process (e.g., "ABC Gem"), and some of the items of item information shown in FIG. 8(B) into the trained model 17b, as shown in FIG. 15(B), for example, to generate a backstory.

[0092] Note that the part of the item information included in the input data in step S27 may be, for example, items (e.g., home base, player name, uniform number) other than the items (e.g., team name) used to generate the name among the item information shown in Figure 8 (B). Also, in step S27, the game server 10 (generation means 130) may additionally instruct the trained model 17b via a prompt to ensure that the name of the jewel indicated by the name is included in the backstory.

[0093] As a result, for example, as shown in Figure 12, a name "ABC Gem" is generated that includes the setting value "ABC" for the item information item "Team Name," and a backstory (text shown in a speech bubble) is generated that includes the setting value "XYZ" for the item information item "Player Name."

[0094] Here, the threshold value α is set to, for example, a value greater than the threshold value β. In other words, a backstory is more likely to be generated when a special pickaxe is used than when a standard pickaxe is used. Furthermore, the threshold value γ is set to, for example, a value greater than the threshold value β. In other words, a name including a setting value of the item information is less likely to be generated than a backstory including a setting value of the item information. On the other hand, the magnitude relationship between the threshold values ​​α and γ is not particularly limited. The threshold value α is an example of a first threshold, the threshold value β is an example of a second threshold, and the threshold value γ is an example of a third threshold. However, the magnitude relationship between the threshold values ​​α, β, and γ is not limited to the above-mentioned examples.

[0095] Note that the "value of the gem" is not limited to the quantitative value as described above, but may also be qualitative. The game server 10 (generation means 130) may determine whether the qualitative value of the gem satisfies a predetermined condition, for example, in steps S13, S22, S24, and S25. The predetermined condition may be, for example, "being either a diamond, a ruby, or a sapphire" or "being gem-quality." The condition in step S22 (value V is equal to or greater than threshold value α) is an example of the first condition, the condition in step S24 (value V is equal to or greater than threshold value β) is an example of the second condition, and the condition in steps S13 and S25 (value V is equal to or greater than threshold value γ) is an example of the third condition. The first, second, and third conditions may all be the same, or some or all of them may be different.

[0096] Furthermore, if item information is not included in step S23 but is included in steps S26 and S27, the specific information included in the input data is not limited to the example in FIG. 15(B). Steps S26 and S27 are common in that the item information for the special pickaxe is included in the input data. On the other hand, steps S26 and S27 differ in that all items of the item information for the special pickaxe are included in the input data (S26), and that items other than those desired to be used in name generation are included in the input data (S27). Furthermore, the number of characters in the backstory, etc., may be additionally instructed to the trained model 17b via a prompt.

[0097] [Effects of the embodiment] According to the above embodiment, when a gem (gemstone O) is acquired using a special pickaxe, explanatory information for the gem is generated using the item information for the special pickaxe. That is, only players who own the special pickaxe can acquire the gem with the special explanatory information attached. This further increases the value of the special pickaxe, providing players with an incentive to acquire or collect special pickaxes. As a result, the interest in the game is increased, and motivation for the game can be maintained for a long period of time.

[0098] Furthermore, according to the above embodiment, when a gem (gemstone O) is acquired using a standard pickaxe, description information for the gem is not generated using the item information for the standard pickaxe. In other words, in order to obtain a gem with description information including information about the pickaxe, it becomes necessary to acquire a special pickaxe. As a result, the value of the special pickaxe increases even further.

[0099] Furthermore, according to the above embodiment, a backstory is generated only when the value of the gem satisfies a predetermined condition (for example, equal to or greater than thresholds α and β), so the rarity value of the gem to which the backstory is given increases. Furthermore, by setting the magnitude relationship between the thresholds α and β to α>β, it becomes easier to give a backstory to a gem when using a special pickaxe, which further increases the motivation to obtain the special pickaxe.

[0100] Furthermore, according to the above embodiment, if the value of the gem is even higher (greater than or equal to the threshold value γ), a name including information about the special pickaxe is given to the gem. This allows players to obtain a gem that is clear at a glance as having been obtained using the special pickaxe, further increasing motivation to obtain the special pickaxe.

[0101] Furthermore, according to the above embodiment, when a part of the item information is included in the name, the part can be excluded from the backstory, thereby preventing duplicated items from being used repeatedly. This can lead to the generation of more unique explanatory information. Furthermore, by always including information about the special pickaxe in the name of the backstory, the value of the gem can be further increased.

