Non-transitory computer-readable storage medium, information processing method
The information processing program allows objects to use self-recognized and object-provided information to determine actions, addressing complex control issues in game environments by eliminating the need for continuous monitoring.
Patent Information
- Application Number
- JP2024104199
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-06-27
- Publication Date
- 2026-01-16
AI Technical Summary
In existing game systems, continuous monitoring of the in-game environment is necessary to ensure accurate object actions in response to events, leading to complex control issues.
An information processing program that enables objects to determine their actions based on first information recognized by themselves and second information provided by other objects, without requiring continuous monitoring of the entire environment.
Objects can perform actions effectively without continuous environmental monitoring, simplifying control processes and reducing complexity.
Smart Images

Figure 2026005690000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to an information processing program, an information processing method, and an information processing device. [Background technology]
[0002] Patent Document 1 discloses an information processing system in which objects existing in a virtual space of a game activate cooperative skills as an event within the game. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7492637 Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-described game, when a first object among a plurality of objects takes an action in response to an event, information relating to the event is acquired, and the action of the first object is determined based on the acquired information.
[0005] However, if the in-game environment excluding the first object itself is not continuously monitored, problems may arise in acquiring information necessary to perform an action in response to an event when the in-game environment changes or when a change occurs in an event. Such problems may include, for example, a time lag in acquiring information or an inability to acquire information. If such problems occur, there is a concern that the timing of the first object's action in response to an event may be off or the first object may not be able to perform the action in response to the event at all.
[0006] Therefore, in order to take action in response to an event, it was necessary to continuously monitor the in-game environment excluding the first object itself. Continuous monitoring of the in-game environment can cause problems such as complicated control over multiple objects.
[0007] The present disclosure aims to provide an information processing program, an information processing method, and an information processing device that enable a first object to obtain information used to determine its actions without having to continuously monitor the in-game environment excluding the first object itself. [Means for solving the problem]
[0008] The information processing program of the first aspect causes a computer to execute a process of causing a first object to acquire first information recognized by the first object from information about the environment in a game, causing a second object different from the first object to impart second information from the information to the first object, and causing the first object to determine its own behavior based on the first information and the second information.
[0009] In a second aspect of the information processing program, in the information processing program of the first aspect, the second information imparted from the second object to the first object is valid until a predetermined condition is met, and the behavior of the first object is determined based on the first information and the second information that is valid.
[0010] The information processing program of a third aspect is the information processing program of the second aspect, wherein the second information is assigned to a plurality of the first objects within a predetermined range from the second object.
[0011] An information processing program of a fourth aspect is an information processing program of the second or third aspect, in which the second object imparts second information regarding a predetermined action of the second object to the first object, and the second object prepares for the predetermined action while the second information imparted to the first object is valid.
[0012] An information processing program of a fifth aspect is the information processing program of the first aspect, in which the second information regarding a predetermined action of the second object is imparted from the second object to the first object, and the second object is caused to perform the predetermined action or prepare for the predetermined action.
[0013] In a sixth aspect of the information processing program, in the information processing program of the first aspect, when the first object is caused to perform a corresponding action that corresponds to the second information, the first object imparts third information from the information to the second object that relates to the corresponding action of the first object, and the second object determines the action of the second object based on the third information.
[0014] An information processing program of a seventh aspect is the information processing program of the sixth aspect, wherein the second information to be assigned from the second object to the first object is valid for a predetermined period of time, and the first object assigns to the second object the third information that is valid for a period shorter than the predetermined period.
[0015] An eighth aspect of the information processing method is an information processing method for causing a computer to execute a process of having a first object acquire first information that the first object recognizes from information about the environment in a game, having a second object different from the first object impart second information from the information to the first object, and having the first object determine its own behavior based on the first information and the second information.
[0016] An information processing device of a ninth aspect includes a processor, and the processor causes a first object to acquire first information that the first object recognizes from information about the environment in the game, causes a second object different from the first object to impart second information from the information to the first object, and causes the first object to determine its own behavior based on the first information and the second information. [Effects of the Invention]
[0017] According to the present disclosure, the first object can obtain information to use in determining its actions without continuously monitoring the in-game environment other than the first object itself. [Brief explanation of the drawings]
[0018] [Figure 1] FIG. 2 is a block diagram illustrating an example of a hardware configuration of an information processing device. [Figure 2] FIG. 10 is a diagram for explaining the flow of a character's actions. [Figure 3] FIG. 2 is a block diagram illustrating an example of a functional configuration of an information processing device. [Figure 4A] FIG. 3 is a diagram for explaining an example of control by a first control unit and a second control unit in the first embodiment. [Figure 4B] 5A and 5B are diagrams for explaining another example of the control by the first control unit and the second control unit in the first embodiment. [Figure 5] 10 is a flowchart illustrating an example of a control process. [Figure 6A] FIG. 10 is a diagram for explaining an example of control by a first control unit and a second control unit in the second embodiment. [Figure 6B] 10A and 10B are diagrams for explaining another example of the control by the first control unit and the second control unit in the second embodiment. [Figure 6C] 10A and 10B are diagrams for explaining another example of the control by the first control unit and the second control unit in the second embodiment. [Figure 7] FIG. 10 is a diagram for explaining an example of control by a first control unit and a second control unit in a modified example of the second embodiment. [Figure 8] 13 illustrates an example of a processing flow relating to a cooperative action between a first object and a second object in the third embodiment. [Figure 9A] FIG. 10 is a diagram illustrating an example of the flow of operations when a coordinated action is executed. [Figure 9B] FIG. 10 is a diagram illustrating an example of the flow of operations when a coordinated action is not executed. [Figure 10] 13 shows another example of the flow of processing related to the cooperative action between the first object and the second object in the third embodiment. [Figure 11A] FIG. 10 is a diagram illustrating an example of the flow of operations when a coordinated action is executed. [Figure 11B] FIG. 10 is a diagram illustrating an example of the flow of operations when a coordinated action is not achieved. [Figure 11C] FIG. 10 is a diagram illustrating another example of the flow of operations when the coordinated action is not successful. [Figure 12] FIG. 10 is a sequence diagram illustrating an example of a processing flow of a first object and a second object. DETAILED DESCRIPTION OF THE INVENTION
[0019] Hereinafter, examples of embodiments for carrying out the technology of the present disclosure will be described in detail with reference to the drawings.
