System

A turn-based game system using user-selected cards to generate unique monsters through AI, addressing the lack of engagement in existing systems by allowing users to learn and enjoy AI generation techniques.

JP2026014246APending Publication Date: 2026-01-29SOFTBANK GROUP CORP
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Patent Information

Application Number
JP2024115243
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-18
Publication Date
2026-01-29

AI Technical Summary

Technical Problem

Current systems in education and entertainment using generative AI technology lack engagement and systematic methods for users to actively participate in the AI generation process, particularly in games, where the generation process is often hidden and there is a lack of user-influenced card systems that affect game progression.

Method used

A turn-based game system that allows users to select cards with specific instructions, conditions, and supplements to generate unique monsters through AI, displaying their visuals and effects, and managing game turns to ensure continuous gameplay.

Benefits of technology

Enables users to learn about AI generation techniques while enjoying a fun and interactive game experience, creating variety and depth through user-generated monster combinations and emotional engagement.

✦ Generated by Eureka AI based on patent content.

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Abstract

A system is provided.SOLUTION: A system comprising: means for receiving card information selected by a user in a turn-based game; means for generating a prompt based on the received card information; artificial intelligence means for generating a visual and an effect of a monster using the generated prompt; means for transmitting the generated monster information to a user terminal; means for arranging the monster in a field and activating the effect; and means for moving the used card to a discard.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The technology of the present disclosure relates to a system. [Background technology]

[0002] Patent document 1 discloses a persona chatbot control method performed by at least one processor, the method including the steps of receiving a user utterance, adding the user utterance to a prompt including an instruction sentence related to a description of the chatbot character, encoding the prompt, and inputting the encoded prompt into a language model to generate a chatbot utterance in response to the user utterance. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2022-180282 Summary of the Invention [Problem to be solved by the invention]

[0004] In the fields of education and entertainment using modern generative AI technology, systems that allow users to deepen their learning and enjoyment through hands-on involvement in the AI ​​generation process are still under development. In particular, learning about generative AI through games is expected to motivate users to understand the technology and put it to practical use. However, current technology often hides the generation process as a black box, making it difficult for users to actively participate in creating generative prompts or evaluating their results. Furthermore, there is a lack of a systematic system in which user-selected cards are generated as monsters with specific effects that directly influence the progress of the game. Therefore, there is an urgent need to develop a new system that allows users to enjoy games while learning about the AI ​​generation process. [Means for solving the problem]

[0005] To solve the above problems, the present invention provides the following means: A means for receiving card information selected by a user in a turn-based game is provided. A means for generating prompts based on the received card information is provided, and artificial intelligence means is introduced for generating the visuals and effects of monsters using the generated prompts. A means for transmitting the generated monster information to a user terminal is provided, and a means for activating the effects of monsters placed on the field is also provided. A means for moving used cards to the discard pile is provided, and this entire process is provided as an engaging game experience. Furthermore, the cards selected by the user are classified as "instruction," "condition," or "supplement," and a variety of monsters can be generated by different combinations. Finally, a means for managing the start and end of the user's turn and smoothly starting the next player's turn is incorporated, ensuring the game progress. This allows users to deepen their learning of the generation AI while having fun.

[0006] A "turn-based game" is a game in which players take turns performing actions.

[0007] "User" refers to the person who operates the system and plays the game.

[0008] "Card Information" means data about the card selected by the user, including specific instructions, conditions, and supplemental information.

[0009] "Prompts" are input data given to the generation AI, which is used to generate the monster's visuals and effects.

[0010] "Generative AI" refers to artificial intelligence technology that takes prompts as input and generates new content based on them.

[0011] "Monster visuals" refers to the appearance images of monsters generated by the generation AI.

[0012] "Effect" refers to a specific action or influence that the generated monster will have in the game.

[0013] "User terminal" refers to a device used by a user to operate a game, including a computer, smartphone, tablet, etc.

[0014] "Field" refers to the location in the game where monsters are placed and the area where battles take place.

[0015] "Waste" refers to the collection of played cards that are not reused, where played cards are moved.

[0016] An "instruction card" refers to a card that the user uses to give instructions to monsters in the game.

[0017] "Condition cards" refer to cards that indicate specific monster attributes or situations.

[0018] "Supplementary cards" are cards that give monsters additional information or specific effects.

[0019] A "user turn" refers to a specific time period during which a user takes action, ending before the next player's turn. [Brief explanation of the drawings]

[0020] [Figure 1] 1 is a conceptual diagram showing an example of the configuration of a data processing system according to a first embodiment. [Figure 2] 1 is a conceptual diagram showing an example of main functions of a data processing device and a smart device according to a first embodiment. [Figure 3] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a second embodiment. [Figure 4] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and smart glasses according to a second embodiment. [Figure 5] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a third embodiment. [Figure 6] FIG. 11 is a conceptual diagram showing an example of main functions of a data processing device and a headset-type terminal according to a third embodiment. [Figure 7] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a fourth embodiment. [Figure 8] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and a robot according to a fourth embodiment. [Figure 9] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 10] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 11] FIG. 3 is a sequence diagram showing a processing flow of the data processing system according to the first embodiment. [Figure 12] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 1. [Figure 13] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system according to the second embodiment when an emotion engine is combined. [Figure 14] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 2 when an emotion engine is combined. DETAILED DESCRIPTION OF THE INVENTION

[0021] An example of an embodiment of a system according to the technology of the present disclosure will be described below with reference to the accompanying drawings.

[0022] First, the terms used in the following description will be explained.

[0023] In the following embodiments, a coded processor (hereinafter simply referred to as a "processor") may be a single arithmetic device or a combination of multiple arithmetic devices. Furthermore, a processor may be a single type of arithmetic device or a combination of multiple types of arithmetic devices. Examples of arithmetic devices include a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a GPGPU (General-Purpose computing on Graphics Processing Units), and an APU (Accelerated Processing Unit).

[0024] In the following embodiments, a coded RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a working memory by a processor.

[0025] In the following embodiments, the coded storage is one or more non-volatile storage devices that store various programs, various parameters, etc. Examples of non-volatile storage devices include flash memory (SSD (Solid State Drive)), magnetic disks (e.g., hard disks), and magnetic tapes.

[0026] In the following embodiments, a communication I / F (Interface) with a symbol is an interface including a communication processor, an antenna, etc. The communication I / F controls communication between multiple computers. Examples of communication standards applied to the communication I / F include wireless communication standards including 5G (5th Generation Mobile Communication System), Wi-Fi (registered trademark), Bluetooth (registered trademark), etc.

[0027] In the following embodiments, "A and / or B" is synonymous with "at least one of A and B." In other words, "A and / or B" means that it may be only A, only B, or a combination of A and B. Furthermore, in this specification, the same concept as "A and / or B" is also applied when three or more things are expressed connected by "and / or."

[0028] [First embodiment]

[0029] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.

[0030] 1, a data processing system 10 includes a data processing device 12 and a smart device 14. An example of the data processing device 12 is a server.

[0031] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).

[0032] The smart device 14 includes a computer 36, a reception device 38, an output device 40, a camera 42, and a communication I / F 44. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The reception device 38, the output device 40, and the camera 42 are also connected to the bus 52.

[0033] The reception device 38 includes a touch panel 38A, a microphone 38B, and the like, and receives user input. The touch panel 38A detects contact with an indicator (for example, a pen or a finger) to receive user input by the touch of the indicator. The microphone 38B detects the user's voice to receive user input by voice. The control unit 46A transmits data indicating the user input received by the touch panel 38A and the microphone 38B to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the data indicating the user input.

[0034] The output device 40 includes a display 40A and a speaker 40B, and presents data to the user 20 by outputting the data in a form of expression that the user 20 can perceive (for example, audio and / or text). The display 40A displays visible information such as text and images in accordance with instructions from the processor 46. The speaker 40B outputs audio in accordance with instructions from the processor 46. The camera 42 is a compact digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor.

[0035] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 control the exchange of various information between the processor 46 and the processor 28 via the network 54.

[0036] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.

[0037] 2, in the data processing device 12, a specific process is performed by the processor 28. A specific processing program 56 is stored in the storage 32. The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific process is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.

[0038] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.

[0039] In the smart device 14, the processor 46 performs the reception output process. The storage 50 stores a reception output program 60. The reception output program 60 is used in conjunction with the specific processing program 56 by the data processing system 10. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.

[0040] Next, a description will be given of the specific processing performed by the specific processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."

[0041] This invention provides a system that allows users to have fun while learning about AI generation techniques in a turn-based card game application. This system is mainly composed of three elements: a server, a terminal, and a user.

[0042] User operations

[0043] 1. User's turn begins:

[0044] The user will receive a notification on their device that their turn has begun. From the cards displayed in their hand, they will select an "instruction" card and any "condition" or "supplement" cards.

[0045] 2. Select and send a card:

[0046] The user selects a card such as "Attack Instruction," "Fire Attribute," or "Powerful," and this selection is sent to the server via the terminal.

[0047] Server Processing

[0048] 3. Receiving card information and generating prompts:

[0049] The server receives the card information selected by the user. Based on the received card information, it generates a prompt to input to the generation AI. For example, if the card is "attack instruction," "fire attribute," and "powerful," the server generates text such as "A powerful monster that controls fire attacks."

[0050] 4. Monster Generation:

[0051] The server inputs prompts into the generation AI to generate the monster's visuals and effects. Based on the generated data, for example, a giant fire-controlling dragon and its effect (50 damage to enemy players) are determined.

[0052] 5. Submitting Monster Information:

[0053] The server sends the visual and effect information of the generated monster to the user's device.

[0054] Terminal handling

[0055] 6. Monster placement and effect activation:

[0056] The device displays the received monster information to the user and places it on the field. The generated dragon appears and the corresponding animation is played.

[0057] 7. Damage Application:

[0058] The terminal will display the effect of the dragon reducing the enemy player's life by 50.

[0059] A concrete example of this sequence:

[0060] For example, User A selects "Attack command," "Fire attribute," and "Powerful" and sends it to the server. The server receives this, generates a prompt saying, "A powerful monster that controls fire will attack," and inputs it into the AI. The generated monster is a giant fire dragon, whose effect is to inflict 50 damage on the enemy player. This information is sent to User A's device, and an animation of the dragon appearing on the field and attacking the enemy player is displayed, reducing the enemy player's life by 50.

[0061] In this way, users can create unique monsters using cards of their choice, enjoy their effects, and learn the basic principles of AI generation. This system is a powerful tool for learning AI generation effectively and enjoyably through games.

[0062] The processing flow will be explained below.

[0063] Step 1:

[0064] The server sends a signal to the terminal informing it that the user's turn has begun.

[0065] Step 2:

[0066] The terminal displays a notification to the user that a turn has started and displays the current hand of cards.

[0067] Step 3:

[0068] The user selects one "instruction" card and any "condition" or "supplement" cards from their hand.

[0069] Step 4:

[0070] The terminal sends the card information (card ID and card text) selected by the user to the server.

[0071] Step 5:

[0072] The server analyzes the received card information, specifically checking the card type ("instruction," "condition," "supplement") and its contents.

[0073] Step 6:

[0074] The server generates a prompt based on the analysis results, which is written in sentence format and input to the generation AI.

[0075] Step 7:

[0076] The server inputs the generated prompts into the generation AI to generate the monster's visuals and effects. For example, a prompt such as "A powerful monster that controls fire attacks" generates a fire dragon.

[0077] Step 8:

[0078] The server transmits visual data and effect data of the generated monster to the terminal.

[0079] Step 9:

[0080] The device displays the received monster information to the user, places the monster on the field, and plays animations and sound effects.

[0081] Step 10:

[0082] The device reduces the opponent's life points based on the effect of the monster created, and the result is displayed on the screen.

[0083] Step 11:

[0084] The server moves the used card to the user's discard pile and updates the user's hand.

[0085] Step 12:

[0086] The server confirms that the user's turn has ended and starts the next player's turn. It then sends a notification to the next player that their turn has started.

[0087] In this way, specific processing is performed at each step, and the turn-based game progresses, allowing users to utilize the generation AI to generate monsters and enjoy their effects.

[0088] Example 1

[0089] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."

[0090] There is a need for a system that efficiently and creatively processes user-selected card information in turn-based games. In particular, there is a need for an effective method to utilize generative AI technology to provide a unique gameplay experience. There is also a need for a system that allows users to easily manage card information and receive interactive feedback in real time.

[0091] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.

[0092] In this invention, the server includes means for receiving card information selected by the user, means for generating a prompt sentence based on the received card information, and artificial intelligence means for generating the visual appearance and effects of a monster using the generated prompt sentence, thereby enabling unique monsters to be generated in real time based on the cards selected by the user and their effects to be immediately reflected in the game.

[0093] "User" refers to an individual or entity that uses the system to play a turn-based card game.

[0094] A "turn-based game" refers to a game in which players take turns taking actions.

[0095] "Card information" refers to information written on a card in the game selected by the user, and includes information that falls into any of the categories of "instructions," "conditions," and "supplements."

[0096] "Prompt sentence" refers to the sentence input to the generation AI based on the card information selected by the user.

[0097] "Generative AI means" refers to artificial intelligence technology that analyzes prompt text and generates monster visuals and their effects based on it.

[0098] "Monster information" refers to the visual data of the monster generated by the generation AI means and information about its effects.

[0099] "User terminal" refers to an electronic device used by a user to play a game.

[0100] "Field" refers to the area or screen where monsters are placed in the game.

[0101] "Effect" refers to the specific actions or influences that the generated monsters exert in the game.

[0102] "Discard" refers to the place in the game where played cards are stored, either temporarily or permanently.

[0103] This invention provides a system that allows users to have fun while learning about AI generation techniques in a turn-based card game application. This system is mainly composed of three elements: a server, a terminal, and a user.

[0104] User operations

[0105] The user receives a notification on their device that their turn has begun, and then selects an "instruction" card and any "condition" or "supplement" cards from the cards displayed in their hand. For example, they can choose cards such as "attack instruction," "fire attribute," or "powerful," and send them to the server via their device.

[0106] Server Processing

[0107] The server receives the card information selected by the user. Based on the received card information, it generates a prompt to input into the generative AI model. As a specific example, if the card information received is "attack instruction," "fire attribute," and "powerful," it generates the prompt "A powerful monster that controls fire attacks." The generated prompt is input into a generative AI model (e.g., OpenAI's GPT-3) to generate the monster's visual appearance and effect. For example, a giant dragon that controls fire and its effect (50 damage to the enemy player) are generated. The generated monster's visual data and effect information are sent to the user's device.

