Information processing system, information processing method and program
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- GLEE HOLDINGS CO LTD
- Filing Date
- 2025-10-29
- Publication Date
- 2026-05-26
AI Technical Summary
Existing game systems limit user interaction and satisfaction by restricting room and enemy character placement within a predetermined map construction area, reducing the freedom to explore and customize the game field.
An information processing system that acquires environmental information corresponding to a user's selected position in a virtual space, generates game content dynamically based on this information, and awards rewards when predefined conditions are met, allowing for customizable and engaging gameplay experiences.
Enables personalized and dynamic game content generation, enhancing user satisfaction by allowing users to explore and interact with the game environment in a more flexible and varied manner, reducing the need for extensive content development.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present disclosure relates to an information processing system, an information processing method, and a program. [Background technology]
[0002] A system that automatically generates the structure of a game field is already known (see, for example, Patent Document 1). This system automatically generates a dungeon (maze structure), which is one type of game field. For example, a dungeon is formed by arranging multiple square rooms in succession. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-136693 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the above system, the location of rooms and the placement of enemy characters can only be changed within a predetermined map construction area, which may reduce the satisfaction of users who wish to freely explore the game field. [Means for solving the problem]
[0005] The present disclosure provides an information processing system in which one or more processors acquire, from a storage device storing environmental information relating to an environment in a virtual space in which a user plays a game, environmental information corresponding to a position selected by a user in the virtual space, apply the environmental information to automatically generate game content, progress the game content based on operations performed by the user, and award a reward corresponding to the environmental information when the user's play of the game content satisfies a reward awarding condition.
[0006] The present disclosure provides an information processing method in which one or more processors acquire environmental information corresponding to an area selected by a user from a storage device that stores environmental information relating to an environment in which the user plays a game among multiple areas set in a virtual space, apply the environmental information to automatically generate game content, progress the game content based on an operation by the user, and award a reward corresponding to the environmental information when the user's play of the game content satisfies a reward awarding condition.
[0007] The present disclosure provides a program that causes one or more processors to execute the following processes: acquire environmental information corresponding to an area selected by a user from a storage device that stores environmental information relating to an environment in which the user plays a game among multiple areas set in a virtual space; automatically generate game content by applying the environmental information; progress the game content based on operations by the user; and, when the user's play of the game content satisfies a reward granting condition, grant a reward corresponding to the environmental information. [Effects of the Invention]
[0008] According to the present disclosure, it is possible to provide games that meet the needs of each user. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 1 is a schematic diagram illustrating an embodiment of an information processing system. [Figure 2] FIG. 2 is a schematic diagram illustrating an example of environmental information according to the embodiment. [Figure 3] FIG. 2 is a schematic diagram illustrating an example of user information according to the embodiment. [Figure 4] FIG. 10 is a schematic diagram illustrating an example of remuneration information according to the embodiment. [Figure 5]FIG. 10 is a schematic diagram showing an example of object candidate information according to the embodiment. [Figure 6] FIG. 2 is a diagram illustrating a hardware configuration of the information processing apparatus according to the embodiment. [Figure 7] FIG. 2 is a diagram showing the procedure of an information processing method in the embodiment. [Figure 8] 10 is a schematic diagram illustrating the generation of game content for each area in the embodiment. FIG. [Figure 9] FIG. 2 is a diagram showing a movable route automatically generated in the same embodiment. [Figure 10] FIG. 10 is a schematic diagram of a start screen in the embodiment. [Figure 11] 10 is a flowchart illustrating a processing procedure according to another embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] First Embodiment At least one computer processor constituting the information processing system provides a game. The processor executes computer-readable instructions to acquire environmental information corresponding to a position selected by a user in the virtual space from a storage device storing environmental information related to the environment within the virtual space in which the user plays the game, apply the environmental information to automatically generate game content, progress the game content based on user operations, and award a reward corresponding to the environmental information when the user's play of the game content satisfies a reward awarding condition.
[0011] (Information Processing System) An embodiment of an information processing system, an information processing method, and a program will be described below.
[0012] 1, the information processing system 10 includes a user device 11 and a management server 12. The management server 12 and the user device 11 are connected via a network 13. The user device 11 is a device used by a user to play a game. The user device 11 may be a smartphone (multifunction phone), a tablet device, a personal computer, a console game machine, a wearable computer, or any other information processing device. The wearable computer may be, for example, a head-mounted display worn on the user's head, or a glasses-type wearable device. The user device 11 may be a standalone device, or a set of multiple devices connected to be able to send and receive various data to and from each other. The user device 11 is a device on which a native application or a hybrid application for executing a game is installed (implemented), or a device that executes a game while sending and receiving data to and from the management server 12 using a web browser.
[0013] In this embodiment, a case will be described in which the user device 11 stores a native application. The native application includes a program for executing a game as well as asset data, which is various data required to execute the game. This native application provides a game in which the user accomplishes missions (tasks) in a virtual space. In this embodiment, the virtual space is a space in which three-dimensional coordinates (X coordinate, Y coordinate, Z coordinate) are set. The virtual space has multiple areas that the user can select.
[0014] The user device 11 includes a processor 15, a storage device 16, and a communication interface 17. The storage device 16 stores environmental information 20 and user information 21. The processor 15 executes a program (not shown) stored in the storage device 16 or the like, thereby functioning as an environmental information acquisition unit 22, an automatic content generation unit 23, and a game progression unit 24.