[0020] [First embodiment] First, the hardware configuration of an information processing device 10 according to this embodiment will be described with reference to Fig. 1. The information processing device 10 is, for example, a home game console, a portable game console, an arcade game console, a smartphone, a tablet terminal, a personal computer, etc. In this embodiment, as an example, a home game console will be described as the information processing device 10. The information processing device 10 is an example of a computer.
[0021] 1, the information processing device 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a storage 14, an external I / F (Interface) 15, a communication I / F 16, and an input I / F 17. The CPU 11, the ROM 12, the RAM 13, the storage 14, the external I / F 15, the communication I / F 16, and the input I / F 17 are connected to each other via a bus 20 so as to be able to communicate with each other.
[0022] The CPU 11 is a central processing unit that executes various programs and controls each part. The CPU 11 is an example of a processor. The ROM 12 stores various programs and various data. The RAM 13 temporarily stores programs or data as a working area. The storage 14 is composed of a storage device such as an HDD (Hard Disk Drive), an SSD (Solid State Drive), or a flash memory, and stores various programs and various data.
[0023] The external I / F 15 is an interface for connecting various external devices to the information processing device 10. In this embodiment, a recording medium 22, a speaker 23, and a display 24 are connected to the external I / F 15.
[0024] The recording medium 22 may be a CD-ROM (Compact Disk Read Only Memory), a DVD-ROM (Digital Versatile Disk Read Only Memory), a USB (Universal Serial Bus) memory, an SD memory card, or the like. The recording medium 22 stores an information processing program 30 for executing a predetermined game on the information processing device 10. The CPU 11 reads the information processing program 30 from the recording medium 22 via the external I / F 15 and executes the information processing program 30 using the RAM 13 as a working area. Note that the information processing program 30 is not limited to being stored on the recording medium 22, and may be stored in advance in the storage 14 or may be downloadable to the information processing device 10 via the communication I / F 16.
[0025] The speaker 23 outputs various sounds. The speaker 23 may be integrated with the information processing device 10, or may be integrated with the display 24. The display 24 is, for example, a liquid crystal display or an organic EL (Electro Luminescence) display, and displays various information. The display 24 may have an integrated touch panel. Furthermore, the display 24 may be integrated with the information processing device 10.
[0026] The communication I / F 16 is an interface for connecting the information processing device 10 to a network. The communication I / F 16 uses, for example, a wired communication standard such as Ethernet (registered trademark) or FDDI (Fiber Distributed Data Interface), or a wireless communication standard such as 4G, 5G, or Wi-Fi (registered trademark).
[0027] The input I / F 17 is an interface for connecting the input device 25 to the information processing device 10. The input device 25 is a controller having operation buttons and directional keys, a mouse, a keyboard, etc., and is used for various inputs. A user operates the game using the input device 25. Operation information indicating the content of the input operation performed by the user using the input device 25 is stored in the RAM 13. The input device 25 may be integrated with the information processing device 10. Alternatively, the input device 25 may be detachable from the information processing device 10. The number of input devices 25 may be one or more. Alternatively, the input device 25 may be a touch panel integrated with the display 24.
[0028] FIG. 2 is a diagram illustrating an example of the flow of character actions in a game provided by the information processing device 10 of this embodiment. As shown in FIG. 2, the information processing device 10 of this embodiment provides a game in which characters such as so-called NPCs (Non Player Characters), which are a type of object existing in a virtual space in the game, are able to perform normal actions and actions in response to events in the game (also referred to as "event actions"). In this embodiment, "events" refer to various occurrences and devices that occur in the game. Furthermore, "normal actions" are actions other than event actions, and are used to distinguish them from event actions, and the content of the actions is not particularly limited.
[0029] One way to make a character perform an event action like this is to continuously monitor the in-game environment. However, continuously monitoring the in-game environment can lead to problems such as complex control over multiple objects, including the character.
[0030] Therefore, in the information processing device 10 of this embodiment, the character determines its own actions and executes the event action based on first information recognized by the character itself and second information provided by an object different from the character (hereinafter also referred to as "other object"). Note that the character itself does not actually decide on actions in the game, but rather an AI (Artificial Intelligence) or the like that controls the character itself controls the actions. However, because the character acts as if it is deciding on actions, for convenience, it is considered that the character itself is acting.
[0031] In addition, in this embodiment, the object may be a human appearing in the game, such as an NPC, similar to the above-mentioned character, or may be something else. For example, the object may be an animal, a robot, a machine, a tool, an environmental object such as a swamp or forest, an environmental object, or a fictional creature, and the type is not limited. In addition, the object may be a player character operated by a player who is a user of the information processing device 10, or a character operated by a player other than the player operating the player character. Note that the character in this embodiment is an example of a first object of the present disclosure, and another object that is an object different from the character in this embodiment is an example of a second object of the present disclosure.
[0032] Next, the functional configuration of the information processing device 10 will be described with reference to Fig. 3. As shown in Fig. 3, the information processing device 10 includes a first control unit 40 and a second control unit 50. The CPU 11 executes the information processing program 30 to function as the first control unit 40 and the second control unit 50.