[0108] Terminal handling

[0109] The device analyzes the monster information received from the server and displays it on the user interface. When a monster is placed on the field, a corresponding animation is played on the device. Through this animation, the user can visually confirm the monster's appearance and attack actions. The device then updates the in-game state based on the effects of the generated monster, for example, applying the dragon effect to reduce the enemy player's life by 50.

[0110] Specific examples

[0111] For example, User A selects a card with "Attack Instruction," "Fire Attribute," and "Powerful" and sends it to the server. The server receives this information, generates a prompt statement saying, "A powerful monster that controls fire attacks," and inputs it into the generation AI model. The generated monster is a giant fire dragon, whose effect is to inflict 50 damage on the enemy player. This monster information is sent to User A's device, and an animation of the dragon appearing on the field and attacking the enemy player is displayed. As a result, the enemy player's life points are reduced by 50.

[0112] Using this system, users can create unique monsters using cards of their own choosing, enjoy their effects, and learn the basic principles of AI generation. This system is a powerful tool for learning AI generation effectively and enjoyably through games.

[0113] The flow of the identification process in the first embodiment will be described with reference to FIG.

[0114] Step 1: Start of the turn

[0115] The user will receive a notification on their device that their turn has begun. The device will then display a notification and present the user with cards to choose from.

[0116] Input: Turn information in the system

[0117] Output: Notifies the user that a turn has started and presents them with a card to choose from.

[0118] Step 2: Select a card

[0119] The user selects an "instruction," "condition," or "supplement" card from the cards displayed in their hand. For example, they can select "attack instruction," "fire attribute," or "powerful."

[0120] Input: Card information selected by the user

[0121] Output: Selected card information

[0122] Step 3: Submit your card details

[0123] The terminal transmits the card information selected by the user to the server.

[0124] Input: Selected card information

[0125] Output: Sending card information to the server

[0126] Step 4: Receiving card details and generating prompts

[0127] The server receives and analyzes the card information sent by the user. It then generates a prompt to input into the generation AI model. For example, if the card information received is "attack command," "fire attribute," and "powerful," it generates the prompt "A powerful monster that controls fire will attack."

[0128] Input: Card details received from the user

[0129] Data processing: Analyzing received card information and generating prompts

[0130] Output: Generated prompt statement

[0131] Step 5: Monster Creation

[0132] The server inputs the generated prompts into a generative AI model to generate the monster's visuals and effects, such as a giant fire-controlling dragon with an effect that "deals 50 damage to the enemy player."

[0133] Input: Generated prompt statement

[0134] Data calculation: Generative AI model generates monster visual data and effects

[0135] Output: Visual data and effects of the generated monster

[0136] Step 6: Submit monster information

[0137] The server transmits visual data and effect information of the generated monster to the user's terminal.

[0138] Input: Visual data and effects of the generated monster

[0139] Output: Sending monster information to the user's device

[0140] Step 7: Place monsters and activate their effects

[0141] The device analyzes the monster information received from the server and displays it on the user interface. The device then places the received monster visual data on the field and plays the corresponding animation. For example, a dragon appears on the field and an attack animation is displayed.

[0142] Input: Monster information received from the server

[0143] Data processing: Analysis of monster information and animation generation for display

[0144] Output: Visual representation of monster placement and attack animations

[0145] Step 8: Applying Damage

[0146] The device updates the in-game state based on the effects of the generated monsters. For example, applying a dragon's attack effect reduces the enemy player's life by 50. The decrease in life is displayed in real time.

[0147] Input: Monster effect

[0148] Data calculation: Update life points in the game

[0149] Output: Shows the updated life points.

[0150] Step 9: Manage your cards

[0151] The terminal moves the card used by the user to the discard pile, thereby ensuring proper management of used cards.

[0152] Input: Used card information

[0153] Data processing: Managing used cards and moving them to the discard pile

[0154] Output: Updated card deck status display

[0155] (Application example 1)

[0156] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."

[0157] In conventional turn-based games, only fixed characters and effects are generated based on the user's selection of specific cards, and the content corresponding to each generated result is almost the same, resulting in a lack of variety in gameplay and a creative experience. Furthermore, there are few opportunities for users to learn about generative AI technology in the process of generating a story. Therefore, there is a need for the development of a new system that allows users to learn about generative AI technology while having fun through the game.

[0158] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.

[0159] In this invention, the server includes means for receiving card information selected by a user, means for generating a prompt based on the received card information, artificial intelligence means for generating entity visuals and effects using the generated prompt, means for transmitting the generated entity information to a user terminal, means for placing the entity on the field and activating its effect, means for moving the used card to the discard pile, means for generating a story based on characters, settings, and story development selected by the user, and means for displaying the generated story on the user terminal. This allows users to not only enjoy gameplay but also to learn about AI generation techniques and have a creative story experience.

[0160] A "turn-based game" is a game in which multiple players take turns taking actions, and when one player finishes their action, the next player begins their action.

[0161] "Card information" is information about a card selected by a user in a game, and includes elements such as "instructions," "conditions," and "supplements."

[0162] A "prompt" is textual information input to a generation AI to identify or guide the content to be generated (e.g., entity visuals or effects).

[0163] "Entity visuals" are visual images and animations of characters and monsters created by the generative AI.

[0164] An "effect" indicates a specific ability or role that an entity has in the game, such as damage to enemy players or special actions.

[0165] "Artificial Intelligence Means" refers to technological means that utilize generative AI to generate content based on specific prompts.

[0166] A "user terminal" is a device used by a user to play a game, and includes a smartphone, tablet, etc.

[0167] "Place on the field" means to make an entity appear or place it at a specific location in the game.

[0168] The "discard" is the location or grouping in the game where played cards are moved.

[0169] A "character" is a character or entity that the user controls or follows in the game.

[0170] "Setting" is the elements that define the background or environment of the game, and influence the story and the behavior of entities.

[0171] "Story development" refers to the direction or sequence of events in a game's narrative.

[0172] "Generative AI" is an artificial intelligence technology that uses user-provided prompts as input to generate unique content.

[0173] A "narrative generator" is a technical system for generating a sequence of events or a storyline based on user-selected elements.

[0174] This invention is a system for generating unique entities and stories using AI technology based on card information selected by a user in a turn-based game. A specific embodiment of this system will be described using an application installed on a smartphone as an example.

[0175] First, the user starts the game through a smartphone application. The user is notified that their turn has begun and selects "Character," "Setting," and "Story Development" cards from the cards displayed in their hand. For example, if the user selects "Hero," "Fantasy World," and "Battle with a Dragon," this card information is sent from the user's device to the server.

[0176] The server generates a prompt to input to the generation AI based on the received card information. This prompt is in the following text format:

[0177] Character: Hero

[0178] Setting: Fantasy world

[0179] Storyline: Battle with the Dragon

[0180] Generate a story

[0181] Based on these prompts, the AI ​​generates relevant stories, including scenes in which the hero fights a dragon or discovers a special magical sword. The server then sends the generated stories to the user's device, where they can view them on their smartphone.

[0182] The system's hardware includes a smartphone or tablet operated by the user and a server that hosts the generative AI. The software used includes the OpenAI API, which provides the generative AI technology, and an application that builds the user interface.

[0183] The visuals of the generated stories and entities are displayed as intuitive and easy-to-understand animations on the user's device, allowing users to enjoy the game while learning about the generative AI technology.In addition, users can generate different stories and entities by combining various cards, increasing the variety of gameplay.

[0184] In this way, users can enjoy a creative narrative experience using generative AI technology through a turn-based game, and as a result, they can naturally learn the basic principles of generative AI.

[0185] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[0186] Step 1:

[0187] A user starts a turn-based game through a smartphone application. When the user's turn begins, the user selects a "character," "setting," or "story development" card from the cards in hand. This selection information is sent from the user's device to the server. The input is the card information selected by the user, and the output is sending this information to the server.

[0188] Step 2:

[0189] The server generates a prompt based on the card information received from the user (e.g., "Hero," "Fantasy World," "Battle with Dragons") The generated prompt has the following format:

[0190] Character: Hero

[0191] Setting: Fantasy world

[0192] Storyline: Battle with the Dragon

[0193] Generate a story

[0194] The input is the card information submitted by the user, and the output is the generated prompt text.

[0195] Step 3:

[0196] The server uses the generated prompts to feed data to a generative AI model, which then generates a story based on the prompts. The input is the generated prompt sentence, and the output is the generated story.

[0197] Step 4:

[0198] The server receives the generated story and sends it to the user device. The input is the story obtained from the generative AI model, and the output is the story sent to the user device.

[0199] Step 5:

[0200] The user device displays the story received from the server. This is presented to the user in text format and at the same time, it is visually expressed using visual effects. The input is the story information sent from the server, and the output is the story displayed on the user's smartphone screen.

[0201] Step 6:

[0202] The user reads the story generated by the AI ​​and enjoys the story development, which makes the user wait until a new turn begins. The input is the displayed story, and the output is the user's game experience and learning effect.

[0203] This system allows users to learn the basic principles of generative AI while having fun playing a turn-based game. It also increases the replayability of the game, as different stories are generated depending on the combination of cards selected.

[0204] Furthermore, an emotion engine that estimates the user's emotion may be combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59 and perform identification processing using the user's emotion.

[0205] This invention provides a system that allows users to have fun while learning about the technology of generative AI and emotion engines in a turn-based card game application. This system is mainly composed of three elements: a server, a terminal, and a user, and is further combined with an emotion engine.

[0206] User operations

[0207] 1. User's turn begins:

[0208] The user will receive a notification on their device that their turn has begun. From the cards displayed in their hand, they will select an "instruction" card and any "condition" or "supplement" cards.

[0209] 2. Select and send a card:

[0210] The user selects a card such as "Attack Instruction," "Fire Attribute," or "Powerful," and this selection is sent to the server via the terminal.

[0211] Server Processing

[0212] 3. Receiving card information and generating prompts:

[0213] The server receives the card information selected by the user. Based on the received card information, it generates a prompt. For example, if the card is "Attack command," "Fire attribute," and "Powerful," the server generates text such as "A powerful monster that controls fire attacks."

[0214] 4. Emotion Recognition with Emotion Engine:

[0215] The server uses an emotion engine to analyze the user's facial expressions, voice, and input data to recognize their current emotions, such as "joy," "anger," and "sadness."

[0216] 5. Monster Generation:

[0217] The server combines the generated prompt with the recognized emotion data and inputs it into the generation AI to generate the monster's visuals and effects. For example, if the user expresses the emotion "anger," a more aggressive monster design will be generated.

[0218] 6. Submitting Monster Information:

[0219] The server sends the visual data and effect data of the generated monster to the terminal.

[0220] Terminal handling

[0221] 7. Monster placement and effect activation:

[0222] The device displays the received monster information to the user, places them on the field, and plays animations and sound effects.

[0223] 8. Damage Application:

[0224] The device reduces the opponent's life points based on the monster's effect, and the result is displayed on the screen.

[0225] A concrete example of the process

[0226] For example, user A selects "attack command," "fire attribute," and "powerful" and sends it to the server. The server receives this and generates a prompt saying, "A powerful monster that controls fire will attack," which is input to the AI. If the emotion engine recognizes user A's emotion as "anger," the generated monster will be a fire dragon that is more aggressive than usual. As a result, a stronger attack than usual (for example, 100 damage) will be applied to the enemy player. This information is sent to user A's device, and a dragon will appear on the field, an animation of it attacking the enemy player will be displayed, and the enemy player's life will be reduced by 100.

[0227] In this way, by combining the emotion engine, the user's emotional state can affect monster generation, providing a more personalized gaming experience. Users can generate unique monsters based on the cards and emotions they select and enjoy their effects. This allows users to learn the basic principles of generation AI and emotion recognition technology.

[0228] The processing flow will be explained below.

[0229] Step 1:

[0230] The server sends a signal to the terminal informing it that the user's turn has begun.

[0231] Step 2:

[0232] The terminal displays a notification to the user that a turn has started and displays the current hand of cards.

[0233] Step 3:

[0234] The user selects one "instruction" card from their hand and any "condition" or "supplement" cards. For example, they can choose "attack instruction," "fire attribute," or "powerful."

[0235] Step 4:

[0236] The terminal sends the card information (card ID and card text) selected by the user to the server.

[0237] Step 5:

[0238] The server analyzes the received card information, specifically checking the card type ("instruction," "condition," "supplement") and its contents.

[0239] Step 6:

[0240] The server generates a prompt based on the analysis results. This prompt is written in the form of a sentence that is input to the generation AI. For example, "A powerful monster that controls fire attacks."

[0241] Step 7:

[0242] The terminal supplies the user's facial expressions, voice, input data, etc. to the emotion engine and collects the user's emotion data.

[0243] Step 8:

[0244] The emotion engine analyzes the collected data and recognizes the user's emotion. For example, it determines that the user is expressing the emotion "anger."

[0245] Step 9:

[0246] The server combines the prompt and emotion data and inputs it into the AI ​​to generate the monster's visuals and effects. For example, a "Fire Dragon" is generated, and its attack power is strengthened by the user's "Anger" emotion.

[0247] Step 10:

[0248] The server transmits visual data and effect data of the generated monster to the terminal.

[0249] Step 11:

[0250] The device displays the received monster information to the user and places the monster on the field. For example, a fire dragon appears on the field and plays an attack animation.

[0251] Step 12:

[0252] The device reduces the opponent's life points based on the effect of the generated monster. The result is displayed on the screen. For example, an opponent's life points would normally be reduced by 50, but with an enhanced attack, it would be reduced by 100.

[0253] Step 13:

[0254] The server moves the used card to the user's discard pile and updates the user's hand.

[0255] Step 14:

[0256] The server confirms that the user's turn has ended and starts the next player's turn. It then sends a notification to the next player that their turn has started.

[0257] In this way, specific processing is carried out at each step, and the turn-based game progresses, allowing users to generate monsters using the generation AI and emotion engine and enjoy their effects.

[0258] Example 2

[0259] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."

[0260] In conventional turn-based games, it was difficult to provide a game experience that reflected the user's emotions. Furthermore, when generating monsters using AI, there was no mechanism to incorporate the user's emotional data to provide a more personalized game experience. As a result, the impact of the user's choices on the game's development was limited, resulting in low satisfaction in gameplay.

[0261] The specific processing by the specific processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means.

[0262] In this invention, the server includes means for receiving card information selected by a user, means for generating a prompt sentence based on the received card information, artificial intelligence means for generating the visual appearance and effects of a monster using the generated prompt sentence, emotion engine means for recognizing the user's emotion, means for correcting the characteristics of the generated monster based on the emotion engine means, means for transmitting the generated monster information to a user terminal, means for placing the monster on the field and activating its effect, and means for moving used cards to a discard process. This allows for the generation of personalized monsters based on the user's emotion, providing a more advanced gaming experience.