[0102] Furthermore, according to the above embodiment, by handling whether or not to generate a backstory and name differently depending on whether the value of the gem is less than threshold value β (S24: No) or whether or not the value of the gem is less than threshold value γ (S13: No), it becomes possible to generate appropriate explanatory information.

[0103] Furthermore, according to the above embodiment, the value of the gemstone is determined based on detailed information that is determined after a predetermined time has elapsed since the acquisition of the gemstone O. This increases the player's sense of anticipation until the value of the gemstone is determined.

[0104] Furthermore, according to the above embodiment, by making the game difficulty level the same for both the standard pickaxe and the special pickaxe, it is possible to prevent players who possess the special pickaxe (typically, paying players) from gaining too much of an advantage.

[0105] Additionally, by applying the above process to NFT-able items, the value of the special NFTed pickaxe or gem can be further increased.

[0106] [Variations] In the above embodiment, an example has been described in which item information for a standard pickaxe is never included in the input data, and item information for a special pickaxe is always included in the input data. However, whether or not item information is included in the input data is not limited to the above example. As another example, the game server 10 (generation means 130) may determine whether or not item information is included in the input data based on probability.

[0107] In this case, the game server 10 (generation means 130) may use the probability of including item information for a standard pickaxe in the input data as a standard (e.g., 30%), and may set the probability of including item information for a special pickaxe in the input data (e.g., 70%) higher than the standard probability. Alternatively, the game server 10 (generation means 130) may use the probability of including item information for a special pickaxe in the input data as a standard (e.g., 70%), and may set the probability of including item information for a standard pickaxe in the input data lower than the standard probability (e.g., 30%).

[0108] Furthermore, the game server 10 (generation means 130) may instruct the trained model 17b to generate explanatory information using at least a portion of the input data in steps S12, S14, S26, and S27. The trained model 17b may then decide which words in the input data to use. In this case, for example, in step S14, even if the input data includes item information, the words in the item information may not be reflected in the name.

[0109] Therefore, in step S14, the game server 10 (generation means 130) may additionally instruct the trained model 17b through a prompt to include at least a part of the phrase contained in the item information in the name. This is expected to generate a unique name that reflects the item information.

[0110] Furthermore, in step S14, the game server 10 (generation means 130) may additionally instruct the trained model 17b, through a prompt, on the number of words included in the item information to be included in the name. For example, the game server 10 (generation means 130) may increase the number of words included in the name as the value of the gem increases. This allows for differences in how the item information is reflected depending on the value of the gem.

[0111] Furthermore, in step S14, the game server 10 (generation means 130) may additionally instruct the trained model 17 through a prompt to include a specific item from among multiple items included in the item information in the name. For example, when the value of the gem is less than a threshold value δ, the game server 10 (generation means 130) may additionally instruct the trained model 17 through a prompt to include a first item that is relatively less rare in the name. On the other hand, when the value of the gem is equal to or greater than the threshold value δ, the game server 10 (generation means 130) may additionally instruct the trained model 17b through a prompt to include a second item that is relatively more rare in the name. This allows for differences in how item information is reflected depending on the value of the gem.

[0112] The above-described additional instruction to the trained model 17b can be applied not only to step S14 but also to steps S26 and S27. The above-described additional instruction to the trained model 17b can also be applied to input data other than item information in steps S12, S14, S26, and S27.

[0113] 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.

[0114] 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.