[0033] The first control unit 40 is a control unit that controls the character. The first control unit 40 of this embodiment causes the character to acquire first information recognized by the character from among information about the environment in the game. Note that, in this embodiment, the information about the environment in the game includes all elements that constitute the game, such as the field, background, objects, and parameters. The information about the environment in the game includes, for example, information about the first object and the second object. Furthermore, the information about the environment in the game may include meta information such as the difficulty level of the game mode and the performance of the hardware.
[0034] Furthermore, the first control unit 40 causes the character to determine its own action based on the first information acquired by the information unit 41 and second information, which will be described later. Furthermore, the first control unit 40 causes the character to perform the determined action.
[0035] On the other hand, the second control unit 50 is a control unit that controls other objects. The second control unit 50 of this embodiment causes other objects to impart second information, among information about the environment in the game, to the character. In this embodiment, an information tag corresponding to the second information (referred to as a "second information tag" in this embodiment) is imparted as the second information. The second information is information that can be provided by other objects regarding an event involving the other objects. The second information may be information related to the event, and the specific content of the second information is not limited. For example, in an event in which a certain action is taken against an enemy, if the other object visually recognizes the enemy, the second information may simply be information related to the event, such as "there is an enemy," or may be information that conveys an instruction to the character, such as "perform a certain action." Furthermore, examples of the first information in this case include information about what weapons the character possesses and what attacks are possible.
[0036] 4A and 4B are diagrams illustrating an example of the control of the first control unit and the second control unit in this embodiment. As shown in FIG. 4A, the second control unit 50 causes another object to assign an information tag corresponding to the second information to the character. In this embodiment, a validity period is set for the second information, and the second information tag disappears when the validity period has elapsed since the second information tag was assigned to the character. Note that the validity period of the second information in this embodiment corresponds to the period being valid until the predetermined conditions of the present disclosure are met.
[0037] The first control unit 40 causes the character to acquire first information. The first control unit 40 monitors the second information tag assigned to the character and controls the character's behavior. As shown in FIG. 4A , if the character is performing a normal action when the second information tag is assigned and the normal action cannot be interrupted, the first control unit 40 causes the character to decide its own action based on the first information and the second information corresponding to the second information tag after the normal action ends. In the example shown in FIG. 4A , the second information is valid, so the character decides to perform an event action based on the first information and the second information. As a result, the first control unit 40 causes the character to perform the event action. Note that when the second information tag is assigned, an event action performed in response to a previously involved event may be ongoing. In this case, for convenience of explanation, the event action performed in response to a previously involved event is referred to as a "normal action."
[0038] On the other hand, as shown in Figure 4B, if the validity period of the second information expires before the character's normal action ends and the second information tag disappears, the character decides to perform the normal action, and the first control unit 40 causes the character to perform the normal action.
[0039] Next, the operation of the information processing device 10 will be described with reference to Fig. 5. When the CPU 11 executes the information processing program 30, the CPU 11 functions as the first control unit 40 and executes the control process shown in Fig. 5. The control process shown in Fig. 5 is a process in which the first control unit 40 controls a character.
[0040] As an example, the control process of this embodiment is executed when the player starts the game.
[0041] 5, the first control unit 40 determines whether or not a second information tag of the second information has been assigned by another object. If the second information tag has not been assigned, the determination in step S100 is negative, and the process proceeds to step S112. On the other hand, if the second information tag has been assigned, the determination in step S100 is positive, and the process proceeds to step S102.
[0042] In step S102, the first control unit 40 acquires the above-described first information. Note that the timing of acquiring the first information is not limited to the present embodiment, and it may be performed before step S108.
[0043] In the next step S104, the first control unit 40 determines whether the character is performing a normal action. If the character is performing a normal action, the determination in step S104 is affirmative, and the system enters a standby state. On the other hand, if the character is not performing a normal action, that is, if the character is performing a normal action but has finished the normal action, or if the character is not performing any action, the determination in step S104 is negative, and the system proceeds to step S106.
[0044] In step S106, the first control unit 40 determines whether the added second information is valid. For example, in the embodiment described above with reference to FIGS. 4A and 4B, the first control unit 40 determines whether the second tag is within its valid period. If the second information is not valid, the determination in step S106 is negative, and the process proceeds to step S112.
[0045] On the other hand, if the second information is valid, the determination in step S106 is affirmative, and the process proceeds to step S108. In step S108, the first control unit 40 causes the character to determine its own action based on the first information and the second information.
[0046] In the next step S110, the first control unit 40 causes the character to perform the action determined in step S108 above. In the case shown in FIG. 4A above, in step S108, the character determines to perform an event action, and in the next step S110, the character performs the determined event action. On the other hand, in the case shown in FIG. 4B, in step S108, the character determines to perform a normal action based on the first information and second information (second information tag). Specifically, because the second information tag has expired, the first control unit 40 determines that the character will perform a normal action based on the content of the first information and the fact that the second information tag is no longer in its validity period. Then, in step S110, the character performs the determined normal action.
[0047] In the next step S112, the first control unit 40 determines whether or not to end the control process shown in Fig. 5. As an example, in this embodiment, the control process shown in Fig. 5 ends when a predetermined end condition, such as the player ending the game, is met. Therefore, until the predetermined end condition is met, the determination in step S112 becomes negative, the process returns to step S100, and the processes of steps S100 to S110 are repeated.
[0048] On the other hand, if the predetermined termination condition is met, the determination in step S112 becomes positive, and the control process shown in FIG. 5 is terminated.
[0049] [Second embodiment] In the first embodiment, the other object only performed an action of adding second information (second information tag) to the character in response to the event. In contrast, in this embodiment, a form will be described in which the other object also performs an event action in response to the event. An example of such a case is when the character and the other object cooperate to achieve the event.