[0015] The environmental information acquisition unit 22 acquires environmental information 20 corresponding to an area selected by a user from a storage device 16 that stores environmental information 20 relating to the environment in which the user plays a game in one of multiple areas set in a virtual space.
[0016] The automatic content generation unit 23 automatically generates game content by applying the environment information 20. In this embodiment, the game content includes at least the structure within the area where the game is played and the arrangement of objects within the area.
[0017] The game progression unit 24 progresses through the game content based on user operations. Furthermore, when the user's play results in the game content satisfy the reward granting conditions, the game progression unit 24 grants a reward according to the environmental information 20.
[0018] The management server 12 includes a processor 30, a storage device 31, and a communication interface 32. The storage device 31 stores environmental information 20 as master information and user information 21. The user device 11 may acquire the environmental information 20 for each area collectively from the management server 12, or may acquire the environmental information 20 corresponding to an area from the management server 12 each time the user selects an area.
[0019] The storage device 31 also stores reward information 33 and object candidate information 34. The reward information 33 includes information on reward candidates. The object candidate information 34 includes information on candidate objects that can be set as devices in an area when game content is automatically generated.
[0020] FIG. 2 shows an example of the environmental information 20. The environmental information 20 is generated for each area set in the virtual space. Examples of areas that can be set in the virtual space include game fields such as "forest," "wilderness," "ocean," "desert," and "ice field." The game field can also be referred to as a climate zone. The environmental information 20 includes an area identifier, coordinates, and an identifier of an initial object preset in the area. The coordinates indicate the extent of the area. The initial object is an object that has been placed before the user starts the automatically generated game in that area. For example, in the "forest" area, a "tree" is placed as the initial object. The environmental information 20 may be multiple structured data pieces rather than a single structured data piece as shown in the example of FIG. 2. The environmental information 20 may also include at least one unstructured data piece. The same applies to the user information 21, reward information 33, and object candidate information 34 shown in FIGS. 3 to 5.
[0021] The areas will now be described. Each area has different characteristics and can be selected by the user. Each area has a different type or number of initial objects. Each area may also have different weather or climate. The environmental information 20 set for each area is used when automatically generating game content. Therefore, the environmental information 20 affects the difficulty of the game content. The "difficulty" here refers to the degree of difficulty (level of difficulty) of completing a mission, and the higher the level, the more difficult it is to complete the mission.
[0022] The coordinate data included in the environmental information 20 will be described. The coordinate data includes data representing the terrain of an area. For example, the data representing the terrain includes mesh data having coordinates in virtual space, and texture data. Mesh data is a collection of points (vertices), lines (edges), and faces (polygons). The vertices that make up the mesh data have three-dimensional coordinates. The Y coordinate of a vertex indicates height. The undulations of the terrain are expressed by connecting multiple vertices with edges. Texture data is overlaid on the mesh data. Texture data is data such as images and patterns that are placed on the surface of an object.
[0023] Terrain affects the difficulty of game content. For example, a character object controlled by a user is assigned a stamina (HP). Furthermore, the character object is assigned a stamina consumption amount for actions such as jumping and climbing walls. As the character object moves, the processor 15 subtracts the consumption amount corresponding to the action from the character's stamina value. For example, when moving over undulating terrain, the character object frequently performs actions such as jumping, resulting in a large amount of stamina consumption. Furthermore, when an area is the subject of a simulation of physical behavior, etc., the moving speed of the character object moving through that area can be reduced depending on the area, such as a "desert," as described below. In other words, the amount of stamina consumed per distance traveled by the character object can be increased.
[0024] The initial object will now be described. The initial object may be a stationary object placed at a fixed position, or a moving object that can move within the area. For example, stationary objects include plants, structures such as buildings, and other objects specific to the game. Moving objects include animals that live in the area, enemy characters that fight against the character object, vehicles, and other objects specific to the game.
[0025] At least some of these objects are configured with components (programs) for simulating physical calculations using predetermined mechanical laws, etc., based on a predetermined trigger. When a trigger occurs, such as contact with another object, for the object with the configured components, the processor 15 performs simulation calculations of the physical behavior. For example, settings related to mass, air resistance, collision with other objects, and friction with other objects are configured for the object. If a collider defining the boundary of collision detection is configured for the object, the object can be prevented from passing through other objects when it comes into contact with them. Furthermore, settings related to friction, for example, enable the object's movement speed to be decelerated during contact with other objects. Furthermore, as described below, these objects may be configured with components that simulate chemical state changes according to predetermined rules. Setting information for performing these simulations may be included in the environment information 20.
[0026] For example, the more objects that can collide with within an area, the more difficult it becomes for the user to move the character object within the area while avoiding collisions. It also becomes more difficult for the user to have the character object continue an action, such as carrying an object with a large mass. Furthermore, the area itself may be an object capable of simulating physical behavior. For example, if a setting is made to reduce friction for an area such as an ice field, it becomes more difficult for the user to have the character object continue an action, such as moving across the ice field.
[0027] 3 is an example of the user information 21. The user information 21 is information associated with each user, and includes a user identifier, game parameters, etc. In the example of FIG. 3, the game parameters include skills, level, items, physical strength (hit points, stamina), and the number of coins.