[0263] A "user" is an individual who operates the system to play the game.

[0264] "Card information" is a general term for data such as the type, attributes, and effects of the card selected by the user.

[0265] A "prompt" is an instruction text that is generated based on card information when generating a monster.

[0266] "Artificial intelligence means" refers to AI technology that generates monster visuals and effects based on prompt text.

[0267] The "emotion engine means" is software or hardware that analyzes the user's facial expressions, voice, input data, etc., and recognizes the emotion at that time.

[0268] "Monsters" are characters generated within a turn-based game, with their own visuals and effects.

[0269] The "means for correcting characteristics" is a function that modifies and strengthens the attributes and abilities of the monster to be generated based on the recognized user's emotions.

[0270] "Monster information" is a general term for information including visual data and effect data of the generated monster.

[0271] A "terminal" is an electronic device that a user uses to play a game, and that transmits, receives, and displays information.

[0272] A "field" is a virtual space in a turn-based game where monsters are placed and their effects are exerted.

[0273] "Disposal" is a management measure to make used cards unable to be reused in the game.

[0274] This invention is a system for a turn-based card game that allows users to have fun while learning about generative AI and emotion engine technology. This system is mainly composed of three elements: a server, a terminal, and a user, and operates by combining an emotion engine and a generative AI model.

[0275] Hardware and Software Used

[0276] Emotion engine: Analyzes the user's facial expressions, voice, and input data to recognize their current emotions. Specifically, Affectiva's "Affdex SDK" is used.

[0277] Generative AI model: An artificial intelligence that generates monster visuals and effects based on the card information and emotion data selected by the user. Specifically, OpenAI's "GPT-4" is used.

[0278] Server: Cloud servers such as AWS (Amazon Web Services) are used to perform the central data processing of the game.

[0279] Device: The device that the user uses to play the game, such as a smartphone or tablet.

[0280] Processing flow and specific examples

[0281] User operations

[0282] The user will receive a notification on their device that their turn has begun. Upon receiving the notification, the user will select an "Instruction," "Condition," or "Supplement" card from the cards displayed in their hand. For example, they may select an "Attack Instruction," "Fire Attribute," or "Powerful" card.

[0283] Prompt generation

[0284] The card information selected by the user is sent to the server via the terminal. The server generates a prompt based on this card information. For example, from the card "Attack Instruction," "Fire Attribute," and "Powerful," the prompt generated is "A powerful monster that controls fire attacks."

[0285] Emotion recognition by emotion engine

[0286] The server uses an emotion engine to analyze the user's facial expressions, voice, and input data to recognize their current emotion. For example, if the user's emotion is recognized as "anger," that data is acquired.

[0287] Monster generation

[0288] The server inputs the generated prompt and emotion data into a generative AI model, which generates monsters with a more aggressive design than usual. For example, combining "A powerful monster that controls fire attacks" with emotion data of "rage" generates an aggressive fire dragon.

[0289] Sending and displaying monster information

[0290] The visual and effect data of the generated monsters are sent from the server to the device. The device receives this data and displays it to the user. For example, a fire dragon appears on the field and an attack animation is played.

[0291] Applying Damage

[0292] The device reduces the opponent's life points based on the monster's effect. For example, a Fire Dragon's attack will cause the opponent to take 100 damage, and the results will be displayed on the screen in real time.

[0293] Examples of prompt statements

[0294] An example of a prompt sentence is "Prompt sentence to input into the generation AI: A powerful monster that controls fire attacks." Monsters are generated based on this prompt sentence and combined with the user's emotional data, providing a more personalized gaming experience.

[0295] The above is a specific embodiment for carrying out the invention. With this system, users can create unique monsters that correspond to their emotional state and enjoy their effects. It also allows users to progress through the game while learning the basic principles of generation AI and emotion recognition technology.

[0296] The flow of the identification process in the second embodiment will be described with reference to FIG.

[0297] Step 1:

[0298] The user will receive a notification from the terminal confirming the start of the turn.

[0299] Specific behavior: The user's device will vibrate and a pop-up notification will appear.

[0300] Input: System initiated turn signal

[0301] Output: Notifications displayed on the device

[0302] Step 2:

[0303] The user selects and confirms an "instruction," "condition," or "supplement" card from the cards displayed in their hand.

[0304] Specific actions: Tap a card on the screen to select it, then tap the "Confirm" button.

[0305] Input: User selected card (instruction, condition, supplement)

[0306] Output: Selected card information (card ID and attributes)

[0307] Step 3:

[0308] The terminal collects the information of the selected card and sends it to the server.

[0309] Specific operation: The information from the selection card is packaged into a packet and sent to the server as an HTTP POST request.

[0310] Input: User selected card information

[0311] Output: Card information packet sent to the server

[0312] Step 4:

[0313] The server receives the card information selected by the user and stores it in a database.

[0314] Specific operation: The received card ID is saved in the database using an SQL query.

[0315] Input: Card information sent from the terminal

[0316] Output: Card information stored in the database

[0317] Step 5:

[0318] The server generates a prompt sentence based on the received card information.

[0319] Specific behavior: Combine the card ID and its attribute information to create a text prompt that reads, "A powerful monster that controls fire attacks."

[0320] Input: Card details stored in the database

[0321] Output: Generated prompt statement

[0322] Step 6:

[0323] The server uses an emotion engine to analyze the user's facial expressions, voice, and input data to recognize their current emotions.

[0324] Specific operation: Sends data obtained from the webcam or microphone to the emotion engine and receives emotion data in JSON format.

[0325] Input: Real-time data captured from webcam and microphone

[0326] Output: Recognized emotion data (e.g., "Anger" 0.8)

[0327] Step 7:

[0328] The server inputs the generated prompt sentence and recognized emotion data into a generative AI model to generate the monster's visuals and effects.

[0329] Specific operation: Send a prompt sentence such as "A powerful monster that controls fire attacks" and emotion data to the GPT-4 model, and receive the generated text and visual information.

[0330] Input: Generated prompt sentence, recognized emotion data

[0331] Output: Visual data and effect data of the generated monster

[0332] Step 8:

[0333] The server transmits visual data and effect data of the generated monster to the terminal.

[0334] Specific operation: Visual data (PNG files and 3D models) and effect data (animation instructions and damage values) are returned as an HTTP response.

[0335] Input: Visual data and effect data of the generated monster

[0336] Output: Monster visual data and effect data sent to the device

[0337] Step 9:

[0338] The terminal analyzes the received monster information and displays it to the user.

[0339] What it does: Displays visual data in a field in a user interface and plays animations and sound effects.

[0340] Input: Monster information sent from the server

[0341] Output: Monster display and animation

[0342] Step 10:

[0343] The terminal reduces the opponent player's life points based on the monster's effect.

[0344] Specific operation: Based on the monster's attack effect, the decrease in the opponent's life points is reflected on the screen in real time.

[0345] Input: Monster effect data

[0346] Output: Display of life points lost

[0347] The above are the specific processing steps of this system.

[0348] (Application example 2)

[0349] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."

[0350] In conventional turn-based games, it has been difficult to provide a personalized experience that reflects the user's emotional state, and they have only been able to provide a limited entertainment experience. Furthermore, there has been no system that can utilize emotion recognition technology to dynamically generate content based on the user's emotions. This has resulted in the issue of users being unable to enjoy experiences that elicit deeper emotions.

[0351] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 2 is realized by the following means.

[0352] In this invention, the server includes means for receiving card information selected by the user, means for generating prompts based on the received card information, artificial intelligence means for generating character visuals and effects, means for analyzing the user's facial expressions and voice using an emotion recognition engine to obtain emotional data, and means for incorporating the obtained emotional data into the prompts to personalize the character visuals and story development, thereby enabling dynamic content generation in real time that reflects the user's emotional state.

[0353] "Card information" is identification information that contains instructions, conditions, supplementary information, etc. that the user selects when playing a game.

[0354] A "prompt" is text or instructions generated based on the received card information, and the character's appearance and effects are determined based on the content of the prompt.

[0355] "Artificial Intelligence Methods" means, collectively, machine learning algorithms and other artificial intelligence technologies used to generate character visuals and effects based on card information and prompts.

[0356] "Character information" refers to the visual data of a character generated by artificial intelligence means and information about its effects.

[0357] An "emotion recognition engine" is a technology that analyzes a user's facial expressions and voice to obtain emotional data.

[0358] "Emotion data" is information indicating the user's emotional state (for example, joy, sadness, anger, etc.) acquired by an emotion recognition engine.

[0359] A "user terminal" is a device used by a user to play a game, and includes a smartphone, computer, tablet, etc.

[0360] A "discard pile" is a place for temporarily storing used cards.

[0361] A "field" refers to a part of the virtual space where in-game characters are placed and battles and events take place.

[0362] "Means of activating an effect" refers to the system functions that allow a character to execute specific abilities or skills within the game.

[0363] This invention is a system for providing a personalized gaming experience that reflects the user's emotional state in a turn-based game. The system is mainly composed of three elements: a server, a terminal, and a user.

[0364] Server Roles

[0365] The server receives the card information selected by the user and generates a prompt based on that information. The generated prompt becomes text that forms part of the story, such as, "The protagonist sets out on a new adventure with excitement. Ahead of him lies an unknown world and unknown enemies." The server also uses an emotion recognition engine to analyze the user's facial expressions and voice to obtain emotional data.

[0366] The acquired emotion data is input into a generative AI model, which generates prompts, character visuals, and story developments. For example, if the user's emotion is recognized as "excitement," the story development will become more intense and the character visuals will become more lively. The generated character information is sent to the device.

[0367] Device Role

[0368] The device receives character information sent from the server and places it on the field. For example, an adventure story scene is displayed on the device screen, and the generated character appears with animation. The device also plays sound effects and audio guides, and provides feedback according to the user's emotions.

[0369] User Roles

[0370] When a turn begins, the user receives a notification and selects from the "Instruction," "Condition," and "Addendum" cards displayed in their hand and sends them to the server. Based on this selection, the server generates a prompt and personalizes the character based on emotional data. For example, if the user selects the "Attack Instruction," "Fire Attribute," and "Powerful" card and the emotion is recognized as "Anger," the generated character will be a powerful fire-attribute monster with increased attack power.

[0371] Hardware and software used

[0372] The system requires a user device such as a smartphone or tablet, a camera and microphone for real-time emotion recognition, and a high-performance computer system for running the generative AI model on the server side. Specifically, it utilizes an image processing system using OpenCV, a data analysis program using Python, and a machine learning library such as TensorFlow.

[0373] Specific examples

[0374] As a concrete example of a prompt sentence, the following prompt literature is input into the generative AI model:

[0375] "If the user selects the story "Adventure Story" and the emotion is recognized as "Excited," the prompt text is:

[0376] "The hero sets out on a new adventure, excited to face an unknown world and unknown enemies. The excitement burning deep within him fuels his courage."

[0377] Based on this prompt, story development and character visuals are generated, providing the user with a personalized gaming experience.

[0378] This realizes a system that enables dynamic content generation in real time that reflects the user's emotional state.

[0379] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[0380] Step 1:

[0381] The server receives the card information selected by the user from the terminal, including the information selected by the user from the "Instructions," "Conditions," and "Additional Information" cards.

[0382] Input: Card information selected by the user

[0383] Output: Card details sent to the server

[0384] Step 2:

[0385] The server generates prompts based on the received card information. These prompts contain text and instructions that are input into the generation AI model. For example, based on the card information "Fire attribute," "Powerful," and "Attack instruction," the server generates a prompt such as "A powerful monster that controls fire attacks."

[0386] Input: Card information

[0387] Output: Generated prompt statement

[0388] Step 3:

[0389] The device uses a camera and microphone to capture the user's facial expressions and voice in real time and inputs them into an emotion recognition engine, which then analyzes them to obtain the user's emotional data.

[0390] Input: User facial expression images, voice data

[0391] Output: Obtained emotion data

[0392] Step 4:

[0393] The server then incorporates the acquired emotional data into the prompt generated in the previous step and inputs it into a generative AI model. For example, based on the emotional data of "excitement" and the prompt "a powerful fire-controlling monster attacks," it generates the visual and effect of a vibrant fire monster.

[0394] Input: Emotion data, prompt sentence

[0395] Output: Character visual data and effect data

[0396] Step 5:

[0397] The server transmits the visual data and effect data of the generated character to the user terminal.

[0398] Input: Character visual data, effect data

[0399] Output: Character information sent to the user's device

[0400] Step 6:

[0401] The device then places the received character information on the field and displays visuals and effects. Specifically, the character appears on the device screen, and animations of attacks and skill activation are played.

[0402] Input: Character information

[0403] Output: Characters placed on the field, animations and sound effects

[0404] Step 7:

[0405] At the end of a user's turn, the terminal moves the used card to the discard pile. Once this process is complete, the next user's turn begins.

[0406] Input: Card information used

[0407] Output: Card moved to the discard pile, start of next user's turn

[0408] This process flow enables a personalized turn-based gaming experience that reflects the user's emotional state.

[0409] The specific processing unit 290 transmits the result of the specific processing to the smart device 14. In the smart device 14, the control unit 46A causes the output device 40 to output the result of the specific processing. The microphone 38B acquires audio indicating a user input regarding the result of the specific processing. The control unit 46A transmits audio data indicating the user input acquired by the microphone 38B to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the audio data.

[0410] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.

[0411] In the above embodiment, an example in which the specific process is performed by the data processing device 12 has been given, but the technology of the present disclosure is not limited to this, and the specific process may be performed by the smart device 14.

[0412] [Second embodiment]

[0413] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.

[0414] 3, the data processing system 210 includes the data processing device 12 and smart glasses 214. An example of the data processing device 12 is a server.

[0415] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).

[0416] The smart glasses 214 include a computer 36, a microphone 238, a speaker 240, a camera 42, and a communication I / F 44. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The microphone 238, the speaker 240, and the camera 42 are also connected to the bus 52.

[0417] The microphone 238 receives instructions and the like from the user 20 by receiving voice uttered by the user 20. The microphone 238 captures the voice uttered by the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio in accordance with instructions from the processor 46.

[0418] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the surroundings of user 20 (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).

[0419] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.

[0420] Fig. 4 shows an example of the main functions of the data processing device 12 and the smart glasses 214. As shown in Fig. 4, in the data processing device 12, a specific process is performed by the processor 28. A specific process program 56 is stored in the storage 32.