[0050] The configuration of the information processing device 10 is the same as in the first embodiment, and therefore description thereof will be omitted. In this embodiment, the details of the control of the character by the first control unit 40 and the details of the control of other objects by the second control unit 50 are different, and therefore each control will be described with reference to FIGS. 6A to 6C. FIGS. 6A to 6C show diagrams for explaining an example of the control of the first control unit and the second control unit in this embodiment. Note that the example shown in FIGS. 6A to 6C illustrates a case where the character and other objects perform coordinated actions as event actions. Note that the coordinated actions of this embodiment are examples of predetermined actions and corresponding actions of the present disclosure.
[0051] As shown in FIG. 6A, the second control unit 50 causes the other object to assign to the character an information tag corresponding to second information related to the cooperative action of the other object. In this embodiment, the second information also has a set validity period, and the second information tag disappears when the validity period has elapsed since it was assigned to the character. Furthermore, the second control unit 50 causes the other object to perform a cooperative action or prepare for a cooperative action.
[0052] Meanwhile, the first control unit 40 causes the character to acquire first information. The first control unit 40 monitors the second information tag assigned to the character and controls the character's actions. As shown in FIG. 6A, if the character is performing a normal action when the second information is assigned and the normal action cannot be interrupted, the first control unit 40 causes the character to decide its own actions based on the first information and the second information corresponding to the second information tag after the normal action ends. In the example shown in FIG. 6A, the second information is valid, so the character decides to perform a coordinated action based on the first information and the second information. As a result, the first control unit 40 causes the character to perform the coordinated action. Furthermore, the first control unit 40 causes the character to assign third information related to the character's coordinated action to another object. Note that in this embodiment, an information tag corresponding to the third information (referred to as a "third information tag" in this embodiment) is assigned as the third information. The third information in this embodiment has a validity period, similar to that of the second information.
[0053] The second control unit 50 monitors the third information tag assigned to the other object itself. When the above-mentioned preparatory action is completed, the second control unit 50 determines the other object and the action of the other object based on the third information. In the example shown in FIG. 6A, since the third information is valid, the other object determines to perform a coordinated action based on the third information. As a result, the second control unit 50 causes the other object to perform the coordinated action.
[0054] In this way, the first control unit 40 only needs to monitor the information tag (second information tag) assigned to the character, and the second control unit 50 only needs to monitor the information tag (third information tag) assigned to the other object, and cooperative actions can be achieved without the need to monitor the cooperative partner.
[0055] 6B shows a case where the validity period of the second information tag is set to the time required for the other object to perform a preparatory action for the coordinated action. In other words, the second information tag attached to the character disappears according to the timing when the other object finishes its preparatory action. If the character has not finished its normal action by the time the other object finishes its preparatory action, the character decides to perform the normal action.
[0056] In this way, even if the coordinated action is not successful, the first control unit 40 only needs to monitor the information tag (second information tag) assigned to the character, and no special processing is required in response to the failed coordination.
[0057] Furthermore, Figure 6C shows a case where a character performs a coordinated action, but another object does not perform the coordinated action, for example, because the other object has finished its preparatory action first due to a passing encounter, i.e., the coordinated action is not successful.
[0058] As in the example shown in FIG. 6A above, the characters perform a coordinated action, and the first control unit 40 causes the characters to assign third information related to the characters' coordinated action to the other object. In the example shown in FIG. 6C , the other object has already completed its preparatory action before the third information tag is assigned to the other object. Therefore, the other object decides to perform a normal action again and performs the decided normal action. While this normal action is being performed, the character assigns the third information tag to the other object. Here, the validity period of the third information tag is set shorter than the validity period of the second information tag. Note that by shortening the validity period of the third information tag, as shown in FIG. 6C , the third information tag disappears before the other object finishes the normal action it was performing when the third information tag was assigned and makes its next action decision. Therefore, when the action is decided, the other object decides to perform the normal action.
[0059] In this way, even in irregular cases where a coordinated action is not achieved due to a misunderstanding or the like, the first control unit 40 only needs to monitor the information tag (second information tag) assigned to the character, and the second control unit 50 only needs to monitor the information tag (third information tag) assigned to the other object, eliminating the need for special processing in response to a failed coordination.
[0060] (Variation) In the above embodiment, a form in which a character and another object perform coordinated actions synchronously has been described, but in this modified example, a form in which coordinated actions are performed asynchronously will be described. An asynchronous coordinated action is, for example, an action in which another object prepares something and the character uses it. A specific example is a coordinated action in which another object sprinkles oil in a certain area, and when the character enters that area, it ignites.
[0061] FIG. 7 is a diagram illustrating an example of the control of the first control unit and the second control unit in this modified example. As shown in FIG. 7, another object assigns an information tag of second information to a certain area. In other words, the second control unit 50 generates an area to which an information tag is assigned. In the above specific example, the other object assigns the second information tag "oil is spilled" to the area where oil has been spilled. The information tag assigned to the area in this way is assigned to the object that enters the area when the object enters the area, and the assigned information tag disappears when the object leaves the area.
[0062] In the example shown in FIG. 7, when a character enters an area to which a second information tag has been assigned, the character is assigned a second information tag. If the character is still in the area when the character finishes its normal action, the first control unit 40 determines to perform a coordinated action based on the first information and the second information. In the above specific example, the character determines to perform the coordinated action of "lighting a fire" based on the first information that "the character has a fire starter" and the second information that "oil has been scattered." Then, the first control unit 40 causes the character to perform the coordinated action of "lighting a fire."
[0063] In this way, even in the case of asynchronous coordinated behavior as in this modified example, coordinated behavior can be realized by monitoring the information tag attached to itself, as in the other forms described above.