[0028] Game parameters may include other parameters instead of or in addition to the above parameters. For example, game parameters include attack power, defense power, combat power, magic power (magic points), experience points, skill points consumed when using a skill, agility, medal count, and point count. Game parameters can also be referred to as the number or amount of game media associated with a user. Game media may be any electronic data used in a game. Electronic data may be acquired, owned, used, managed, exchanged, combined, enhanced, sold, discarded, or gifted by a user within the game. For example, an item is one type of game media. Game media also includes any media such as cards, virtual currency (medals), tickets, characters, and avatars. The manner of use of game media is not limited to those explicitly described herein.
[0029] FIG. 4 is an example of reward information 33. Reward information 33 indicates potential rewards that may be awarded to a user when a mission is completed. The potential rewards include a reward identifier, an area, reward awarding conditions, difficulty level, and the name of the reward. The area indicates the area where the mission is completed. The reward awarding conditions are the conditions under which the reward is awarded. The difficulty level indicates the difficulty level (level of difficulty) of completing the mission. When a user completes a mission in a specified area, processor 15 selects a reward candidate associated with that area that corresponds to the difficulty level of completing the mission as the reward to be awarded. Here, there is one type of reward per area, and the quantity changes depending on the difficulty level.
[0030] FIG. 5 is an example of object candidate information 34. Object candidate information 34 indicates candidate objects that can be placed in an area when game content is automatically generated. For each object candidate, object candidate information 34 includes an object identifier, an area, a difficulty level, and an object name. Processor 15 selects at least one object candidate according to the area and sets it as an additional object in the area. Object candidate information 34 may also include information about objects that are applied to all selectable areas in one stage ("All" in FIG. 5).
[0031] 6, the hardware configuration of the user device 11 will be described. The hardware configuration of the management server 12 is the same as that of the user device 11. The user device 11 comprises a processing circuit 100 , a storage 104 , a display 109 , an input device 110 and peripheral devices 111 .
[0032] The processing circuit 100 includes at least one CPU 101, which is a processor that executes one or more of the control processes disclosed in this specification, and a memory 102. Processing data and instructions may be stored in the memory 102. In addition, these processing data and instructions may be stored in a storage 104, which is a storage medium disk such as a hard drive (HDD) or a portable storage medium, or may be stored in a storage medium provided separately from the processing circuit 100. The storage 104 is connected to the CPU 101 via a storage controller 103 and a bus 108. In this embodiment, the storage 104 corresponds to the storage device 16.
[0033] The processing circuit 100 also includes a network controller 106 for connecting to the network 13 . The processing circuit 100 further includes a display controller 105 and an input / output interface 107. The display controller 105, the network controller 106, and the input / output interface 107 are connected to a bus 108. The display controller 105 is connected to a display 109. The input / output interface 107 is connected to an input device 110 and a peripheral device 111.
[0034] The input device 110 is a touch panel, a keyboard, a mouse, a controller operated by the user's hands (for example, a game controller such as a game pad or joystick), an operation button provided on the housing of the user device 11, or the like.
[0035] The peripheral device 111 includes a microphone that collects sounds in the real world, such as the user's voice, and a speaker that outputs sound effects and the voices of other users. The management server 12 has the same processing circuit 100 and storage 104 as the user device 11. In the management server 12, the input device 110, the peripheral device 111, the display 109, and the like can be omitted.
[0036] (Game processing) Each process in which the user device 11 executes computer-readable instructions will be described with reference to Figures 7 to 9. The order of the following steps can be changed as long as it is not technically inconsistent.
[0037] In this embodiment, a game will be described in which a user progresses through stages in a preset order or in an arbitrary order. The main game includes multiple stages. Each stage has a set mission (task). When the mission is accomplished, the processor 15 considers the stage to be completed (cleared). When progressing through stages in a preset order, the processor 15 makes the next stage executable when a stage is cleared. When progressing through a stage in a preset order, the user can select one area from multiple selectable areas. The mission is common regardless of which area is selected. The processor 15 provides game content with a common task, while applying environmental information 20 of the selected area to the game content. The user can also set any position in one area as the game start position.
[0038] 7 shows the procedure for progressing through a game. Processor 15 acquires the user's position in the virtual space (step S1). If the user is operating a character object corresponding to the user, the user's position is the position of the character object. In the case of a game without a character object, the user's position is a position designated by the user. The user's position is indicated, for example, by three-dimensional coordinates.
[0039] The processor 15 acquires the environment information 20 corresponding to the user position (step S2). Specifically, the processor 15 identifies the area that includes the user position, and acquires the environment information 20 associated with the area from the storage device 16.
[0040] Processor 15 automatically generates game content applying the acquired environmental information 20 according to an automatic generation algorithm (step S3). At this time, processor 15 sets a reward that can be given to the user. Processor 15 may change the reward according to environmental information 20 or user information 21. The user starts the game content by operating input device 110.
[0041] Processor 15 executes the game using the automatically generated game content (step S4). Processor 15 also determines whether a reward granting condition is satisfied (step S5). In this embodiment, processor 15 determines that the reward granting condition is satisfied when a mission associated with a stage is accomplished.
[0042] If processor 15 determines that the reward granting condition is met (step S5: YES), it grants the reward to the user by associating the set reward with the user (step S6).If processor 15 determines that the reward granting condition is not met (step S5: NO), it proceeds to step S7.
[0043] Processor 15 determines whether to end the game (step S7). If processor 15 determines that the mission has been accomplished or that the mission has failed (step S7: YES), it ends the game. If processor 15 determines that the game should not be ended (step S7: NO), it returns to step S4.