[0421] The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.

[0422] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.

[0423] In the smart glasses 214, the reception output process is performed by the processor 46. A reception output program 60 is stored in the storage 50. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.

[0424] Next, a description will be given of the identification process performed by the identification processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as the "server" and the smart glasses 214 will be referred to as the "terminal."

[0425] This invention provides a system that allows users to have fun while learning about AI generation techniques in a turn-based card game application. This system is mainly composed of three elements: a server, a terminal, and a user.

[0426] User operations

[0427] 1. User's turn begins:

[0428] The user will receive a notification on their device that their turn has begun. From the cards displayed in their hand, they will select an "instruction" card and any "condition" or "supplement" cards.

[0429] 2. Select and send a card:

[0430] The user selects a card such as "Attack Instruction," "Fire Attribute," or "Powerful," and this selection is sent to the server via the terminal.

[0431] Server Processing

[0432] 3. Receiving card information and generating prompts:

[0433] The server receives the card information selected by the user. Based on the received card information, it generates a prompt to input to the generation AI. For example, if the card is "attack instruction," "fire attribute," and "powerful," the server generates text such as "A powerful monster that controls fire attacks."

[0434] 4. Monster Generation:

[0435] The server inputs prompts into the generation AI to generate the monster's visuals and effects. Based on the generated data, for example, a giant fire-controlling dragon and its effect (50 damage to enemy players) are determined.

[0436] 5. Submitting Monster Information:

[0437] The server sends the visual and effect information of the generated monster to the user's device.

[0438] Terminal handling

[0439] 6. Monster placement and effect activation:

[0440] The device displays the received monster information to the user and places it on the field. The generated dragon appears and the corresponding animation is played.

[0441] 7. Damage Application:

[0442] The terminal will display the effect of the dragon reducing the enemy player's life by 50.

[0443] A concrete example of this sequence:

[0444] For example, User A selects "Attack command," "Fire attribute," and "Powerful" and sends it to the server. The server receives this, generates a prompt saying, "A powerful monster that controls fire will attack," and inputs it into the AI. The generated monster is a giant fire dragon, whose effect is to inflict 50 damage on the enemy player. This information is sent to User A's device, and an animation of the dragon appearing on the field and attacking the enemy player is displayed, reducing the enemy player's life by 50.

[0445] In this way, users can create unique monsters using cards of their choice, enjoy their effects, and learn the basic principles of AI generation. This system is a powerful tool for learning AI generation effectively and enjoyably through games.

[0446] The processing flow will be explained below.

[0447] Step 1:

[0448] The server sends a signal to the terminal informing it that the user's turn has begun.

[0449] Step 2:

[0450] The terminal displays a notification to the user that a turn has started and displays the current hand of cards.

[0451] Step 3:

[0452] The user selects one "instruction" card and any "condition" or "supplement" cards from their hand.

[0453] Step 4:

[0454] The terminal sends the card information (card ID and card text) selected by the user to the server.

[0455] Step 5:

[0456] The server analyzes the received card information, specifically checking the card type ("instruction," "condition," "supplement") and its contents.

[0457] Step 6:

[0458] The server generates a prompt based on the analysis results, which is written in sentence format and input to the generation AI.

[0459] Step 7:

[0460] The server inputs the generated prompts into the generation AI to generate the monster's visuals and effects. For example, a prompt such as "A powerful monster that controls fire attacks" generates a fire dragon.

[0461] Step 8:

[0462] The server transmits visual data and effect data of the generated monster to the terminal.

[0463] Step 9:

[0464] The device displays the received monster information to the user, places the monster on the field, and plays animations and sound effects.

[0465] Step 10:

[0466] The device reduces the opponent's life points based on the effect of the monster created, and the result is displayed on the screen.

[0467] Step 11:

[0468] The server moves the used card to the user's discard pile and updates the user's hand.

[0469] Step 12:

[0470] The server confirms that the user's turn has ended and starts the next player's turn. It then sends a notification to the next player that their turn has started.

[0471] In this way, specific processing is performed at each step, and the turn-based game progresses, allowing users to utilize the generation AI to generate monsters and enjoy their effects.

[0472] Example 1

[0473] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."

[0474] There is a need for a system that efficiently and creatively processes user-selected card information in turn-based games. In particular, there is a need for an effective method to utilize generative AI technology to provide a unique gameplay experience. There is also a need for a system that allows users to easily manage card information and receive interactive feedback in real time.

[0475] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.

[0476] In this invention, the server includes means for receiving card information selected by the user, means for generating a prompt sentence based on the received card information, and artificial intelligence means for generating the visual appearance and effects of a monster using the generated prompt sentence, thereby enabling unique monsters to be generated in real time based on the cards selected by the user and their effects to be immediately reflected in the game.

[0477] "User" refers to an individual or entity that uses the system to play a turn-based card game.

[0478] A "turn-based game" refers to a game in which players take turns taking actions.

[0479] "Card information" refers to information written on a card in the game selected by the user, and includes information that falls into any of the categories of "instructions," "conditions," and "supplements."

[0480] "Prompt sentence" refers to the sentence input to the generation AI based on the card information selected by the user.

[0481] "Generative AI means" refers to artificial intelligence technology that analyzes prompt text and generates monster visuals and their effects based on it.

[0482] "Monster information" refers to the visual data of the monster generated by the generation AI means and information about its effects.

[0483] "User terminal" refers to an electronic device used by a user to play a game.

[0484] "Field" refers to the area or screen where monsters are placed in the game.

[0485] "Effect" refers to the specific actions or influences that the generated monsters exert in the game.

[0486] "Discard" refers to the place in the game where played cards are stored, either temporarily or permanently.

[0487] This invention provides a system that allows users to have fun while learning about AI generation techniques in a turn-based card game application. This system is mainly composed of three elements: a server, a terminal, and a user.

[0488] User operations

[0489] The user receives a notification on their device that their turn has begun, and then selects an "instruction" card and any "condition" or "supplement" cards from the cards displayed in their hand. For example, they can choose cards such as "attack instruction," "fire attribute," or "powerful," and send them to the server via their device.

[0490] Server Processing

[0491] The server receives the card information selected by the user. Based on the received card information, it generates a prompt to input into the generative AI model. As a specific example, if the card information received is "attack instruction," "fire attribute," and "powerful," it generates the prompt "A powerful monster that controls fire attacks." The generated prompt is input into a generative AI model (e.g., OpenAI's GPT-3) to generate the monster's visual appearance and effect. For example, a giant dragon that controls fire and its effect (50 damage to the enemy player) are generated. The generated monster's visual data and effect information are sent to the user's device.

[0492] Terminal handling

[0493] The device analyzes the monster information received from the server and displays it on the user interface. When a monster is placed on the field, a corresponding animation is played on the device. Through this animation, the user can visually confirm the monster's appearance and attack actions. The device then updates the in-game state based on the effects of the generated monster, for example, applying the dragon effect to reduce the enemy player's life by 50.

[0494] Specific examples

[0495] For example, User A selects a card with "Attack Instruction," "Fire Attribute," and "Powerful" and sends it to the server. The server receives this information, generates a prompt statement saying, "A powerful monster that controls fire attacks," and inputs it into the generation AI model. The generated monster is a giant fire dragon, whose effect is to inflict 50 damage on the enemy player. This monster information is sent to User A's device, and an animation of the dragon appearing on the field and attacking the enemy player is displayed. As a result, the enemy player's life points are reduced by 50.

[0496] Using this system, users can create unique monsters using cards of their own choosing, enjoy their effects, and learn the basic principles of AI generation. This system is a powerful tool for learning AI generation effectively and enjoyably through games.

[0497] The flow of the identification process in the first embodiment will be described with reference to FIG.

[0498] Step 1: Start of the turn

[0499] The user will receive a notification on their device that their turn has begun. The device will then display a notification and present the user with cards to choose from.

[0500] Input: Turn information in the system

[0501] Output: Notifies the user that a turn has started and presents them with a card to choose from.

[0502] Step 2: Select a card

[0503] The user selects an "instruction," "condition," or "supplement" card from the cards displayed in their hand. For example, they can select "attack instruction," "fire attribute," or "powerful."

[0504] Input: Card information selected by the user

[0505] Output: Selected card information

[0506] Step 3: Submit your card details

[0507] The terminal transmits the card information selected by the user to the server.

[0508] Input: Selected card information

[0509] Output: Sending card information to the server

[0510] Step 4: Receiving card details and generating prompts

[0511] The server receives and analyzes the card information sent by the user. It then generates a prompt to input into the generation AI model. For example, if the card information received is "attack command," "fire attribute," and "powerful," it generates the prompt "A powerful monster that controls fire will attack."

[0512] Input: Card details received from the user

[0513] Data processing: Analyzing received card information and generating prompts

[0514] Output: Generated prompt statement

[0515] Step 5: Monster Creation

[0516] The server inputs the generated prompts into a generative AI model to generate the monster's visuals and effects, such as a giant fire-controlling dragon with an effect that "deals 50 damage to the enemy player."

[0517] Input: Generated prompt statement

[0518] Data calculation: Generative AI model generates monster visual data and effects

[0519] Output: Visual data and effects of the generated monster

[0520] Step 6: Submit monster information

[0521] The server transmits visual data and effect information of the generated monster to the user's terminal.

[0522] Input: Visual data and effects of the generated monster

[0523] Output: Sending monster information to the user's device

[0524] Step 7: Place monsters and activate their effects

[0525] The device analyzes the monster information received from the server and displays it on the user interface. The device then places the received monster visual data on the field and plays the corresponding animation. For example, a dragon appears on the field and an attack animation is displayed.

[0526] Input: Monster information received from the server

[0527] Data processing: Analysis of monster information and animation generation for display

[0528] Output: Visual representation of monster placement and attack animations

[0529] Step 8: Applying Damage

[0530] The device updates the in-game state based on the effects of the generated monsters. For example, applying a dragon's attack effect reduces the enemy player's life by 50. The decrease in life is displayed in real time.

[0531] Input: Monster effect

[0532] Data calculation: Update life points in the game

[0533] Output: Shows the updated life points.

[0534] Step 9: Manage your cards

[0535] The terminal moves the card used by the user to the discard pile, thereby ensuring proper management of used cards.

[0536] Input: Used card information

[0537] Data processing: Managing used cards and moving them to the discard pile

[0538] Output: Updated card deck status display

[0539] (Application example 1)

[0540] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."

[0541] In conventional turn-based games, only fixed characters and effects are generated based on the user's selection of specific cards, and the content corresponding to each generated result is almost the same, resulting in a lack of variety in gameplay and a creative experience. Furthermore, there are few opportunities for users to learn about generative AI technology in the process of generating a story. Therefore, there is a need for the development of a new system that allows users to learn about generative AI technology while having fun through the game.

[0542] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.

[0543] In this invention, the server includes means for receiving card information selected by a user, means for generating a prompt based on the received card information, artificial intelligence means for generating entity visuals and effects using the generated prompt, means for transmitting the generated entity information to a user terminal, means for placing the entity on the field and activating its effect, means for moving the used card to the discard pile, means for generating a story based on characters, settings, and story development selected by the user, and means for displaying the generated story on the user terminal. This allows users to not only enjoy gameplay but also to learn about AI generation techniques and have a creative story experience.

[0544] A "turn-based game" is a game in which multiple players take turns taking actions, and when one player finishes their action, the next player begins their action.

[0545] "Card information" is information about a card selected by a user in a game, and includes elements such as "instructions," "conditions," and "supplements."

[0546] A "prompt" is textual information input to a generation AI to identify or guide the content to be generated (e.g., entity visuals or effects).

[0547] "Entity visuals" are visual images and animations of characters and monsters created by the generative AI.

[0548] An "effect" indicates a specific ability or role that an entity has in the game, such as damage to enemy players or special actions.

[0549] "Artificial Intelligence Means" refers to technological means that utilize generative AI to generate content based on specific prompts.

[0550] A "user terminal" is a device used by a user to play a game, and includes a smartphone, tablet, etc.

[0551] "Place on the field" means to make an entity appear or place it at a specific location in the game.

[0552] The "discard" is the location or grouping in the game where played cards are moved.

[0553] A "character" is a character or entity that the user controls or follows in the game.

[0554] "Setting" is the elements that define the background or environment of the game, and influence the story and the behavior of entities.

[0555] "Story development" refers to the direction or sequence of events in a game's narrative.

[0556] "Generative AI" is an artificial intelligence technology that uses user-provided prompts as input to generate unique content.

[0557] A "narrative generator" is a technical system for generating a sequence of events or a storyline based on user-selected elements.

[0558] This invention is a system for generating unique entities and stories using AI technology based on card information selected by a user in a turn-based game. A specific embodiment of this system will be described using an application installed on a smartphone as an example.

[0559] First, the user starts the game through a smartphone application. The user is notified that their turn has begun and selects "Character," "Setting," and "Story Development" cards from the cards displayed in their hand. For example, if the user selects "Hero," "Fantasy World," and "Battle with a Dragon," this card information is sent from the user's device to the server.

[0560] The server generates a prompt to input to the generation AI based on the received card information. This prompt is in the following text format:

[0561] Character: Hero

[0562] Setting: Fantasy world

[0563] Storyline: Battle with the Dragon

[0564] Generate a story

[0565] Based on these prompts, the AI ​​generates relevant stories, including scenes in which the hero fights a dragon or discovers a special magical sword. The server then sends the generated stories to the user's device, where they can view them on their smartphone.

[0566] The system's hardware includes a smartphone or tablet operated by the user and a server that hosts the generative AI. The software used includes the OpenAI API, which provides the generative AI technology, and an application that builds the user interface.

[0567] The visuals of the generated stories and entities are displayed as intuitive and easy-to-understand animations on the user's device, allowing users to enjoy the game while learning about the generative AI technology.In addition, users can generate different stories and entities by combining various cards, increasing the variety of gameplay.

[0568] In this way, users can enjoy a creative narrative experience using generative AI technology through a turn-based game, and as a result, they can naturally learn the basic principles of generative AI.

[0569] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[0570] Step 1:

[0571] A user starts a turn-based game through a smartphone application. When the user's turn begins, the user selects a "character," "setting," or "story development" card from the cards in hand. This selection information is sent from the user's device to the server. The input is the card information selected by the user, and the output is sending this information to the server.

[0572] Step 2:

[0573] The server generates a prompt based on the card information received from the user (e.g., "Hero," "Fantasy World," "Battle with Dragons") The generated prompt has the following format:

[0574] Character: Hero

[0575] Setting: Fantasy world

[0576] Storyline: Battle with the Dragon

[0577] Generate a story

[0578] The input is the card information submitted by the user, and the output is the generated prompt text.