[0064] Furthermore, when a character performs a coordinated action, as shown in Figure 6A, the character can assign a third information tag to another object, and the other object can determine whether or not the prepared information has been used by monitoring the information tag (third information tag) assigned to itself.
[0065] [Third embodiment] A third embodiment will now be described. In this embodiment, a form in which a first object and a second object perform coordinated actions will be described. In this embodiment, "coordinated actions in a narrow sense" refers to a first object and a second object performing a predetermined action at the same time. Furthermore, "coordinated actions in a broad sense" refers to one object performing an action based on information transmitted by the other object (assigned an information tag).
[0066] The configuration of the information processing device 10 of this embodiment is the same as that of the first and second embodiments, and therefore a detailed description thereof will be omitted.
[0067] 8 shows an example of a process flow related to a cooperative action between a first object and a second object. Note that the process shown in FIG. 8 is a process in which only the first control unit 40 monitors information assigned to the object itself to be controlled. In this case, for example, the first control unit 40 is a character AI for the first object.
[0068] 8, the first control unit 40 causes the first object to acquire first information. Here, the first information includes information about an action currently being performed by the first object. For example, the first information may indicate whether the action currently being performed by the first object can be canceled.
[0069] In the next step S302, the second control unit 50 determines whether the first object satisfies a predetermined condition. For example, the predetermined condition may be that the first object is within a predetermined range from the second object, that the first object and the second object have a predetermined relationship such as being enemies or allies, or that the first object has been selected by the second object or the player.
[0070] If the predetermined condition is satisfied, the determination in step S302 is affirmative, and the process proceeds to step S304. In step S304, the second control unit 50 causes the second object to assign second information to the first object. After the process in step S304, the process proceeds to step S306.
[0071] On the other hand, if the predetermined condition is not satisfied, the determination in step S302 is negative, and the process proceeds to step S306. In step S306, the first control unit 40 determines whether the second information assigned to the first object is valid. If the second information assigned to the first object is valid, the determination in step S306 is positive, and the process proceeds to step S308. In step S308, the first control unit 40 causes the first object to determine its action based on the first information and the second information. After processing in step S308, the process proceeds to step S314. As described above, the first information includes information about the action currently being performed by the first object. Therefore, for example, if the first information indicates that the action (normal action) being performed by the first object cannot be canceled, the first control unit 40 determines the action of the first object to be "continue the current action (= maintain the normal action)." Note that the process shown in FIG. 8 is a loop process that is periodically executed every few frames, and therefore, a coordinated action in a broad sense is performed after the normal action ends.
[0072] On the other hand, if the second information assigned to the first object is not valid, in other words, if the second information is invalid, the determination in step S306 is negative, and the process proceeds to step S310. Note that if no second information is assigned to the first object, the second information is treated as invalid.
[0073] In step S310, the first control unit 40 deletes the second information from the first object because the second information is invalid. In the next step S312, the first control unit 40 causes the first object to determine its own behavior based on the first information, and then proceeds to step S314.
[0074] In step S314, the first control unit 40 causes the first object to execute the determined action (including cooperative action in a broad sense). When the process of step S314 ends, the process returns to step S310, and the above-mentioned processes are repeated.
[0075] 9A and 9B, specific examples of the behavior of the first object and the second object according to the processing described with reference to Fig. 8 above will be described. Figs. 9A and 9B show an example of the behavior when the first object is "character A," the first control unit 40 monitors the information tag of character A, and the second object is an "arbitrary source." Here, monitoring includes acquiring information, determining whether the information is valid, and deciding on an action based on the acquired information, and includes, for example, steps S300, S306, S308, and S312 in Fig. 8.
[0076] 9A shows an example of the flow of operations when character A performs a coordinated action. When the second control unit 50 determines that character A satisfies a predetermined condition (positive determination in step S302 in FIG. 8), the arbitrary source assigns to character A an information tag corresponding to the second information, which is valid for 5 seconds after being assigned (step S304 in FIG. 8).
[0077] Character A, to which an information tag has been assigned during normal behavior, is monitored by the first control unit 40 for the assigned information tag. When character A finishes normal behavior, the first control unit 40 determines that the assigned information tag is valid (positive determination in step S306 of FIG. 8), and therefore determines to perform coordinated action (coordinated action in a broad sense) based on the first information that character A has acquired and the second information corresponding to the assigned information tag (step S308 of FIG. 8). As a result, character A performs the coordinated action (step S314 of FIG. 8).
[0078] In this way, in the example shown in FIG. 9A, character A can execute coordinated actions simply by monitoring the information tag assigned to itself.
[0079] 9B shows an example of the flow of operations when character A does not perform a coordinated action. When the second control unit 50 determines that character A satisfies a predetermined condition (positive determination in step S302 of FIG. 8), the arbitrary source assigns to character A an information tag corresponding to the second information, which is valid for 5 seconds after being assigned.
[0080] Character A, to which an information tag has been assigned during normal behavior, is monitored by the first control unit 40 for the assigned information tag. In the example shown in FIG. 9B, character A ends normal behavior five seconds after the information tag is assigned. When the validity period of five seconds is reached, the information tag becomes invalid (negative determination in step S306 in FIG. 8), and is therefore deleted from character A (step S310 in FIG. 8). Therefore, when character A ends normal behavior, it determines to perform normal behavior selection based on the first information that it has acquired (step S312 in FIG. 8). As a result, character A performs normal behavior (step S314 in FIG. 8).
[0081] 9B, character A monitors the information tag attached to itself, but does not execute a coordinated action if the second information is invalid. Therefore, for example, it is possible to prevent a coordinated action from being executed if it is no longer appropriate for the situation.