[0044] With reference to FIG. 8, the details of each step will be described along with a specific example of game content in which the environment information 20 is reflected. (Get user location) The acquisition of the user position (step S1) will be described. In one stage, the user 40 operates the input device 110 to select one area 41 from a plurality of areas 41. In the example of Fig. 8, a comparison is made between the case where the user 40 selects the "forest" area 41A and the case where the user 40 selects the "wilderness" area 41B.
[0045] After selecting the area 41, the user 40 moves the character object 42 in the virtual space and places it at a desired position. The processor 15 acquires the position of the character object 42 designated by the user 40 as the user position. The user position can be specified as one coordinate within the area 41.
[0046] (Getting environmental information) The acquisition of the environmental information 20 (step S2) will be described. When the user position is included in the "forest" area 41A, the processor 15 acquires the "forest" environmental information 20. A large number of initial objects 43A such as "trees" are arranged in the "forest" area 41A. Therefore, the density of the initial objects 43A is higher in the area 41A than in the "wilderness" area 41B. Furthermore, the area 41A is set to have less undulation than the area 41B.
[0047] On the other hand, when the user position is included in the "wilderness" area 41B, the processor 15 acquires the "wilderness" environment information 20. In the "wilderness" area 41B, initial objects 43B such as rocks are placed. The environment information 20 for the area 41B includes setting information for a higher temperature than that for the "forest" area 41B.
[0048] (Automatic content generation) The automatic generation of game content (step S3) will now be described. Processor 15 generates game content in accordance with an automatic generation algorithm. This automatic generation algorithm includes, but is not limited to, setting a movable path for character object 42 and setting additional objects 44.
[0049] 9 is a two-dimensional diagram showing a movable path 50 formed in the area 41A in the X direction (first horizontal direction) and the Z direction (second horizontal direction). The movable path 50 may be provided in an area partitioned by the initial object 43, or in a structure partitioned by newly added partition objects such as walls. This structure may be, for example, a dungeon (labyrinth or maze).
[0050] Processor 15 sets a path formation area 56 based on the position of character object 42, which is the user position. Processor 15 then sets a movable path 50 within path formation area 56. Therefore, even within the same area 41, movable path 50 is set at a different position depending on the user position.
[0051] The movable route 50 is made up of spaces 51 (rooms) and passages 52 connecting the spaces 51. For example, the processor 15 randomly divides a predetermined area within the region 41A using a function that generates random numbers, etc., and forms spaces 51 in the resulting sections 53. The size and position of the spaces 51 are random. The processor 15 then randomly connects the spaces 51 with passages 52 that are narrower than the spaces 51.
[0052] Furthermore, processor 15 determines the position of character object 42 (user position) as the start position, and also determines space 51 (or a position) that will be goal position 51G. As described above, the layout of spaces 51 and their connections by passages 52 are performed randomly, but if the path formation area 56 is the same, the setting of movable path 50 may be reproducible. In other words, user 40 can play the game using the same movable path 50 as before by repeatedly using a previously selected user position as the start position.
[0053] When forming the space 51 and the passage 52, the processor 15 sets the space 51 and the passage 52 based on the environmental information 20 of the path formation area 56. For example, the processor 15 may set the space 51 and the passage 52 so as to avoid an initial object OB1 of a "stationary rock" shown on the right side in Fig. 9. Alternatively, the processor 15 may set the space 51 and the passage 52 so that an initial object 43A is included in the space 51 or the passage 52, such as an initial object OB2 of a "tree" shown in the lower part of Fig. 9.
[0054] As shown in the lower left of FIG. 9 , the terrain 55 of the environmental information 20 is reflected in the movable route 50. If the terrain 55 of the route formation area 56 has undulations in the Y direction (height direction), the passage 52 and the like also have undulations in the Y direction. The processor 15 three-dimensionally forms the space 51 and the passage 52 based on mesh data representing the terrain 55. That is, the space 51 and the passage 52 have three-dimensional coordinates of the terrain 55 based on the environmental information 20. Furthermore, if the route formation area 56 is an area 41 that reduces friction, such as a "desert" or an "ice field," the processor 15 reduces the friction of the character object 42. Furthermore, the processor 15 controls the weather in the route formation area 56 in accordance with the environmental information 20. For example, if the area 41 is a "tropical rainforest," the processor 15 makes it rain.
[0055] The setting of the additional object 44 will be described. The additional object 44 is an object related to a mission or an object for providing a mechanism (gimmick) for game content. The additional object 44 is associated with a component that simulates the physical behavior of an object based on predetermined rules such as the laws of mechanics, or a component that simulates a chemical state change.
[0056] The processor 15 selects, from the object candidate information 34, additional objects 44 related to the mission as well as additional objects 44 corresponding to the area 41A. For example, the missions common to the areas 41A and 41B are "avoid collisions with rolling rocks" and "find and open a treasure chest." The processor 15 selects the additional objects 44 related to the mission and also selects other additional objects 44. The processor 15 then randomly places the selected additional objects 44 based on conditions such as not overlapping positions with the initial object 43A. For example, the processor 15 selects the additional object 44 "rolling rock" and the additional object 44 "treasure chest" as the additional objects 44 related to the mission. The processor 15 also selects an "animal (bear)" and a "fire" as the other additional objects 44. The "animal (bear)" additional object 44 is associated with a component that performs a physical simulation, and the "fire" additional object 44 is associated with a component that performs a chemical simulation.