[0579] Step 3:

[0580] The server uses the generated prompts to feed data to a generative AI model, which then generates a story based on the prompts. The input is the generated prompt sentence, and the output is the generated story.

[0581] Step 4:

[0582] The server receives the generated story and sends it to the user device. The input is the story obtained from the generative AI model, and the output is the story sent to the user device.

[0583] Step 5:

[0584] The user device displays the story received from the server. This is presented to the user in text format and at the same time, it is visually expressed using visual effects. The input is the story information sent from the server, and the output is the story displayed on the user's smartphone screen.

[0585] Step 6:

[0586] The user reads the story generated by the AI ​​and enjoys the story development, which makes the user wait until a new turn begins. The input is the displayed story, and the output is the user's game experience and learning effect.

[0587] This system allows users to learn the basic principles of generative AI while having fun playing a turn-based game. It also increases the replayability of the game, as different stories are generated depending on the combination of cards selected.

[0588] Furthermore, an emotion engine that estimates the user's emotion may be further combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59, and perform identification processing using the user's emotion.

[0589] This invention provides a system that allows users to have fun while learning about the technology of generative AI and emotion engines in a turn-based card game application. This system is mainly composed of three elements: a server, a terminal, and a user, and is further combined with an emotion engine.

[0590] User operations

[0591] 1. User's turn begins:

[0592] The user will receive a notification on their device that their turn has begun. From the cards displayed in their hand, they will select an "instruction" card and any "condition" or "supplement" cards.

[0593] 2. Select and send a card:

[0594] The user selects a card such as "Attack Instruction," "Fire Attribute," or "Powerful," and this selection is sent to the server via the terminal.

[0595] Server Processing

[0596] 3. Receiving card information and generating prompts:

[0597] The server receives the card information selected by the user. Based on the received card information, it generates a prompt. For example, if the card is "Attack command," "Fire attribute," and "Powerful," the server generates text such as "A powerful monster that controls fire attacks."

[0598] 4. Emotion Recognition with Emotion Engine:

[0599] The server uses an emotion engine to analyze the user's facial expressions, voice, and input data to recognize their current emotions, such as "joy," "anger," and "sadness."

[0600] 5. Monster Generation:

[0601] The server combines the generated prompt with the recognized emotion data and inputs it into the generation AI to generate the monster's visuals and effects. For example, if the user expresses the emotion "anger," a more aggressive monster design will be generated.

[0602] 6. Submitting Monster Information:

[0603] The server sends the visual data and effect data of the generated monster to the terminal.

[0604] Terminal handling

[0605] 7. Monster placement and effect activation:

[0606] The device displays the received monster information to the user, places them on the field, and plays animations and sound effects.

[0607] 8. Damage Application:

[0608] The device reduces the opponent's life points based on the monster's effect, and the result is displayed on the screen.

[0609] A concrete example of the process

[0610] For example, user A selects "attack command," "fire attribute," and "powerful" and sends it to the server. The server receives this and generates a prompt saying, "A powerful monster that controls fire will attack," which is input to the AI. If the emotion engine recognizes user A's emotion as "anger," the generated monster will be a fire dragon that is more aggressive than usual. As a result, a stronger attack than usual (for example, 100 damage) will be applied to the enemy player. This information is sent to user A's device, and a dragon will appear on the field, an animation of it attacking the enemy player will be displayed, and the enemy player's life will be reduced by 100.

[0611] In this way, by combining the emotion engine, the user's emotional state can affect monster generation, providing a more personalized gaming experience. Users can generate unique monsters based on the cards and emotions they select and enjoy their effects. This allows users to learn the basic principles of generation AI and emotion recognition technology.

[0612] The processing flow will be explained below.

[0613] Step 1:

[0614] The server sends a signal to the terminal informing it that the user's turn has begun.

[0615] Step 2:

[0616] The terminal displays a notification to the user that a turn has started and displays the current hand of cards.

[0617] Step 3:

[0618] The user selects one "instruction" card from their hand and any "condition" or "supplement" cards. For example, they can choose "attack instruction," "fire attribute," or "powerful."

[0619] Step 4:

[0620] The terminal sends the card information (card ID and card text) selected by the user to the server.

[0621] Step 5:

[0622] The server analyzes the received card information, specifically checking the card type ("instruction," "condition," "supplement") and its contents.

[0623] Step 6:

[0624] The server generates a prompt based on the analysis results. This prompt is written in the form of a sentence that is input to the generation AI. For example, "A powerful monster that controls fire attacks."

[0625] Step 7:

[0626] The terminal supplies the user's facial expressions, voice, input data, etc. to the emotion engine and collects the user's emotion data.

[0627] Step 8:

[0628] The emotion engine analyzes the collected data and recognizes the user's emotion. For example, it determines that the user is expressing the emotion "anger."

[0629] Step 9:

[0630] The server combines the prompt and emotion data and inputs it into the AI ​​to generate the monster's visuals and effects. For example, a "Fire Dragon" is generated, and its attack power is strengthened by the user's "Anger" emotion.

[0631] Step 10:

[0632] The server transmits visual data and effect data of the generated monster to the terminal.

[0633] Step 11:

[0634] The device displays the received monster information to the user and places the monster on the field. For example, a fire dragon appears on the field and plays an attack animation.

[0635] Step 12:

[0636] The device reduces the opponent's life points based on the effect of the generated monster. The result is displayed on the screen. For example, an opponent's life points would normally be reduced by 50, but with an enhanced attack, it would be reduced by 100.

[0637] Step 13:

[0638] The server moves the used card to the user's discard pile and updates the user's hand.

[0639] Step 14:

[0640] The server confirms that the user's turn has ended and starts the next player's turn. It then sends a notification to the next player that their turn has started.

[0641] In this way, specific processing is carried out at each step, and the turn-based game progresses, allowing users to generate monsters using the generation AI and emotion engine and enjoy their effects.

[0642] Example 2

[0643] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."

[0644] In conventional turn-based games, it was difficult to provide a game experience that reflected the user's emotions. Furthermore, when generating monsters using AI, there was no mechanism to incorporate the user's emotional data to provide a more personalized game experience. As a result, the impact of the user's choices on the game's development was limited, resulting in low satisfaction in gameplay.

[0645] The specific processing by the specific processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means.

[0646] In this invention, the server includes means for receiving card information selected by a user, means for generating a prompt sentence based on the received card information, artificial intelligence means for generating the visual appearance and effects of a monster using the generated prompt sentence, emotion engine means for recognizing the user's emotion, means for correcting the characteristics of the generated monster based on the emotion engine means, means for transmitting the generated monster information to a user terminal, means for placing the monster on the field and activating its effect, and means for moving used cards to a discard process. This allows for the generation of personalized monsters based on the user's emotion, providing a more advanced gaming experience.

[0647] A "user" is an individual who operates the system to play the game.

[0648] "Card information" is a general term for data such as the type, attributes, and effects of the card selected by the user.

[0649] A "prompt" is an instruction text that is generated based on card information when generating a monster.

[0650] "Artificial intelligence means" refers to AI technology that generates monster visuals and effects based on prompt text.

[0651] The "emotion engine means" is software or hardware that analyzes the user's facial expressions, voice, input data, etc., and recognizes the emotion at that time.

[0652] "Monsters" are characters generated within a turn-based game, with their own visuals and effects.

[0653] The "means for correcting characteristics" is a function that modifies and strengthens the attributes and abilities of the monster to be generated based on the recognized user's emotions.

[0654] "Monster information" is a general term for information including visual data and effect data of the generated monster.

[0655] A "terminal" is an electronic device that a user uses to play a game, and that transmits, receives, and displays information.

[0656] A "field" is a virtual space in a turn-based game where monsters are placed and their effects are exerted.

[0657] "Disposal" is a management measure to make used cards unable to be reused in the game.

[0658] This invention is a system for a turn-based card game that allows users to have fun while learning about generative AI and emotion engine technology. This system is mainly composed of three elements: a server, a terminal, and a user, and operates by combining an emotion engine and a generative AI model.

[0659] Hardware and Software Used

[0660] Emotion engine: Analyzes the user's facial expressions, voice, and input data to recognize their current emotions. Specifically, Affectiva's "Affdex SDK" is used.

[0661] Generative AI model: An artificial intelligence that generates monster visuals and effects based on the card information and emotion data selected by the user. Specifically, OpenAI's "GPT-4" is used.

[0662] Server: Cloud servers such as AWS (Amazon Web Services) are used to perform the central data processing of the game.

[0663] Device: The device that the user uses to play the game, such as a smartphone or tablet.

[0664] Processing flow and specific examples

[0665] User operations

[0666] The user will receive a notification on their device that their turn has begun. Upon receiving the notification, the user will select an "Instruction," "Condition," or "Supplement" card from the cards displayed in their hand. For example, they may select an "Attack Instruction," "Fire Attribute," or "Powerful" card.

[0667] Prompt generation

[0668] The card information selected by the user is sent to the server via the terminal. The server generates a prompt based on this card information. For example, from the card "Attack Instruction," "Fire Attribute," and "Powerful," the prompt generated is "A powerful monster that controls fire attacks."

[0669] Emotion recognition by emotion engine

[0670] The server uses an emotion engine to analyze the user's facial expressions, voice, and input data to recognize their current emotion. For example, if the user's emotion is recognized as "anger," that data is acquired.

[0671] Monster generation

[0672] The server inputs the generated prompt and emotion data into a generative AI model, which generates monsters with a more aggressive design than usual. For example, combining "A powerful monster that controls fire attacks" with emotion data of "rage" generates an aggressive fire dragon.

[0673] Sending and displaying monster information

[0674] The visual and effect data of the generated monsters are sent from the server to the device. The device receives this data and displays it to the user. For example, a fire dragon appears on the field and an attack animation is played.

[0675] Applying Damage

[0676] The device reduces the opponent's life points based on the monster's effect. For example, a Fire Dragon's attack will cause the opponent to take 100 damage, and the results will be displayed on the screen in real time.

[0677] Examples of prompt statements

[0678] An example of a prompt sentence is "Prompt sentence to input into the generation AI: A powerful monster that controls fire attacks." Monsters are generated based on this prompt sentence and combined with the user's emotional data, providing a more personalized gaming experience.

[0679] The above is a specific embodiment for carrying out the invention. With this system, users can create unique monsters that correspond to their emotional state and enjoy their effects. It also allows users to progress through the game while learning the basic principles of generation AI and emotion recognition technology.

[0680] The flow of the identification process in the second embodiment will be described with reference to FIG.

[0681] Step 1:

[0682] The user will receive a notification from the terminal confirming the start of the turn.

[0683] Specific behavior: The user's device will vibrate and a pop-up notification will appear.

[0684] Input: System initiated turn signal

[0685] Output: Notifications displayed on the device

[0686] Step 2:

[0687] The user selects and confirms an "instruction," "condition," or "supplement" card from the cards displayed in their hand.

[0688] Specific actions: Tap a card on the screen to select it, then tap the "Confirm" button.

[0689] Input: User selected card (instruction, condition, supplement)

[0690] Output: Selected card information (card ID and attributes)

[0691] Step 3:

[0692] The terminal collects the information of the selected card and sends it to the server.

[0693] Specific operation: The information from the selection card is packaged into a packet and sent to the server as an HTTP POST request.

[0694] Input: User selected card information

[0695] Output: Card information packet sent to the server

[0696] Step 4:

[0697] The server receives the card information selected by the user and stores it in a database.

[0698] Specific operation: The received card ID is saved in the database using an SQL query.

[0699] Input: Card information sent from the terminal

[0700] Output: Card information stored in the database

[0701] Step 5:

[0702] The server generates a prompt sentence based on the received card information.

[0703] Specific behavior: Combine the card ID and its attribute information to create a text prompt that reads, "A powerful monster that controls fire attacks."

[0704] Input: Card details stored in the database

[0705] Output: Generated prompt statement

[0706] Step 6:

[0707] The server uses an emotion engine to analyze the user's facial expressions, voice, and input data to recognize their current emotions.

[0708] Specific operation: Sends data obtained from the webcam or microphone to the emotion engine and receives emotion data in JSON format.

[0709] Input: Real-time data captured from webcam and microphone

[0710] Output: Recognized emotion data (e.g., "Anger" 0.8)

[0711] Step 7:

[0712] The server inputs the generated prompt sentence and recognized emotion data into a generative AI model to generate the monster's visuals and effects.

[0713] Specific operation: Send a prompt sentence such as "A powerful monster that controls fire attacks" and emotion data to the GPT-4 model, and receive the generated text and visual information.

[0714] Input: Generated prompt sentence, recognized emotion data

[0715] Output: Visual data and effect data of the generated monster

[0716] Step 8:

[0717] The server transmits visual data and effect data of the generated monster to the terminal.

[0718] Specific operation: Visual data (PNG files and 3D models) and effect data (animation instructions and damage values) are returned as an HTTP response.

[0719] Input: Visual data and effect data of the generated monster

[0720] Output: Monster visual data and effect data sent to the device

[0721] Step 9:

[0722] The terminal analyzes the received monster information and displays it to the user.

[0723] What it does: Displays visual data in a field in a user interface and plays animations and sound effects.

[0724] Input: Monster information sent from the server

[0725] Output: Monster display and animation

[0726] Step 10:

[0727] The terminal reduces the opponent player's life points based on the monster's effect.

[0728] Specific operation: Based on the monster's attack effect, the decrease in the opponent's life points is reflected on the screen in real time.

[0729] Input: Monster effect data

[0730] Output: Display of life points lost

[0731] The above are the specific processing steps of this system.

[0732] (Application example 2)

[0733] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."

[0734] In conventional turn-based games, it has been difficult to provide a personalized experience that reflects the user's emotional state, and they have only been able to provide a limited entertainment experience. Furthermore, there has been no system that can utilize emotion recognition technology to dynamically generate content based on the user's emotions. This has resulted in the issue of users being unable to enjoy experiences that elicit deeper emotions.

[0735] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 2 is realized by the following means.

[0736] In this invention, the server includes means for receiving card information selected by the user, means for generating prompts based on the received card information, artificial intelligence means for generating character visuals and effects, means for analyzing the user's facial expressions and voice using an emotion recognition engine to obtain emotional data, and means for incorporating the obtained emotional data into the prompts to personalize the character visuals and story development, thereby enabling dynamic content generation in real time that reflects the user's emotional state.

[0737] "Card information" is identification information that contains instructions, conditions, supplementary information, etc. that the user selects when playing a game.