[0082] Furthermore, Fig. 10 shows another example of the flow of processing related to the cooperative behavior of a first object and a second object. Note that the processing shown in Fig. 10 is processing in which each of the first control unit 40 and the second control unit 50 monitors information assigned to the object to be controlled. In this case, for example, the first control unit 40 is a character AI for the first object, and the second control unit 50 is a character AI for the second object.
[0083] 10, the first control unit 40 causes the first object to acquire first information. In this process, the first information also includes information about the action currently being performed by the first object. For example, the first information may indicate whether the action currently being performed by the first object can be canceled.
[0084] In the next step S352, the second control unit 50 causes the second object to acquire second information. Here, the second information is information about the environment in the game that is recognized by the second object. The second information includes information about the action currently being performed by the second object. Furthermore, for example, the second information may indicate whether the action currently being performed by the second object can be canceled.
[0085] In the next step S354, the second control unit 50 causes the second object to perform a preparatory action. Here, the preparatory action is, for example, a cancelable action. The preparatory action may be performed based on an instruction from the player or may be performed based on control by the character AI.
[0086] In the next step S356, the second control unit 50 determines whether or not the first object satisfies a predetermined condition, similar to the above-described processing.
[0087] If the predetermined condition is satisfied, the determination in step S356 is affirmative, and the process proceeds to step S358. In step S358, the second control unit 50 causes the second object to assign second information to the first object. After the process in step S358, the process proceeds to step S360.
[0088] On the other hand, if the predetermined condition is not satisfied, the determination in step S356 is negative, and the process proceeds to step S360. In step S360, the first control unit 40 determines whether the second information assigned to the first object is valid. If the second information assigned to the first object is valid, the determination in step S360 is positive, and the process proceeds to step S362. In step S362, the first control unit 40 causes the first object to determine its behavior based on the first information and the second information.
[0089] In the next step S364, the first control unit 40 causes the first object to acquire the first information. In the next step S366, the first control unit 40 causes the first object to assign the updated first information (i.e., the third information) to the second object. Here, the first information may include information related to the coordinated action of the first object, and therefore may be information including the third information in the second embodiment described above.
[0090] On the other hand, if the second information assigned to the first object is not valid, in other words, if the second information is invalid, the determination in step S360 is negative, and the process proceeds to step S368. Note that in this process, if no second information is assigned to the first object, the second information is treated as invalid.
[0091] In step S368, the first control unit 40 deletes the second information from the first object because the second information is invalid. As a result, the first object is no longer assigned the second information. In the next step S370, the first control unit 40 causes the first object to determine its own behavior based on the first information. In the next step S372, the first control unit 40 causes the first object to acquire the first information, and then proceeds to step S374.
[0092] In step S374, the first control unit 40 causes the first object to execute the determined action (including cooperative action in a broad sense).
[0093] In the next step S376, the second control unit 50 determines whether the first information assigned to the second object is valid. If the first information assigned to the second object is valid, the determination in step S376 is affirmative, and the process proceeds to step S378. In step S378, the second control unit 50 causes the second object to determine its behavior based on the first information and the second information. Note that the second control unit 50 may also cause the second object to determine its behavior based only on the first information, i.e., only on the third information.
[0094] In the next step S380, the second control unit 50 causes the second object to execute the determined action (including the cooperative action in the narrow sense). When the processing of step S380 ends, the process returns to step S350, and the above processing is repeated.
[0095] On the other hand, if the first information assigned to the second object is not valid, in other words, if the first information is invalid, the determination in step S376 is negative, and the process proceeds to step S382.
[0096] In step S382, the second control unit 50 deletes the first information from the second object because the first information is invalid. As a result, the second object is no longer assigned the first information. In the next step S384, the second control unit 50 causes the second object to determine an action for the second object based on the second information. Note that the action determined here may be a "preparatory action." When the processing of step S384 ends, the process returns to step S350, and the above processing is repeated.
[0097] Furthermore, specific examples of the actions of the first object and the second object in the process described above with reference to FIG. 10 will be described with reference to FIGS. 11A to 11C.
[0098] Figures 11A to 11C show an example of operation when the first object is "character A" and the first control unit 40 monitors the information tag of character A, and the second object is "character B" and the second control unit 50 monitors the information tag of character B.
[0099] 11A shows an example of the flow of operations when character A and character B execute a coordinated action. Character B executes a preparatory action for the cooperation, which takes 5 seconds to perform (action time) and is an action that can be interrupted midway (step S352 in FIG. 10). Furthermore, if the second control unit 50 determines that character A satisfies a predetermined condition (positive determination in step S356 in FIG. 10), it assigns to character A an information tag A corresponding to the second information, which is valid for 5 seconds after being assigned (step S356 in FIG. 10). Character B continues the preparatory action for the cooperation while monitoring the information tag.
[0100] Character A, to which information tag A has been assigned during normal behavior, is monitored by the first control unit 40 for the assigned information tag A. When character A finishes normal behavior, the first control unit 40 determines that the assigned information tag A is valid (positive determination in step S360 of FIG. 10), and therefore character A decides to perform coordinated behavior A based on the first information that it has acquired and the second information corresponding to the assigned information tag A (step S362 of FIG. 10).
[0101] Furthermore, character A causes first control unit 40 to assign information tag B corresponding to the first information (third information) to character B (step S366 in FIG. 10). Furthermore, character A executes coordinated action A (step S374 in FIG. 10).
[0102] On the other hand, when character B, to which information tag B is assigned, finishes the preparatory action for the cooperation, the second control unit 50 determines that the assigned information tag B is valid (affirmative determination in step S376 of FIG. 10), and therefore determines to perform a cooperation action (a cooperation action in the narrow sense) based on the second information that it has acquired and the first information (third information) corresponding to the assigned information tag B (step S378 of FIG. 10). As a result, character B performs the cooperation action (step S380 of FIG. 10).