[0057] The processor 15 may change the number of additional objects 44 other than the mission-related additional objects 44 depending on the selected area 41 or the user position. The number of additional objects 44 may be determined depending on the type of area 41, the number of spaces 51 or passages 52, the size of the space 51, the movement distance from the start position to the goal position 51G, the maximum elevation difference in the Y direction of the movable path 50, the number of initial objects 43A, etc.
[0058] The processor 15 also sets a reward based on the environmental information 20. At this time, the processor 15 selects a reward corresponding to the area 41 from the reward information 33. The processor 15 may also estimate the difficulty level of the generated game content and transmit a reward request including the identifier of the area 41 and the difficulty level to the management server 12. The difficulty level may be associated with the area 41 itself. For example, the "forest" area 41A may be associated with a difficulty level of "1," and the "wilderness" area 41B may be associated with a difficulty level of "2." Alternatively, the difficulty level may reflect the difficulty of defeating an opponent, which is an additional object 44. Alternatively, the difficulty level may be determined based on the number of spaces 51 or passages 52, the size of the space 51, the moving distance from the start position to the goal position 51G, the maximum elevation difference in the Y direction of the movable path 50, the number of additional objects 44, the number of initial objects 43A, the size, mass, level, etc. of the additional objects 44. The management server 12 determines a reward based on the identifier of the area 41 and the difficulty level, and transmits the reward identifier to the user device 11. Here, the management server 12 determines the type of reward depending on the area 41, and determines the amount of reward depending on the difficulty level.
[0059] (Game running) The execution of the game (step S4) will now be described. Once the game content is generated, the game is executed based on instructions from the user 40.
[0060] 10 shows an example of a start screen 60 that processor 15 displays on display 109 before the game content starts. Start screen 60 includes a mission content display 61, a reward display 62 related to a reward that will be awarded if the mission is accomplished, and an area display 63 related to area 41, such as a map. In the example of FIG. 10, reward display 62 is displayed when user 40 performs an operation to temporarily select area 41.
[0061] The user 40 knows from a tutorial, a notification from the game's official account, etc. that an area 41 can be selected in one stage, and that the difficulty level and rewards of the game content will change depending on the area selected. Therefore, the user 40 selects the area 41 and starting position (user position) taking into consideration the compatibility between the mission set in the stage and the area 41, the user's own level of proficiency in the game, the desired reward, etc. The difficulty level when compared between the areas 41 may be displayed on the start screen 60 in FIG. 10.
[0062] The compatibility between the mission and the area 41 will now be described. The additional object 44 related to the mission can perform different actions or effects depending on the area 41 in which it is placed and its position within the area 41.
[0063] In the example of Fig. 8, the interval between the "tree" initial objects 43A set in the area 41A may be smaller than the size (diameter) of the "rolling rock" additional objects 44. As a result, the additional objects 44 collide with the "tree" initial objects 43A and come to a stop. This eliminates the need for the user 40 to avoid the additional objects 44, thereby reducing the difficulty of the game.
[0064] On the other hand, when a game is executed in a dungeon constructed in the "wilderness" area 41B, there is little space for the character object 42 to avoid the "rolling rock" additional object 44, so it is more difficult to avoid the additional object 44 than in the "forest" area 41A. Also, in an area 41 such as a "desert," it is difficult for the additional object 44 to roll on the terrain 55. Therefore, the difficulty of avoiding the additional object 44 is lower.
[0065] Additionally, objects capable of chemical simulation may also perform different actions or produce different effects depending on the area 41 in which they are placed and their position within the area 41 . For example, if a "fire" additional object 44 is located in a region 41 such as an "ice field," it will melt the surrounding initial objects 43 such as "icebergs." For example, the processor 15 determines the melting range of the initial object 43 by taking into account the size of the "fire" and the size of the "iceberg." For example, if the user 40 knows in advance that an additional object 44 such as a "fire" will be located in the region 41, the user 40 may select a region 41 such as an "ice field" or an "ocean" in consideration of its compatibility with the "fire." For example, the user 40 may know in advance about the additional object 44 because the user 40 has previously played the game on the same stage, or because the mission content was presented before starting the game. Furthermore, when the "fire" additional object 44 is located, the user 40 may select a region 41 such as a "forest" or a "grassland" in order to expand the state change that the additional object 44 can cause in order to burn other obstacles.
[0066] In this way, the user 40 can estimate the compatibility between the content of the mission or the additional objects 44 placed according to the mission and the area 41. If the user 40's level of proficiency in the game is low, the user 40 can select an area 41 that is expected to be less difficult. Furthermore, since the density of the initial objects 43 in the area 41 is not uniform and the terrain varies, the user 40 can search for a location where the mission is expected to be easily completed after selecting an area 41. Alternatively, the user 40 can search for a location where the difficulty is higher in the hope of increasing the amount of rewards. In this way, the content of the game content changes depending on the location selected by the user 40, allowing the user 40 to freely develop a strategy for completing the mission. Furthermore, even if the user 40 plays the game on the same stage, it feels like a different game. This makes it possible to provide a highly flexible game that the user 40 will not get bored of.
[0067] (Reward Granting) The determination of whether the reward granting condition is satisfied (step S5) and the granting of the reward (step S6) will now be described. The reward granting condition may include conditions related to events in the game in addition to the completion of a mission. Event-related conditions include defeating an opponent, reaching a goal point, etc. Processor 15 selects a reward based on reward information 33 when the reward granting condition is satisfied.