[0738] A "prompt" is text or instructions generated based on the received card information, and the character's appearance and effects are determined based on the content of the prompt.

[0739] "Artificial Intelligence Methods" means, collectively, machine learning algorithms and other artificial intelligence technologies used to generate character visuals and effects based on card information and prompts.

[0740] "Character information" refers to the visual data of a character generated by artificial intelligence means and information about its effects.

[0741] An "emotion recognition engine" is a technology that analyzes a user's facial expressions and voice to obtain emotional data.

[0742] "Emotion data" is information indicating the user's emotional state (for example, joy, sadness, anger, etc.) acquired by an emotion recognition engine.

[0743] A "user terminal" is a device used by a user to play a game, and includes a smartphone, computer, tablet, etc.

[0744] A "discard pile" is a place for temporarily storing used cards.

[0745] A "field" refers to a part of the virtual space where in-game characters are placed and battles and events take place.

[0746] "Means of activating an effect" refers to the system functions that allow a character to execute specific abilities or skills within the game.

[0747] This invention is a system for providing a personalized gaming experience that reflects the user's emotional state in a turn-based game. The system is mainly composed of three elements: a server, a terminal, and a user.

[0748] Server Roles

[0749] The server receives the card information selected by the user and generates a prompt based on that information. The generated prompt becomes text that forms part of the story, such as, "The protagonist sets out on a new adventure with excitement. Ahead of him lies an unknown world and unknown enemies." The server also uses an emotion recognition engine to analyze the user's facial expressions and voice to obtain emotional data.

[0750] The acquired emotion data is input into a generative AI model, which generates prompts, character visuals, and story developments. For example, if the user's emotion is recognized as "excitement," the story development will become more intense and the character visuals will become more lively. The generated character information is sent to the device.

[0751] Device Role

[0752] The device receives character information sent from the server and places it on the field. For example, an adventure story scene is displayed on the device screen, and the generated character appears with animation. The device also plays sound effects and audio guides, and provides feedback according to the user's emotions.

[0753] User Roles

[0754] When a turn begins, the user receives a notification and selects from the "Instruction," "Condition," and "Addendum" cards displayed in their hand and sends them to the server. Based on this selection, the server generates a prompt and personalizes the character based on emotional data. For example, if the user selects the "Attack Instruction," "Fire Attribute," and "Powerful" card and the emotion is recognized as "Anger," the generated character will be a powerful fire-attribute monster with increased attack power.

[0755] Hardware and software used

[0756] The system requires a user device such as a smartphone or tablet, a camera and microphone for real-time emotion recognition, and a high-performance computer system for running the generative AI model on the server side. Specifically, it utilizes an image processing system using OpenCV, a data analysis program using Python, and a machine learning library such as TensorFlow.

[0757] Specific examples

[0758] As a concrete example of a prompt sentence, the following prompt literature is input into the generative AI model:

[0759] "If the user selects the story "Adventure Story" and the emotion is recognized as "Excited," the prompt text is:

[0760] "The hero sets out on a new adventure, excited to face an unknown world and unknown enemies. The excitement burning deep within him fuels his courage."

[0761] Based on this prompt, story development and character visuals are generated, providing the user with a personalized gaming experience.

[0762] This realizes a system that enables dynamic content generation in real time that reflects the user's emotional state.

[0763] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[0764] Step 1:

[0765] The server receives the card information selected by the user from the terminal, including the information selected by the user from the "Instructions," "Conditions," and "Additional Information" cards.

[0766] Input: Card information selected by the user

[0767] Output: Card details sent to the server

[0768] Step 2:

[0769] The server generates prompts based on the received card information. These prompts contain text and instructions that are input into the generation AI model. For example, based on the card information "Fire attribute," "Powerful," and "Attack instruction," the server generates a prompt such as "A powerful monster that controls fire attacks."

[0770] Input: Card information

[0771] Output: Generated prompt statement

[0772] Step 3:

[0773] The device uses a camera and microphone to capture the user's facial expressions and voice in real time and inputs them into an emotion recognition engine, which then analyzes them to obtain the user's emotional data.

[0774] Input: User facial expression images, voice data

[0775] Output: Obtained emotion data

[0776] Step 4:

[0777] The server then incorporates the acquired emotional data into the prompt generated in the previous step and inputs it into a generative AI model. For example, based on the emotional data of "excitement" and the prompt "a powerful fire-controlling monster attacks," it generates the visual and effect of a vibrant fire monster.

[0778] Input: Emotion data, prompt sentence

[0779] Output: Character visual data and effect data

[0780] Step 5:

[0781] The server transmits the visual data and effect data of the generated character to the user terminal.

[0782] Input: Character visual data, effect data

[0783] Output: Character information sent to the user's device

[0784] Step 6:

[0785] The device then places the received character information on the field and displays visuals and effects. Specifically, the character appears on the device screen, and animations of attacks and skill activation are played.

[0786] Input: Character information

[0787] Output: Characters placed on the field, animations and sound effects

[0788] Step 7:

[0789] At the end of a user's turn, the terminal moves the used card to the discard pile. Once this process is complete, the next user's turn begins.

[0790] Input: Card information used

[0791] Output: Card moved to the discard pile, start of next user's turn

[0792] This process flow enables a personalized turn-based gaming experience that reflects the user's emotional state.

[0793] The specific processing unit 290 transmits the result of the specific processing to the smart glasses 214. In the smart glasses 214, the control unit 46A causes the speaker 240 to output the result of the specific processing. The microphone 238 acquires audio indicating a user input regarding the result of the specific processing. The control unit 46A transmits audio data indicating the user input acquired by the microphone 238 to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the audio data.

[0794] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.

[0795] In the above embodiment, an example in which the specific processing is performed by the data processing device 12 has been given, but the technology of the present disclosure is not limited to this, and the specific processing may be performed by the smart glasses 214.

[0796] [Third embodiment]

[0797] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.

[0798] 5, the data processing system 310 includes the data processing device 12 and a headset type terminal 314. An example of the data processing device 12 is a server.

[0799] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).

[0800] The headset type terminal 314 includes a computer 36, a microphone 238, a speaker 240, a camera 42, a communication I / F 44, and a display 343. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The microphone 238, the speaker 240, the camera 42, and the display 343 are also connected to the bus 52.

[0801] The microphone 238 receives instructions and the like from the user 20 by receiving voice uttered by the user 20. The microphone 238 captures the voice uttered by the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio in accordance with instructions from the processor 46.

[0802] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the surroundings of user 20 (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).

[0803] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.

[0804] Fig. 6 shows an example of the main functions of the data processing device 12 and the headset type terminal 314. As shown in Fig. 6, in the data processing device 12, a specific process is performed by the processor 28. A specific process program 56 is stored in the storage 32.

[0805] The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.

[0806] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.

[0807] In the headset type terminal 314, a reception output process is performed by the processor 46. A reception output program 60 is stored in the storage 50. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.

[0808] Next, a description will be given of the identification process performed by the identification processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as the "server" and the headset type terminal 314 will be referred to as the "terminal."

[0809] This invention provides a system that allows users to have fun while learning about AI generation techniques in a turn-based card game application. This system is mainly composed of three elements: a server, a terminal, and a user.

[0810] User operations

[0811] 1. User's turn begins:

[0812] The user will receive a notification on their device that their turn has begun. From the cards displayed in their hand, they will select an "instruction" card and any "condition" or "supplement" cards.

[0813] 2. Select and send a card:

[0814] The user selects a card such as "Attack Instruction," "Fire Attribute," or "Powerful," and this selection is sent to the server via the terminal.

[0815] Server Processing

[0816] 3. Receiving card information and generating prompts:

[0817] The server receives the card information selected by the user. Based on the received card information, it generates a prompt to input to the generation AI. For example, if the card is "attack instruction," "fire attribute," and "powerful," the server generates text such as "A powerful monster that controls fire attacks."

[0818] 4. Monster Generation:

[0819] The server inputs prompts into the generation AI to generate the monster's visuals and effects. Based on the generated data, for example, a giant fire-controlling dragon and its effect (50 damage to enemy players) are determined.

[0820] 5. Submitting Monster Information:

[0821] The server sends the visual and effect information of the generated monster to the user's device.

[0822] Terminal handling

[0823] 6. Monster placement and effect activation:

[0824] The device displays the received monster information to the user and places it on the field. The generated dragon appears and the corresponding animation is played.

[0825] 7. Damage Application:

[0826] The terminal will display the effect of the dragon reducing the enemy player's life by 50.

[0827] A concrete example of this sequence:

[0828] For example, User A selects "Attack command," "Fire attribute," and "Powerful" and sends it to the server. The server receives this, generates a prompt saying, "A powerful monster that controls fire will attack," and inputs it into the AI. The generated monster is a giant fire dragon, whose effect is to inflict 50 damage on the enemy player. This information is sent to User A's device, and an animation of the dragon appearing on the field and attacking the enemy player is displayed, reducing the enemy player's life by 50.

[0829] In this way, users can create unique monsters using cards of their choice, enjoy their effects, and learn the basic principles of AI generation. This system is a powerful tool for learning AI generation effectively and enjoyably through games.

[0830] The processing flow will be explained below.

[0831] Step 1:

[0832] The server sends a signal to the terminal informing it that the user's turn has begun.

[0833] Step 2:

[0834] The terminal displays a notification to the user that a turn has started and displays the current hand of cards.

[0835] Step 3:

[0836] The user selects one "instruction" card and any "condition" or "supplement" cards from their hand.

[0837] Step 4:

[0838] The terminal sends the card information (card ID and card text) selected by the user to the server.

[0839] Step 5:

[0840] The server analyzes the received card information, specifically checking the card type ("instruction," "condition," "supplement") and its contents.

[0841] Step 6:

[0842] The server generates a prompt based on the analysis results, which is written in sentence format and input to the generation AI.

[0843] Step 7:

[0844] The server inputs the generated prompts into the generation AI to generate the monster's visuals and effects. For example, a prompt such as "A powerful monster that controls fire attacks" generates a fire dragon.

[0845] Step 8:

[0846] The server transmits visual data and effect data of the generated monster to the terminal.

[0847] Step 9:

[0848] The device displays the received monster information to the user, places the monster on the field, and plays animations and sound effects.

[0849] Step 10:

[0850] The device reduces the opponent's life points based on the effect of the monster created, and the result is displayed on the screen.

[0851] Step 11:

[0852] The server moves the used card to the user's discard pile and updates the user's hand.

[0853] Step 12:

[0854] The server confirms that the user's turn has ended and starts the next player's turn. It then sends a notification to the next player that their turn has started.

[0855] In this way, specific processing is performed at each step, and the turn-based game progresses, allowing users to utilize the generation AI to generate monsters and enjoy their effects.

[0856] Example 1

[0857] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."

[0858] There is a need for a system that efficiently and creatively processes user-selected card information in turn-based games. In particular, there is a need for an effective method to utilize generative AI technology to provide a unique gameplay experience. There is also a need for a system that allows users to easily manage card information and receive interactive feedback in real time.

[0859] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.

[0860] In this invention, the server includes means for receiving card information selected by the user, means for generating a prompt sentence based on the received card information, and artificial intelligence means for generating the visual appearance and effects of a monster using the generated prompt sentence, thereby enabling unique monsters to be generated in real time based on the cards selected by the user and their effects to be immediately reflected in the game.

[0861] "User" refers to an individual or entity that uses the system to play a turn-based card game.

[0862] A "turn-based game" refers to a game in which players take turns taking actions.

[0863] "Card information" refers to information written on a card in the game selected by the user, and includes information that falls into any of the categories of "instructions," "conditions," and "supplements."

[0864] "Prompt sentence" refers to the sentence input to the generation AI based on the card information selected by the user.

[0865] "Generative AI means" refers to artificial intelligence technology that analyzes prompt text and generates monster visuals and their effects based on it.

[0866] "Monster information" refers to the visual data of the monster generated by the generation AI means and information about its effects.

[0867] "User terminal" refers to an electronic device used by a user to play a game.

[0868] "Field" refers to the area or screen where monsters are placed in the game.

[0869] "Effect" refers to the specific actions or influences that the generated monsters exert in the game.

[0870] "Discard" refers to the place in the game where played cards are stored, either temporarily or permanently.

[0871] This invention provides a system that allows users to have fun while learning about AI generation techniques in a turn-based card game application. This system is mainly composed of three elements: a server, a terminal, and a user.

[0872] User operations

[0873] The user receives a notification on their device that their turn has begun, and then selects an "instruction" card and any "condition" or "supplement" cards from the cards displayed in their hand. For example, they can choose cards such as "attack instruction," "fire attribute," or "powerful," and send them to the server via their device.

[0874] Server Processing

[0875] The server receives the card information selected by the user. Based on the received card information, it generates a prompt to input into the generative AI model. As a specific example, if the card information received is "attack instruction," "fire attribute," and "powerful," it generates the prompt "A powerful monster that controls fire attacks." The generated prompt is input into a generative AI model (e.g., OpenAI's GPT-3) to generate the monster's visual appearance and effect. For example, a giant dragon that controls fire and its effect (50 damage to the enemy player) are generated. The generated monster's visual data and effect information are sent to the user's device.

[0876] Terminal handling

[0877] The device analyzes the monster information received from the server and displays it on the user interface. When a monster is placed on the field, a corresponding animation is played on the device. Through this animation, the user can visually confirm the monster's appearance and attack actions. The device then updates the in-game state based on the effects of the generated monster, for example, applying the dragon effect to reduce the enemy player's life by 50.

[0878] Specific examples

[0879] For example, User A selects a card with "Attack Instruction," "Fire Attribute," and "Powerful" and sends it to the server. The server receives this information, generates a prompt statement saying, "A powerful monster that controls fire attacks," and inputs it into the generation AI model. The generated monster is a giant fire dragon, whose effect is to inflict 50 damage on the enemy player. This monster information is sent to User A's device, and an animation of the dragon appearing on the field and attacking the enemy player is displayed. As a result, the enemy player's life points are reduced by 50.

[0880] Using this system, users can create unique monsters using cards of their own choosing, enjoy their effects, and learn the basic principles of AI generation. This system is a powerful tool for learning AI generation effectively and enjoyably through games.

[0881] The flow of the identification process in the first embodiment will be described with reference to FIG.

[0882] Step 1: Start of the turn

[0883] The user will receive a notification on their device that their turn has begun. The device will then display a notification and present the user with cards to choose from.

[0884] Input: Turn information in the system

[0885] Output: Notifies the user that a turn has started and presents them with a card to choose from.