[0103] 11A, both Character A and Character B can execute coordinated actions simply by monitoring the information tags assigned to them. In other words, they can execute coordinated actions without having to monitor each other.
[0104] On the other hand, Figure 11B shows an example of the flow of operations when neither Character A nor Character B performs a coordinated action and the coordinated action is not successful. Character B performs a preparatory action for the cooperation, which requires 5 seconds to perform the action (action time) and can be interrupted midway (step S352 in Figure 10). If the second control unit 50 determines that Character A satisfies a predetermined condition (positive determination in step S356 in Figure 10), it assigns to Character A an information tag A corresponding to the second information, which has an effective time from assignment of the tag, the same as the time required for the preparatory action for the cooperation, that is, 5 seconds (step S356 in Figure 10). Character B continues the preparatory action for the cooperation while monitoring the information tag.
[0105] Character A, to which information tag A has been assigned during normal behavior, is monitored by the first control unit 40. When the time elapsed since information tag A was assigned reaches the validity period of 5 seconds, the first control unit 40 determines that the assigned information tag A is invalid for character A (negative determination in step S360 of FIG. 10), and deletes information tag A (step S368 of FIG. 10).
[0106] Therefore, character B finishes the preparation action for cooperation without being given information tag B corresponding to the first information (third information) by character A. The second control unit 50 determines that information tag B is invalid (negative determination in step S376 of FIG. 10), and character B decides to perform normal action selection based on the second information that it has acquired (step S384 of FIG. 10).
[0107] On the other hand, after information tag A is deleted, character A ends its normal behavior, and therefore the first control unit 40 determines that information tag A is invalid (a negative determination in step S360 of FIG. 10). Therefore, character A determines to perform normal behavior selection based on the first information that it has acquired (step S370 of FIG. 10). As a result, character A performs normal behavior (step S374 of FIG. 10).
[0108] 11B, both Character A and Character B simply monitor the information tags assigned to them, and if Character A's normal action does not end while Character B is performing a preparatory action for the cooperation, the cooperation action will not be executed. In other words, it is possible to prevent Character A and Character B from executing the cooperation process without providing dedicated processing.
[0109] Furthermore, Figure 11C shows an example of the flow of operations when character A performs a coordinated action, but character B does not perform the coordinated action for some reason, and the coordinated action is not successful. As in the case shown in Figure 11B, character B performs a preparatory action for the coordinated action and assigns information tag A corresponding to the second information to character A. Character B continues to monitor the information tag while continuing the preparatory action for the coordinated action.
[0110] Character A, to which information tag A is assigned during normal behavior, is monitored by the first control unit 40 for the assigned information tag A. Because character A ends normal behavior before information tag A is deleted, when character A ends normal behavior, the first control unit 40 determines that information tag A is valid (a positive determination is made in step S360 of FIG. 10). Therefore, character A decides to perform coordinated behavior A based on the first information that character A has acquired and the second information corresponding to the assigned information tag A (step S362 of FIG. 10). Furthermore, character A causes the first control unit 40 to assign information tag B corresponding to the first information (third information) to character B (step S366 of FIG. 10). Furthermore, character A performs coordinated behavior A (step S374 of FIG. 10).
[0111] On the other hand, since character B has passed by and ended the preparatory action for cooperation before information tag B is assigned, the second control unit 50 determines that information tag B is invalid (negative determination in step S376 of FIG. 10), and character B decides to perform normal action selection based on the second information that it had acquired (step S384 of FIG. 10). Therefore, although information tag B is assigned to character B, character B performs normal action, and the second control unit 50 monitors information tag B.
[0112] Here, the information tag B corresponding to the first information (third information) has a relatively short validity period, for example, shorter than the time required for character B to perform a preparatory action for cooperation (5 seconds in FIG. 11C). Therefore, before character B's normal action ends, the second control unit 50 determines that information tag B is invalid (negative determination in step S376 in FIG. 10), and deletes information tag B (step S382 in FIG. 10). After this, character B ends his normal action, so the second control unit 50 again determines that information tag B is invalid (negative determination in step S376 in FIG. 10). Therefore, character B again decides to perform normal action selection based on the second information that it has acquired (step S384 in FIG. 10).
[0113] In the example shown in Figure 11C, even in an irregular case where character B does not perform the coordinated action for some reason and the coordinated action is not completed, such as when character B has finished preparatory actions for the coordinated action due to a passing relationship, it is possible to prevent both character A and character B from executing the coordinated action without providing dedicated processing.
[0114] Furthermore, the processing flow of the first object and the second object in this embodiment described above will be described in chronological order for each object with reference to FIG. 12. FIG. 12 shows a sequence diagram illustrating an example of the processing flow of the first object and the second object. Note that in FIG. 12, for the sake of convenience, the first object and the second object are described as subjects, respectively, to avoid cumbersome description. For example, "the first object acquires first information" is synonymous with "the CPU 11 causes the first object to acquire the first information." The first object or the second object may be, for example, a character equipped with a character AI as described above, and the character AI may determine its own actions in this embodiment.
[0115] As shown in FIG. 12 , the first object acquires first information in step S10. Next, the first object determines an action based on the acquired first information in step S11. Next, the first object starts the determined action, here, normal action, in step S12. Next, the first object acquires first information again in step S13. Thereafter, second information is provided by the second object, and the first object determines an action based on the first information and the second information in step S14. Next, the first object maintains the determined action, here, normal action, in step S15. Next, the first object ends the normal action in step S16. Next, the first object performs the determined action, here, a coordinated action in a broad sense, in step S17, and, in conjunction with performing the coordinated action, assigns first information (third information) to the second object.