[0068] The effects of the first embodiment will be described. (1-1) Processor 15 automatically generates game content using environment information 20 corresponding to the user's position. The content of the game content changes depending on the position selected by user 40, so users 40 can play a game that suits their needs by devising their position selection. Furthermore, without having to develop a large number of game contents to be included in the main game, users 40 can vary the content of the game content through their own ingenuity, thereby reducing the amount of work required for game development.
[0069] (1-2) Processor 15 reflects in the game content the topography of area 41 that includes the position selected by user 40. This allows user 40 to select area 41 that meets the needs of user 40, depending on the topography.
[0070] (1-3) The processor 15 sets a movable path 50 in the virtual space that the user 40 can travel, according to the position of the initial object 43. The user 40 can select an area 41 that meets the needs of the user 40, according to the placement of the initial object 43.
[0071] Second Embodiment The second embodiment of the information processing system, the information processing method, and the program will be described below.
[0072] In the second embodiment, the same parts as those in the first embodiment will be denoted by the same reference numerals and detailed description thereof will be omitted. The processing performed by the processor 15 when the processor 15 executes computer-readable instructions will be described with reference to Fig. 11. The order of the following steps can be changed as long as it is not technically inconsistent.
[0073] As in the first embodiment, the processor 15 acquires the user's position (step S1), and also acquires environmental information about the user's position (step S2). Next, processor 15 acquires user information 21 (step S10). Then, processor 15 determines whether or not user information 21 satisfies a condition for increasing the difficulty level of the game (step S11). Specifically, processor 15 may determine whether or not the value of one of the game parameters included in user information 21 satisfies the increase condition. A game parameter is a variable that reflects the play result of user 40, such as user 40's level, attack power, defense power, magic power, etc. In this case, the increase condition is a condition that a predetermined variable is equal to or greater than a reference value. For a game parameter for which a lower value is advantageous in the game, the increase condition is a condition that the value is equal to or less than a reference value.
[0074] Alternatively, processor 15 may determine whether information about an item included in user information 21 satisfies an increase condition. An item reflects the play results of user 40, affects the game, and is owned by user 40. For example, an item is displayed in the game as a three-dimensional object or a two-dimensional image. Items include equipment such as weapons and armor, vehicles, food and drink, currency, precious stones, etc. In this case, the increase condition is that user 40 possesses a predetermined item, or that the user possesses a predetermined number or more of predetermined items.
[0075] When processor 15 determines that user information 21 satisfies the condition for increasing the difficulty level (step S11: YES), processor 15 generates game content with an increased difficulty level (step S12). The difficulty level is increased according to the condition for increasing the difficulty level. For example, if the condition for increasing the difficulty level is that the value of "attack power," which is a predetermined parameter, is equal to or greater than a reference value, processor 15 sets the difficulty level to a level at which the mission can be completed by having attack power equal to or greater than the reference value. For example, if the condition for increasing the difficulty level is that a predetermined item is possessed, processor 15 places additional object 44 that requires the item to complete the mission.
[0076] When processor 15 determines that user information 21 does not satisfy the condition for increasing the difficulty level (step S11: NO), processor 15 generates game content with a standard difficulty level (step S13). Furthermore, in steps S12 and S13, processor 15 sets a reward according to the difficulty level. Specifically, processor 15 sets a reward with a higher value as the difficulty level increases. For example, when processor 15 increases a game parameter as a reward, the amount of increase when game content with an increased difficulty level is generated is set to be larger than the amount of increase when game content with a standard difficulty level is generated. Furthermore, when processor 15 provides user 40 with "money" or "items" as a reward, the amount of reward in the former case is set to be larger than in the latter case.
[0077] When processor 15 determines that the reward granting condition is met (step S5: YES), processor 15 grants the reward set in steps S12 and S13 by associating it with the user (step S6).
[0078] According to the second embodiment, in addition to the effects described above in (1-1) to (1-3), the following effects can be obtained. (2-1) Processor 15 automatically generates game content in accordance with user information 21. That is, not only environmental information 20 but also user information 21 is reflected in the game content. As a result, even if user 40 starts the game at the same location at a different time, the content of the game can be made different if user 40's level, etc., has increased compared to the past. This makes it possible to provide a game that users will not tire of over a long period of time.
[0079] The above-described embodiments can be modified as follows: The above-described embodiments and the following modifications can be combined with each other within the scope of technical compatibility. (game) In the above embodiments, the information processing system 10 and the like have been described as providing a game in which stages included in a main game are progressed through in a preset order or in an arbitrary order, but the main game does not have to include stages. In other words, a game consisting of a single stage may be provided. The type of game may be a role-playing game, a shooting game, an action game, a racing game, a fighting game, a training simulation game, a romance simulation game, a puzzle game, a card game, a sports game, a rhythm game, or the like.
[0080] In the above embodiments, the user 40 can select any position within the area 41 as the game start position, but the game start position may be determined in advance for each area 41.
[0081] In each of the above embodiments, the processor 15 may set different missions for the "forest" area 41 and the "wilderness" area 41. Furthermore, the user 40 may select a mission before automatically generating game content.
[0082] The environmental information 20 may include environmental information about the real-world location of the user 40 playing the game. The user device 11 has a position detection function that communicates with a global navigation satellite system and detects its real-world location. The user device 11 acquires environmental information 20 corresponding to its real-world location from the management server 12 or the like. According to this aspect, when the user 40 is in an urban area, the user device 11 sets the possible travel route 50 using the environmental information 20 about the urban area and reflects the weather and the like in the possible travel route 50. The environmental information 20 may also reflect the time of day when the game is played. For example, when the user 40 plays the game in the evening (e.g., "20:00"), the processor 15 may set the area 41 to the evening time and darken the possible travel route 50.