[0886] Step 2: Select a card

[0887] The user selects an "instruction," "condition," or "supplement" card from the cards displayed in their hand. For example, they can select "attack instruction," "fire attribute," or "powerful."

[0888] Input: Card information selected by the user

[0889] Output: Selected card information

[0890] Step 3: Submit your card details

[0891] The terminal transmits the card information selected by the user to the server.

[0892] Input: Selected card information

[0893] Output: Sending card information to the server

[0894] Step 4: Receiving card details and generating prompts

[0895] The server receives and analyzes the card information sent by the user. It then generates a prompt to input into the generation AI model. For example, if the card information received is "attack command," "fire attribute," and "powerful," it generates the prompt "A powerful monster that controls fire will attack."

[0896] Input: Card details received from the user

[0897] Data processing: Analyzing received card information and generating prompts

[0898] Output: Generated prompt statement

[0899] Step 5: Monster Creation

[0900] The server inputs the generated prompts into a generative AI model to generate the monster's visuals and effects, such as a giant fire-controlling dragon with an effect that "deals 50 damage to the enemy player."

[0901] Input: Generated prompt statement

[0902] Data calculation: Generative AI model generates monster visual data and effects

[0903] Output: Visual data and effects of the generated monster

[0904] Step 6: Submit monster information

[0905] The server transmits visual data and effect information of the generated monster to the user's terminal.

[0906] Input: Visual data and effects of the generated monster

[0907] Output: Sending monster information to the user's device

[0908] Step 7: Place monsters and activate their effects

[0909] The device analyzes the monster information received from the server and displays it on the user interface. The device then places the received monster visual data on the field and plays the corresponding animation. For example, a dragon appears on the field and an attack animation is displayed.

[0910] Input: Monster information received from the server

[0911] Data processing: Analysis of monster information and animation generation for display

[0912] Output: Visual representation of monster placement and attack animations

[0913] Step 8: Applying Damage

[0914] The device updates the in-game state based on the effects of the generated monsters. For example, applying a dragon's attack effect reduces the enemy player's life by 50. The decrease in life is displayed in real time.

[0915] Input: Monster effect

[0916] Data calculation: Update life points in the game

[0917] Output: Shows the updated life points.

[0918] Step 9: Manage your cards

[0919] The terminal moves the card used by the user to the discard pile, thereby ensuring proper management of used cards.

[0920] Input: Used card information

[0921] Data processing: Managing used cards and moving them to the discard pile

[0922] Output: Updated card deck status display

[0923] (Application example 1)

[0924] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."

[0925] In conventional turn-based games, only fixed characters and effects are generated based on the user's selection of specific cards, and the content corresponding to each generated result is almost the same, resulting in a lack of variety in gameplay and a creative experience. Furthermore, there are few opportunities for users to learn about generative AI technology in the process of generating a story. Therefore, there is a need for the development of a new system that allows users to learn about generative AI technology while having fun through the game.

[0926] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.

[0927] In this invention, the server includes means for receiving card information selected by a user, means for generating a prompt based on the received card information, artificial intelligence means for generating entity visuals and effects using the generated prompt, means for transmitting the generated entity information to a user terminal, means for placing the entity on the field and activating its effect, means for moving the used card to the discard pile, means for generating a story based on characters, settings, and story development selected by the user, and means for displaying the generated story on the user terminal. This allows users to not only enjoy gameplay but also to learn about AI generation techniques and have a creative story experience.

[0928] A "turn-based game" is a game in which multiple players take turns taking actions, and when one player finishes their action, the next player begins their action.

[0929] "Card information" is information about a card selected by a user in a game, and includes elements such as "instructions," "conditions," and "supplements."

[0930] A "prompt" is textual information input to a generation AI to identify or guide the content to be generated (e.g., entity visuals or effects).

[0931] "Entity visuals" are visual images and animations of characters and monsters created by the generative AI.

[0932] An "effect" indicates a specific ability or role that an entity has in the game, such as damage to enemy players or special actions.

[0933] "Artificial Intelligence Means" refers to technological means that utilize generative AI to generate content based on specific prompts.

[0934] A "user terminal" is a device used by a user to play a game, and includes a smartphone, tablet, etc.

[0935] "Place on the field" means to make an entity appear or place it at a specific location in the game.

[0936] The "discard" is the location or grouping in the game where played cards are moved.

[0937] A "character" is a character or entity that the user controls or follows in the game.

[0938] "Setting" is the elements that define the background or environment of the game, and influence the story and the behavior of entities.

[0939] "Story development" refers to the direction or sequence of events in a game's narrative.

[0940] "Generative AI" is an artificial intelligence technology that uses user-provided prompts as input to generate unique content.

[0941] A "narrative generator" is a technical system for generating a sequence of events or a storyline based on user-selected elements.

[0942] This invention is a system for generating unique entities and stories using AI technology based on card information selected by a user in a turn-based game. A specific embodiment of this system will be described using an application installed on a smartphone as an example.

[0943] First, the user starts the game through a smartphone application. The user is notified that their turn has begun and selects "Character," "Setting," and "Story Development" cards from the cards displayed in their hand. For example, if the user selects "Hero," "Fantasy World," and "Battle with a Dragon," this card information is sent from the user's device to the server.

[0944] The server generates a prompt to input to the generation AI based on the received card information. This prompt is in the following text format:

[0945] Character: Hero

[0946] Setting: Fantasy world

[0947] Storyline: Battle with the Dragon

[0948] Generate a story

[0949] Based on these prompts, the AI ​​generates relevant stories, including scenes in which the hero fights a dragon or discovers a special magical sword. The server then sends the generated stories to the user's device, where they can view them on their smartphone.

[0950] The system's hardware includes a smartphone or tablet operated by the user and a server that hosts the generative AI. The software used includes the OpenAI API, which provides the generative AI technology, and an application that builds the user interface.

[0951] The visuals of the generated stories and entities are displayed as intuitive and easy-to-understand animations on the user's device, allowing users to enjoy the game while learning about the generative AI technology.In addition, users can generate different stories and entities by combining various cards, increasing the variety of gameplay.

[0952] In this way, users can enjoy a creative narrative experience using generative AI technology through a turn-based game, and as a result, they can naturally learn the basic principles of generative AI.

[0953] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[0954] Step 1:

[0955] A user starts a turn-based game through a smartphone application. When the user's turn begins, the user selects a "character," "setting," or "story development" card from the cards in hand. This selection information is sent from the user's device to the server. The input is the card information selected by the user, and the output is sending this information to the server.

[0956] Step 2:

[0957] The server generates a prompt based on the card information received from the user (e.g., "Hero," "Fantasy World," "Battle with Dragons") The generated prompt has the following format:

[0958] Character: Hero

[0959] Setting: Fantasy world

[0960] Storyline: Battle with the Dragon

[0961] Generate a story

[0962] The input is the card information submitted by the user, and the output is the generated prompt text.

[0963] Step 3:

[0964] The server uses the generated prompts to feed data to a generative AI model, which then generates a story based on the prompts. The input is the generated prompt sentence, and the output is the generated story.

[0965] Step 4:

[0966] The server receives the generated story and sends it to the user device. The input is the story obtained from the generative AI model, and the output is the story sent to the user device.

[0967] Step 5:

[0968] The user device displays the story received from the server. This is presented to the user in text format and at the same time, it is visually expressed using visual effects. The input is the story information sent from the server, and the output is the story displayed on the user's smartphone screen.

[0969] Step 6:

[0970] The user reads the story generated by the AI ​​and enjoys the story development, which makes the user wait until a new turn begins. The input is the displayed story, and the output is the user's game experience and learning effect.

[0971] This system allows users to learn the basic principles of generative AI while having fun playing a turn-based game. It also increases the replayability of the game, as different stories are generated depending on the combination of cards selected.

[0972] Furthermore, an emotion engine that estimates the user's emotion may be further combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59, and perform identification processing using the user's emotion.

[0973] This invention provides a system that allows users to have fun while learning about the technology of generative AI and emotion engines in a turn-based card game application. This system is mainly composed of three elements: a server, a terminal, and a user, and is further combined with an emotion engine.

[0974] User operations

[0975] 1. User's turn begins:

[0976] The user will receive a notification on their device that their turn has begun. From the cards displayed in their hand, they will select an "instruction" card and any "condition" or "supplement" cards.

[0977] 2. Select and send a card:

[0978] The user selects a card such as "Attack Instruction," "Fire Attribute," or "Powerful," and this selection is sent to the server via the terminal.

[0979] Server Processing

[0980] 3. Receiving card information and generating prompts:

[0981] The server receives the card information selected by the user. Based on the received card information, it generates a prompt. For example, if the card is "Attack command," "Fire attribute," and "Powerful," the server generates text such as "A powerful monster that controls fire attacks."

[0982] 4. Emotion Recognition with Emotion Engine:

[0983] The server uses an emotion engine to analyze the user's facial expressions, voice, and input data to recognize their current emotions, such as "joy," "anger," and "sadness."

[0984] 5. Monster Generation:

[0985] The server combines the generated prompt with the recognized emotion data and inputs it into the generation AI to generate the monster's visuals and effects. For example, if the user expresses the emotion "anger," a more aggressive monster design will be generated.

[0986] 6. Submitting Monster Information:

[0987] The server sends the visual data and effect data of the generated monster to the terminal.

[0988] Terminal handling

[0989] 7. Monster placement and effect activation:

[0990] The device displays the received monster information to the user, places them on the field, and plays animations and sound effects.

[0991] 8. Damage Application:

[0992] The device reduces the opponent's life points based on the monster's effect, and the result is displayed on the screen.

[0993] A concrete example of the process

[0994] For example, user A selects "attack command," "fire attribute," and "powerful" and sends it to the server. The server receives this and generates a prompt saying, "A powerful monster that controls fire will attack," which is input to the AI. If the emotion engine recognizes user A's emotion as "anger," the generated monster will be a fire dragon that is more aggressive than usual. As a result, a stronger attack than usual (for example, 100 damage) will be applied to the enemy player. This information is sent to user A's device, and a dragon will appear on the field, an animation of it attacking the enemy player will be displayed, and the enemy player's life will be reduced by 100.

[0995] In this way, by combining the emotion engine, the user's emotional state can affect monster generation, providing a more personalized gaming experience. Users can generate unique monsters based on the cards and emotions they select and enjoy their effects. This allows users to learn the basic principles of generation AI and emotion recognition technology.

[0996] The processing flow will be explained below.

[0997] Step 1:

[0998] The server sends a signal to the terminal informing it that the user's turn has begun.

[0999] Step 2:

[1000] The terminal displays a notification to the user that a turn has started and displays the current hand of cards.

[1001] Step 3:

[1002] The user selects one "instruction" card from their hand and any "condition" or "supplement" cards. For example, they can choose "attack instruction," "fire attribute," or "powerful."

[1003] Step 4:

[1004] The terminal sends the card information (card ID and card text) selected by the user to the server.

[1005] Step 5:

[1006] The server analyzes the received card information, specifically checking the card type ("instruction," "condition," "supplement") and its contents.

[1007] Step 6:

[1008] The server generates a prompt based on the analysis results. This prompt is written in the form of a sentence that is input to the generation AI. For example, "A powerful monster that controls fire attacks."

[1009] Step 7:

[1010] The terminal supplies the user's facial expressions, voice, input data, etc. to the emotion engine and collects the user's emotion data.

[1011] Step 8:

[1012] The emotion engine analyzes the collected data and recognizes the user's emotion. For example, it determines that the user is expressing the emotion "anger."

[1013] Step 9:

[1014] The server combines the prompt and emotion data and inputs it into the AI ​​to generate the monster's visuals and effects. For example, a "Fire Dragon" is generated, and its attack power is strengthened by the user's "Anger" emotion.

[1015] Step 10:

[1016] The server transmits visual data and effect data of the generated monster to the terminal.

[1017] Step 11:

[1018] The device displays the received monster information to the user and places the monster on the field. For example, a fire dragon appears on the field and plays an attack animation.

[1019] Step 12:

[1020] The device reduces the opponent's life points based on the effect of the generated monster. The result is displayed on the screen. For example, an opponent's life points would normally be reduced by 50, but with an enhanced attack, it would be reduced by 100.

[1021] Step 13:

[1022] The server moves the used card to the user's discard pile and updates the user's hand.

[1023] Step 14:

[1024] The server confirms that the user's turn has ended and starts the next player's turn. It then sends a notification to the next player that their turn has started.

[1025] In this way, specific processing is carried out at each step, and the turn-based game progresses, allowing users to generate monsters using the generation AI and emotion engine and enjoy their effects.

[1026] Example 2

[1027] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."

[1028] In conventional turn-based games, it was difficult to provide a game experience that reflected the user's emotions. Furthermore, when generating monsters using AI, there was no mechanism to incorporate the user's emotional data to provide a more personalized game experience. As a result, the impact of the user's choices on the game's development was limited, resulting in low satisfaction in gameplay.

[1029] The specific processing by the specific processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means.

[1030] In this invention, the server includes means for receiving card information selected by a user, means for generating a prompt sentence based on the received card information, artificial intelligence means for generating the visual appearance and effects of a monster using the generated prompt sentence, emotion engine means for recognizing the user's emotion, means for correcting the characteristics of the generated monster based on the emotion engine means, means for transmitting the generated monster information to a user terminal, means for placing the monster on the field and activating its effect, and means for moving used cards to a discard process. This allows for the generation of personalized monsters based on the user's emotion, providing a more advanced gaming experience.

[1031] A "user" is an individual who operates the system to play the game.

[1032] "Card information" is a general term for data such as the type, attributes, and effects of the card selected by the user.

[1033] A "prompt" is an instruction text that is generated based on card information when generating a monster.

[1034] "Artificial intelligence means" refers to AI technology that generates monster visuals and effects based on prompt text.

[1035] The "emotion engine means" is software or hardware that analyzes the user's facial expressions, voice, input data, etc., and recognizes the emotion at that time.

[1036] "Monsters" are characters generated within a turn-based game, with their own visuals and effects.

[1037] The "means for correcting characteristics" is a function that modifies and strengthens the attributes and abilities of the monster to be generated based on the recognized user's emotions.

[1038] "Monster information" is a general term for information including visual data and effect data of the generated monster.

[1039] A "terminal" is an electronic device that a user uses to play a game, and that transmits, receives, and displays information.

[1040] A "field" is a virtual space in a turn-based game where monsters are placed and their effects are exerted.

[1041] "Disposal" is a management measure to make used cards unable to be reused in the game.