[0116] On the other hand, as shown in FIG. 12 , the second object acquires second information in step S20. Next, the second object determines an action based on the acquired second information in step S21. Next, the second object starts the determined action, here, a preparatory action for cooperation, in step S22. Next, the second object acquires the second information in step S23. Next, the second object determines whether to impart the second information to the first object in step S24, and if it is determined to impart the second information, it imparts the second information to the first object. Thereafter, the first object imparts the first information (third information), and the second object determines an action based on the first information (third information) and the second information in step S25. Furthermore, as the determined action, the second object ends (cancels) the preparatory action for cooperation, and then executes a cooperative action in the narrow sense as the determined action.
[0117] As described above, the information processing device 10 of each of the above embodiments causes a first object to acquire first information recognized by the first object from among information about the environment in the game, causes a second object different from the first object to impart second information from among the information to the first object, and causes the first object to determine its own behavior based on the first information and the second information. With this configuration, the information processing device 10 of this embodiment allows the first object to acquire information used to determine its behavior without continuously monitoring the environment in the game. Furthermore, the information processing device 10 of this embodiment can simplify processing because it only needs to monitor its own information.
[0118] The technology of the present disclosure is not limited to the above-described embodiment and can be applied to AI control in games in general. For example, it may be applied when a character is performing continuous attacks on an enemy and an NPC on the allied camp is instructed to wait so as not to interfere with the character. In this case, the character, which is a second object, assigns a second information tag, such as "continuous attack in progress" or "wait instruction," to the NPC on the allied camp. The NPC on the allied camp, which is a first object, determines an action to take to avoid interfering with the character based on the second information and first information, such as information about the character's surroundings. Other examples include a case in which a character issues a defensive instruction to an NPC on the allied camp because an enemy is about to launch a large-scale attack. Another example is a case in which an NPC on the character's allies is downed and an instruction is issued to enemies within a specified range around the downed NPC to deliver the final blow. Another example is a case in which a character is exposed to a large opening and an instruction is issued to an enemy to target the downed NPC.
[0119] In addition, in each of the above embodiments, an example in which the second information is valid until a predetermined condition is met has been described in which a validity period is set, but this is not limited to this example. For example, the validity period may be indefinite. Furthermore, as described with reference to FIG. 7, the predetermined condition may be that a character is present in a certain area.
[0120] Furthermore, in the above embodiments, a character is an example of a first object of the present disclosure, but the first object of the present disclosure is not limited to a character and may be, for example, another object. Furthermore, in the above embodiments, a character is an example of a second object of the present disclosure, but the second object of the present disclosure is not limited to a character and may be, for example, a character. Furthermore, both the first object and the second object are not limited to a singular object (e.g., one person) and may be multiple objects (e.g., multiple people).
[0121] In addition, in each of the above embodiments, the first to third information are each described as being one piece, but each may be multiple pieces. For example, multiple second information tags may be assigned to a character.
[0122] Furthermore, various processes executed by the CPU 11 after reading software (programs) in the above embodiment may be executed by various processors other than a CPU. Examples of such processors include programmable logic devices (PLDs) whose circuit configuration can be changed after fabrication, such as field-programmable gate arrays (FPGAs), and dedicated electrical circuits, such as application-specific integrated circuits (ASICs), which are processors with circuit configurations specifically designed to execute specific processes. Furthermore, various processes may be executed by one of these various processors, or by a combination of two or more processors of the same or different types (e.g., multiple FPGAs, or a combination of a CPU and an FPGA). Furthermore, the hardware structure of these various processors is, more specifically, an electrical circuit that combines circuit elements such as semiconductor devices. [Explanation of symbols]
[0123] 10. Information processing equipment 11 CPU 30 Information Processing Program 40 First Control Section 50 Second Control Section
Claims
1. causing a first object to acquire first information recognized by the first object from among information relating to the environment in the game; second information among the information is assigned from a second object different from the first object to the first object; The first object determines its own behavior based on the first information and the second information. An information processing program that causes a computer to execute a process.
2. the second information to be assigned from the second object to the first object is valid until a predetermined condition is satisfied; determining an action of the first object based on the first information and the second information that is validated; The information processing program according to claim 1 .
3. The second information is assigned to a plurality of the first objects within a predetermined range from the second object. The information processing program according to claim 2 .
4. imparting the second information relating to a predetermined action of the second object from the second object to the first object; making the second object prepare for the predetermined action in a state in which the second information given to the first object is valid; The information processing program according to claim 2 .
5. imparting the second information relating to a predetermined action of the second object from the second object to the first object; causing the second object to perform the predetermined action or prepare for the predetermined action The information processing program according to claim 1 .
6. when causing the first object to perform a corresponding action that is an action corresponding to the second information, third information regarding the corresponding action of the first object among the information is imparted from the first object to the second object; The second object is caused to determine an action of the second object based on the third information. The information processing program according to claim 1 .
7. the second information to be assigned from the second object to the first object is valid for a predetermined period of time; The third information, which is valid for a period shorter than the predetermined period, is assigned from the first object to the second object. The information processing program according to claim 6.
8. causing a first object to acquire first information recognized by the first object from among information relating to the environment in the game; second information among the information is assigned from a second object different from the first object to the first object; The first object determines its own behavior based on the first information and the second information. An information processing method for causing a computer to execute a process.
9. a processor, the processor comprising: causing a first object to acquire first information recognized by the first object from among information relating to the environment in the game; second information among the information is assigned from a second object different from the first object to the first object; The first object determines its own behavior based on the first information and the second information. Information processing device.
Citation Information
Patent Citations
Information processing system, information processing device, information processing program, and information processing method
JP7492637B1