[0083] In each of the above embodiments, the processor 15 sets the movable path 50 by applying the environmental information 20. Alternatively, the processor 15 may add the additional object 44 to the path formation area 56 without setting the movable path 50. In this case, the character object 42 can move to any position based on an instruction from the user 40.
[0084] In each of the above embodiments, the processor 15 sets the additional object 44 on the movable path 50. Alternatively, the additional object 44 may be omitted as long as the movable path 50 can be formed.
[0085] (Reward) In the above embodiments, the type of reward is determined depending on the area 41. Alternatively or additionally, the type of reward may be changed depending on the game start position in one area 41. Or, even when a game is played in the same area 41, the type of reward may be changed depending on the date and time of the game.
[0086] In the above embodiments, the start screen 60 includes the reward display 62 relating to the reward, but this may be omitted if the reward has not been determined, for example. (Output control section) In each of the above embodiments, the user device 11 automatically generates game content and progresses the game. Alternatively, the management server 12 may execute at least some of the processes executed by the user device 11 in the above embodiments, such as automatically generating content and progressing the game.
[0087] The user device 11 may display a game screen using an independent web browser stored in the storage 104. The user device 11 receives web data written in a markup language such as HTML (Hyper Text Markup Language) and using CSS (Cascading Style Sheets), JavaScript (registered trademark), etc. from the management server 12. The web browser program launched on the user device 11 renders a virtual space using JavaScript running on the browser. Alternatively, an application including an in-app browser may be installed on the user device 11.
[0088] In the browser rendering method, the file that displays the virtual space screen can be generated by rendering using at least one of the following well-known methods: static rendering (Static Server-Side Rendering), server-side rendering (Server-Side Rendering), client-side rendering (Client-Side Rendering), pre-rendering (CSR with Prerendering), hydration rendering (SSR with (Re)Hydration), etc. Rendering here refers to interpreting data written in a markup language or the like and calculating the layout of image elements and text to be displayed on the virtual space screen.
[0089] (Information Processing System) In the above embodiment, the information processing system has been described as a system that provides a game played by a single user 40. Alternatively, the information processing system may provide a multi-user game in which multiple users 40 participate online, such as a multiplayer online role-playing game (MORPG). In this case, the leader of the group (guild master) may determine the area 41 or the game start position.
[0090] The management server 12 may be a single server device equipped with multiple virtual servers, or may be a set of multiple physical servers. (Hardware configuration) Each function disclosed herein may be implemented using circuitry, including, but not limited to, a CPU 101, a general-purpose processor, a special-purpose processor, an integrated circuit, an ASIC (Application Specific Integrated Circuit), other conventional circuits, and / or combinations thereof, configured or programmed to perform the disclosed functions. A processor executes readable instructions. A processor is a processing circuit or circuit because it includes transistors and other circuits. A processor may be a programmed processor that executes a program stored in a memory. In this disclosure, a unit or means such as a processing circuit is hardware that performs or is programmed to perform the described functions. The hardware may be any hardware disclosed herein or otherwise known that is programmed or configured to perform the described functions. These processors function as the above-described environment information acquisition unit 22, automatic content generation unit 23, and game progression unit 24 by executing readable instructions.
[0091] Furthermore, the processor is not limited by the form of computer-readable medium on which the process instructions are stored. For example, the instructions may be stored on a CD, DVD, flash memory, RAM, ROM, PROM, EPROM, EEPROM, hard disk, or other non-transitory computer-readable medium of an information processing device with which processing circuit 100 communicates, such as a server or computer. The process may also be stored in network-based storage, cloud-based storage, or other mobile-accessible storage and executable by processing circuit 100.
[0092] Furthermore, the descriptions or blocks in the flowcharts disclosed herein can be understood as representing modules, segments, or portions of code that include one or more executable instructions for implementing specific logical functions or steps in a process. Furthermore, the descriptions or blocks in the flowcharts disclosed herein can perform two or more functions or steps in an order different from that shown or described in the specification, such as substantially simultaneously or in reverse order.
[0093] The hardware elements for implementing the processing circuit 100 may be implemented by various circuit elements. Furthermore, each function disclosed herein may be implemented by a circuit including one or more processing circuits.
[0094] The network 13 to which the network controller 106 connects may be a public network such as the Internet, or a private network such as a local area network (LAN) or wide area network (WAN), or any combination thereof, including a public switched telephone network (PSTN) or an integrated services digital network (ISDN®) or sub-network. The network 13 may also be a wired network such as an Ethernet® network or a universal serial bus (USB) cable, or a wireless network such as a cellular network including 3G, 4G, and 5G wireless cellular systems. The wireless network may also be Wi-Fi®, wireless LAN, Bluetooth®, or other known forms of wireless communication. Additionally, the network controller 106 may be compliant with other direct communication standards such as Bluetooth®, near field communication (NFC), infrared, etc.
[0095] The controller operated by the user's hand may incorporate various known sensors, such as an acceleration sensor, a gyroscope, or another inertial measurement sensor (IMU: Inertial Measurement Unit). In another example, the input device 110 may be a tracking device that identifies the hand movement, eye movement, head movement, gaze direction, etc. of the user 40. In this aspect, for example, based on the hand movement of the user 40, it is possible to determine the instruction of the user 40 and perform various operations such as starting or ending distribution of a video, rating a message or video, displaying a predetermined object, etc.