[0115] [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 generating explanatory information explaining a second item obtained using a first item using a trained model; The generation means is a program that, when the first item has a specific attribute, inputs information related to the first item into the trained model to generate the explanatory information. (2) The program described in (1) above, wherein the generation means generates the explanatory information without inputting information related to the first item into the trained model when the first item does not have a specific attribute. (3) the explanatory information includes a backstory of the second item; The generating means If the value of the second item satisfies a first condition and the first item does not have a specific attribute, generating the backstory without inputting information related to the first item into the trained model; The program described in (2) above, wherein, when the value of the second item satisfies a second condition and the first item has a specific attribute, information related to the first item is input into the trained model to generate the backstory. (4) the first condition is that the value of the second item is equal to or greater than a first threshold; The program according to (3) above, wherein the second condition is that the value of the second item is equal to or greater than a second threshold. (5) The program according to (4) above, wherein the first threshold is greater than the second threshold. (6) the description information includes a name of the second item; The generating means If the first item does not have a specific attribute, the name is generated without inputting information related to the first item into the trained model, regardless of the value of the second item; The program described in (4) above, wherein, when the value of the second item is equal to or greater than a third threshold greater than the second threshold and the first item has a specific attribute, information related to the first item is input into the trained model to generate the name. (7) the information related to the first item includes a plurality of items; The program described in (6) above, wherein the generation means, when the value of the second item is equal to or greater than the third threshold, inputs items other than the items used to generate the name out of the multiple items included in the information related to the first item into the trained model to generate the backstory. (8) When the first item has a specific attribute, the generating means: If the value of the second item is less than the second threshold, the trained model is not caused to generate the backstory; The program described in (6) above, wherein when the value of the second item is less than the third threshold, the name is generated without inputting information related to the first item into the trained model. (9) causing the computer to function as a determination unit that determines detailed information about the second item in response to a predetermined time having elapsed since the second item was acquired; The program according to (4) above, wherein the generating means identifies the value of the second item based on the detailed information determined by the determining means. (10) causing the computer to function as an acquisition unit that acquires the second item by using the first item; The program described in (2) above, wherein the acquisition means sets the difficulty level of acquiring the second item to be the same for the first item having a specific attribute and the first item not having a specific attribute. (11) The program described in (1) above, wherein at least one of the first item and the second item can be converted into an NFT. (12) A generating means for generating explanatory information explaining a second item acquired using the first item using a trained model that has been trained in advance; The generation means inputs information related to the first item into the trained model when the first item has a specific attribute, thereby generating the explanatory information. [Action and effect] According to the above solutions (1) and (12), the information about the first item can be reflected in the explanatory information about the second item, making it easier for players to maintain an incentive to acquire and collect the first item, which has a specific attribute, over a long period of time. According to the above solution (2), only the information of the first item, which is a specific attribute, is reflected, so the value of the first item is further increased. According to the above solution (3), a backstory is given only to the second item that satisfies the predetermined condition, so that the backstory is more clearly differentiated from the second item that does not satisfy the predetermined condition. According to the above solution (4), a backstory is given only to the second item with high value, so that the differentiation from the second item with low value becomes even clearer. According to the above solution (5), a second item obtained using a first item with a specific attribute is more likely to have a backstory attached to it, further increasing the value of the first item with the specific attribute. According to the above solution (6), the second item, which has even higher value, is given a name that makes it clear at a glance that it was obtained using the first item, making it easier for players to maintain an incentive to obtain and collect the first item, which has a specific attribute, over a long period of time. According to the above solution (7), it is possible to prevent items included in the item information from being reflected in the name and backstory in duplicate, so that it is possible to expect the generation of more unique names and backstories. According to the above solution (8), whether or not to generate a name and a backstory is handled differently depending on the value of the second item, making it possible to generate appropriate explanatory information. According to the above solution (9), the value of the second item is determined based on detailed information that is determined after a predetermined time has elapsed since the second item was acquired, thereby increasing the player's anticipation until the value of the second item is determined. According to the above solution (10), by making the game difficulty level the same regardless of whether the first item has a specific attribute or not, it is possible to prevent paying users from gaining too much of an advantage. According to the above solution (11), by applying the above process to an NFT-enabled item, the value of the NFT-enabled item can be further increased. [Explanation of symbols]

[0116] 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 generating means for generating, using a trained model that has been trained in advance, explanatory information that explains a second item acquired using the first item; information relating to the first item including a plurality of items is associated with the first item; The generating means When the first item is associated with a specific IP, inputting at least an item of the specific IP among information related to the first item into the trained model to generate the explanation information; A program that generates the explanatory information without inputting all items of information related to the first item into the trained model when the first item is not associated with the specific IP.

2. 2. The program according to claim 1, the description information includes a name and a backstory of the second item; When the first item is associated with the specific IP, the generating means If the value of the second item is equal to or greater than a threshold, inputting the specific IP's items into the trained model to generate the name and the backstory; A program that generates the name without inputting the specific IP's items into the trained model when the value of the second item is less than the threshold, and generates the backstory by inputting the specific IP's items into the trained model.

3. 3. The program according to claim 2, The generation means is a program that, when the value of the second item is equal to or greater than the threshold, inputs items of the plurality of items included in the information related to the first item other than the item used to generate the name into the trained model to generate the backstory.

4. generating means for generating explanatory information that explains a second item acquired using the first item using a trained model that has been trained in advance; information relating to the first item including a plurality of items is associated with the first item; The generating means When the first item is associated with a specific IP, inputting at least an item of the specific IP among information related to the first item into the trained model to generate the explanation information; A system that generates the explanatory information without inputting all items of information related to the first item into the trained model when the first item is not associated with the specific IP.

Citation Information

Patent Citations

  • Program and information processing system

    JP7453322B1