[0096] Next, the technical ideas that can be understood from the above-described embodiment and other examples will be described below. [A1] At least one processor executes the readable instructions, acquiring, from a storage device storing environmental information relating to an environment in a virtual space in which the user plays a game, the environmental information corresponding to a position selected by the user in the virtual space; applying the environmental information to automatically generate game content; The game content progresses based on the user's operation; An information processing system that awards a reward according to the environmental information when the user's play result of the game content satisfies a reward awarding condition.
[0097] [A2] The environmental information includes information about the topography of the virtual space, The information processing system described in [A1], wherein the processor reflects the terrain including the position selected by the user in the game content.
[0098] [A3] The environmental information includes information about an initial object to be placed in advance in the virtual space, The information processing system according to [A1] or [A2], wherein the processor sets a movable path in the virtual space that the user can follow according to the position of the initial object.
[0099] [A4] The information processing system according to [A3], wherein the processor, when automatically generating the game content, sets the movable path to a position that does not overlap with the initial object.
[0100] [A5] The information processing system according to [A3], wherein the processor sets the movable path at a position that overlaps with the initial object when automatically generating the game content.
[0101] [A6] The information processing system according to [A3], wherein the processor adds a new object related to the game content to a position on the movable path that does not overlap with the initial object.
[0102] [A7] The information processing system according to any one of [A1] to [A6], wherein the processor further applies user information associated with the user to automatically generate the game content.
[0103] [A8] An information processing system described in any one of [A1] to [A7], wherein the processor sets a movable path in the virtual space that the user can follow, and adds a new object to the movable path to which a simulation according to predetermined rules is applied.
[0104] [A9] At least one processor executes the readable instructions. acquiring, from a storage device that stores environmental information relating to an environment in which the user plays a game in a region selected by the user from among a plurality of regions set in a virtual space; applying the environmental information to automatically generate game content; The game content progresses based on the user's operation; An information processing method, wherein a reward according to the environmental information is awarded when the result of the user's play of the game content satisfies a reward awarding condition.
[0105] [A10] one or more processors, acquiring, from a storage device that stores environmental information relating to an environment in which the user plays a game in a region selected by the user from among a plurality of regions set in a virtual space; automatically generating game content by applying the environmental information; progressing the game content based on an operation of the user; and when the result of the user's play of the game content satisfies a reward granting condition, granting a reward according to the environmental information. [Explanation of symbols]
[0106] 10...Information Processing Systems 11...User device 12...Administration Server
Claims
1. At least one processor executes a readable instruction, We obtain environmental information, including information about the terrain within the virtual space of the game content. Applying the aforementioned environmental information, a traversable path within the virtual space reflecting the terrain is automatically generated. The aforementioned game content progresses based on user input, An information processing system that grants a reward when the user's gameplay results in the game content meet the reward granting conditions.
2. The environmental information further includes information about initial objects that are pre-placed in the virtual space, The information processing system according to claim 1, wherein the processor sets a movable path in the virtual space that the user can travel along, according to the position of the initial object.
3. The information processing system according to claim 2, wherein the processor, when automatically generating the movable path, sets the movable path to a position that does not overlap with the initial object.
4. The information processing system according to claim 2, wherein the processor automatically generates the movable path and sets the movable path at a position that overlaps with the initial object.
5. The environmental information includes information about initial objects that are pre-placed in the virtual space, The information processing system according to claim 1, wherein the processor adds a new object related to the game content to the movable path at a position that does not overlap with the initial object.
6. The information processing system according to claim 1, wherein the processor further applies user information associated with the user to automatically generate the game content.
7. The information processing system according to claim 1, wherein the processor sets the traversable path that the user can take, and adds new objects to the traversable path to which a simulation according to predetermined rules is applied.
8. The processor determines whether the user information satisfies the conditions for increasing the difficulty of the game content, The information processing system according to claim 6, which generates the game content with increased difficulty when it is determined that the user information satisfies the conditions for increasing the difficulty of the game content.
9. The information processing system according to claim 8, wherein the condition for increase is that the value of the game parameter included in the user information is equal to or greater than a reference value.
10. The information processing system according to claim 8, wherein the condition for increase is that the user possesses a predetermined item, or that the user possesses a predetermined number or more of the predetermined items.
11. The information processing system according to claim 1, wherein the automatic generation of the movable path includes forming partitions by randomly dividing a predetermined area of the virtual space, and generating the paths by randomly connecting the spaces provided in the partitions with passages.
12. The processor further receives one of the selectable regions provided in the virtual space, Acquiring the aforementioned environmental information means The information processing system according to claim 1, wherein the system obtains the environmental information of the selected region.
13. At least one processor executes a readable instruction, We obtain environmental information, including information about the terrain within the virtual space of the game content. Applying the aforementioned environmental information, a traversable path within the virtual space reflecting the terrain is automatically generated. The aforementioned game content progresses based on user input, An information processing method that grants a reward when the user's gameplay results in the game content meet the reward granting conditions.
14. One or more processors, To obtain environmental information, including information about the terrain within the virtual space of the game content, Applying the aforementioned environmental information, automatically generates traversable paths within the virtual space that reflect the terrain, The aforementioned game content progresses based on user input, A program that enables the user to perform the action of granting a reward if the user's gameplay of the game content meets the reward granting conditions.