[1042] This invention is a system for a turn-based card game that allows users to have fun while learning about generative AI and emotion engine technology. This system is mainly composed of three elements: a server, a terminal, and a user, and operates by combining an emotion engine and a generative AI model.

[1043] Hardware and Software Used

[1044] Emotion engine: Analyzes the user's facial expressions, voice, and input data to recognize their current emotions. Specifically, Affectiva's "Affdex SDK" is used.

[1045] Generative AI model: An artificial intelligence that generates monster visuals and effects based on the card information and emotion data selected by the user. Specifically, OpenAI's "GPT-4" is used.

[1046] Server: Cloud servers such as AWS (Amazon Web Services) are used to perform the central data processing of the game.

[1047] Device: The device that the user uses to play the game, such as a smartphone or tablet.

[1048] Processing flow and specific examples

[1049] User operations

[1050] The user will receive a notification on their device that their turn has begun. Upon receiving the notification, the user will select an "Instruction," "Condition," or "Supplement" card from the cards displayed in their hand. For example, they may select an "Attack Instruction," "Fire Attribute," or "Powerful" card.

[1051] Prompt generation

[1052] The card information selected by the user is sent to the server via the terminal. The server generates a prompt based on this card information. For example, from the card "Attack Instruction," "Fire Attribute," and "Powerful," the prompt generated is "A powerful monster that controls fire attacks."

[1053] Emotion recognition by emotion engine

[1054] The server uses an emotion engine to analyze the user's facial expressions, voice, and input data to recognize their current emotion. For example, if the user's emotion is recognized as "anger," that data is acquired.

[1055] Monster generation

[1056] The server inputs the generated prompt and emotion data into a generative AI model, which generates monsters with a more aggressive design than usual. For example, combining "A powerful monster that controls fire attacks" with emotion data of "rage" generates an aggressive fire dragon.

[1057] Sending and displaying monster information

[1058] The visual and effect data of the generated monsters are sent from the server to the device. The device receives this data and displays it to the user. For example, a fire dragon appears on the field and an attack animation is played.

[1059] Applying Damage

[1060] The device reduces the opponent's life points based on the monster's effect. For example, a Fire Dragon's attack will cause the opponent to take 100 damage, and the results will be displayed on the screen in real time.

[1061] Examples of prompt statements

[1062] An example of a prompt sentence is "Prompt sentence to input into the generation AI: A powerful monster that controls fire attacks." Monsters are generated based on this prompt sentence and combined with the user's emotional data, providing a more personalized gaming experience.

[1063] The above is a specific embodiment for carrying out the invention. With this system, users can create unique monsters that correspond to their emotional state and enjoy their effects. It also allows users to progress through the game while learning the basic principles of generation AI and emotion recognition technology.

[1064] The flow of the identification process in the second embodiment will be described with reference to FIG.

[1065] Step 1:

[1066] The user will receive a notification from the terminal confirming the start of the turn.

[1067] Specific behavior: The user's device will vibrate and a pop-up notification will appear.

[1068] Input: System initiated turn signal

[1069] Output: Notifications displayed on the device

[1070] Step 2:

[1071] The user selects and confirms an "instruction," "condition," or "supplement" card from the cards displayed in their hand.

[1072] Specific actions: Tap a card on the screen to select it, then tap the "Confirm" button.

[1073] Input: User selected card (instruction, condition, supplement)

[1074] Output: Selected card information (card ID and attributes)

[1075] Step 3:

[1076] The terminal collects the information of the selected card and sends it to the server.

[1077] Specific operation: The information from the selection card is packaged into a packet and sent to the server as an HTTP POST request.

[1078] Input: User selected card information

[1079] Output: Card information packet sent to the server

[1080] Step 4:

[1081] The server receives the card information selected by the user and stores it in a database.

[1082] Specific operation: The received card ID is saved in the database using an SQL query.

[1083] Input: Card information sent from the terminal

[1084] Output: Card information stored in the database

[1085] Step 5:

[1086] The server generates a prompt sentence based on the received card information.

[1087] Specific behavior: Combine the card ID and its attribute information to create a text prompt that reads, "A powerful monster that controls fire attacks."

[1088] Input: Card details stored in the database

[1089] Output: Generated prompt statement

[1090] Step 6:

[1091] The server uses an emotion engine to analyze the user's facial expressions, voice, and input data to recognize their current emotions.

[1092] Specific operation: Sends data obtained from the webcam or microphone to the emotion engine and receives emotion data in JSON format.

[1093] Input: Real-time data captured from webcam and microphone

[1094] Output: Recognized emotion data (e.g., "Anger" 0.8)

[1095] Step 7:

[1096] The server inputs the generated prompt sentence and recognized emotion data into a generative AI model to generate the monster's visuals and effects.

[1097] Specific operation: Send a prompt sentence such as "A powerful monster that controls fire attacks" and emotion data to the GPT-4 model, and receive the generated text and visual information.

[1098] Input: Generated prompt sentence, recognized emotion data

[1099] Output: Visual data and effect data of the generated monster

[1100] Step 8:

[1101] The server transmits visual data and effect data of the generated monster to the terminal.

[1102] Specific operation: Visual data (PNG files and 3D models) and effect data (animation instructions and damage values) are returned as an HTTP response.

[1103] Input: Visual data and effect data of the generated monster

[1104] Output: Monster visual data and effect data sent to the device

[1105] Step 9:

[1106] The terminal analyzes the received monster information and displays it to the user.

[1107] What it does: Displays visual data in a field in a user interface and plays animations and sound effects.

[1108] Input: Monster information sent from the server

[1109] Output: Monster display and animation

[1110] Step 10:

[1111] The terminal reduces the opponent player's life points based on the monster's effect.

[1112] Specific operation: Based on the monster's attack effect, the decrease in the opponent's life points is reflected on the screen in real time.

[1113] Input: Monster effect data

[1114] Output: Display of life points lost

[1115] The above are the specific processing steps of this system.

[1116] (Application example 2)

[1117] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."

[1118] In conventional turn-based games, it has been difficult to provide a personalized experience that reflects the user's emotional state, and they have only been able to provide a limited entertainment experience. Furthermore, there has been no system that can utilize emotion recognition technology to dynamically generate content based on the user's emotions. This has resulted in the issue of users being unable to enjoy experiences that elicit deeper emotions.

[1119] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 2 is realized by the following means.

[1120] In this invention, the server includes means for receiving card information selected by the user, means for generating prompts based on the received card information, artificial intelligence means for generating character visuals and effects, means for analyzing the user's facial expressions and voice using an emotion recognition engine to obtain emotional data, and means for incorporating the obtained emotional data into the prompts to personalize the character visuals and story development, thereby enabling dynamic content generation in real time that reflects the user's emotional state.

[1121] "Card information" is identification information that contains instructions, conditions, supplementary information, etc. that the user selects when playing a game.

[1122] A "prompt" is text or instructions generated based on the received card information, and the character's appearance and effects are determined based on the content of the prompt.

[1123] "Artificial Intelligence Methods" means, collectively, machine learning algorithms and other artificial intelligence technologies used to generate character visuals and effects based on card information and prompts.

[1124] "Character information" refers to the visual data of a character generated by artificial intelligence means and information about its effects.

[1125] An "emotion recognition engine" is a technology that analyzes a user's facial expressions and voice to obtain emotional data.

[1126] "Emotion data" is information indicating the user's emotional state (for example, joy, sadness, anger, etc.) acquired by an emotion recognition engine.

[1127] A "user terminal" is a device used by a user to play a game, and includes a smartphone, computer, tablet, etc.

[1128] A "discard pile" is a place for temporarily storing used cards.

[1129] A "field" refers to a part of the virtual space where in-game characters are placed and battles and events take place.

[1130] "Means of activating an effect" refers to the system functions that allow a character to execute specific abilities or skills within the game.

[1131] This invention is a system for providing a personalized gaming experience that reflects the user's emotional state in a turn-based game. The system is mainly composed of three elements: a server, a terminal, and a user.

[1132] Server Roles

[1133] The server receives the card information selected by the user and generates a prompt based on that information. The generated prompt becomes text that forms part of the story, such as, "The protagonist sets out on a new adventure with excitement. Ahead of him lies an unknown world and unknown enemies." The server also uses an emotion recognition engine to analyze the user's facial expressions and voice to obtain emotional data.

[1134] The acquired emotion data is input into a generative AI model, which generates prompts, character visuals, and story developments. For example, if the user's emotion is recognized as "excitement," the story development will become more intense and the character visuals will become more lively. The generated character information is sent to the device.

[1135] Device Role

[1136] The device receives character information sent from the server and places it on the field. For example, an adventure story scene is displayed on the device screen, and the generated character appears with animation. The device also plays sound effects and audio guides, and provides feedback according to the user's emotions.

[1137] User Roles

[1138] When a turn begins, the user receives a notification and selects from the "Instruction," "Condition," and "Addendum" cards displayed in their hand and sends them to the server. Based on this selection, the server generates a prompt and personalizes the character based on emotional data. For example, if the user selects the "Attack Instruction," "Fire Attribute," and "Powerful" card and the emotion is recognized as "Anger," the generated character will be a powerful fire-attribute monster with increased attack power.

[1139] Hardware and software used

[1140] The system requires a user device such as a smartphone or tablet, a camera and microphone for real-time emotion recognition, and a high-performance computer system for running the generative AI model on the server side. Specifically, it utilizes an image processing system using OpenCV, a data analysis program using Python, and a machine learning library such as TensorFlow.

[1141] Specific examples

[1142] As a concrete example of a prompt sentence, the following prompt literature is input into the generative AI model:

[1143] "If the user selects the story "Adventure Story" and the emotion is recognized as "Excited," the prompt text is:

[1144] "The hero sets out on a new adventure, excited to face an unknown world and unknown enemies. The excitement burning deep within him fuels his courage."

[1145] Based on this prompt, story development and character visuals are generated, providing the user with a personalized gaming experience.

[1146] This realizes a system that enables dynamic content generation in real time that reflects the user's emotional state.

[1147] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[1148] Step 1:

[1149] The server receives the card information selected by the user from the terminal, including the information selected by the user from the "Instructions," "Conditions," and "Additional Information" cards.

[1150] Input: Card information selected by the user

[1151] Output: Card details sent to the server

[1152] Step 2:

[1153] The server generates prompts based on the received card information. These prompts contain text and instructions that are input into the generation AI model. For example, based on the card information "Fire attribute," "Powerful," and "Attack instruction," the server generates a prompt such as "A powerful monster that controls fire attacks."

[1154] Input: Card information

[1155] Output: Generated prompt statement

[1156] Step 3:

[1157] The device uses a camera and microphone to capture the user's facial expressions and voice in real time and inputs them into an emotion recognition engine, which then analyzes them to obtain the user's emotional data.

[1158] Input: User facial expression images, voice data

[1159] Output: Obtained emotion data

[1160] Step 4:

[1161] The server then incorporates the acquired emotional data into the prompt generated in the previous step and inputs it into a generative AI model. For example, based on the emotional data of "excitement" and the prompt "a powerful fire-controlling monster attacks," it generates the visual and effect of a vibrant fire monster.

[1162] Input: Emotion data, prompt sentence

[1163] Output: Character visual data and effect data

[1164] Step 5:

[1165] The server transmits the visual data and effect data of the generated character to the user terminal.

[1166] Input: Character visual data, effect data

[1167] Output: Character information sent to the user's device

[1168] Step 6:

[1169] The device then places the received character information on the field and displays visuals and effects. Specifically, the character appears on the device screen, and animations of attacks and skill activation are played.

[1170] Input: Character information

[1171] Output: Characters placed on the field, animations and sound effects

[1172] Step 7:

[1173] At the end of a user's turn, the terminal moves the used card to the discard pile. Once this process is complete, the next user's turn begins.

[1174] Input: Card information used

[1175] Output: Card moved to the discard pile, start of next user's turn

[1176] This process flow enables a personalized turn-based gaming experience that reflects the user's emotional state.

[1177] The specific processing unit 290 transmits the result of the specific processing to the headset type terminal 314. In the headset type terminal 314, the control unit 46A causes the speaker 240 and the display 343 to output the result of the specific processing. The microphone 238 acquires audio indicating a user input regarding the result of the specific processing. The control unit 46A transmits audio data indicating the user input acquired by the microphone 238 to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the audio data.

[1178] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.

[1179] In the above embodiment, an example was given in which the specific processing is performed by the data processing device 12, but the technology of the present disclosure is not limited to this, and the specific processing may be performed by the headset type terminal 314.

[1180] [Fourth embodiment]

[1181] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.

[1182] 7, a data processing system 410 includes a data processing device 12 and a robot 414. An example of the data processing device 12 is a server.

[1183] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).

[1184] The robot 414 includes a computer 36, a microphone 238, a speaker 240, a camera 42, a communication I / F 44, and a control target 443. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The microphone 238, the speaker 240, the camera 42, and the control target 443 are also connected to the bus 52.

[1185] The microphone 238 receives instructions and the like from the user 20 by receiving voice uttered by the user 20. The microphone 238 captures the voice uttered by the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio in accordance with instructions from the processor 46.

[1186] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the surroundings of user 20 (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).

[1187] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.

[1188] The control object 443 includes a display device, LEDs in the eyes, and motors for driving the arms, hands, and feet. The posture and gestures of the robot 414 are controlled by controlling the motors of the arms, hands, and feet. Some of the emotions of the robot 414 can be expressed by controlling these motors. In addition, the facial expressions of the robot 414 can also be expressed by controlling the light emission state of the LEDs in the eyes of the robot 414.

[1189] Fig. 8 shows an example of the main functions of the data processing device 12 and the robot 414. As shown in Fig. 8, in the data processing device 12, a specific process is performed by the processor 28. A specific process program 56 is stored in the storage 32.

[1190] The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.

[1191] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.

[1192] In the robot 414, the processor 46 performs the reception output process. A reception output program 60 is stored in the storage 50. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.

[1193] Next, a description will be given of the specific processing performed by the specific processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."

[1194] This invention provides a system that allows users to have fun while learning about AI generation techniques in a turn-based card game application. This system is mainly composed of three elements: a server, a terminal, and a user.

[1195] User operations

[1196] 1. User's turn begins:

[1197] The user will receive a notification on their device that their turn has begun. From the cards displayed in their hand, they will select an "instruction" card and any "condition" or "supplement" cards.

[1198] 2. Select and send a card:

[1199] The user selects a card such as "Attack Instruction," "Fire Attribute," or "Powerful," and this selection is sent to the server via the terminal.

[1200] Server Processing

[1201] 3. Receiving card information and generating prompts:

[1202] The server receives the card information selected by the user. Based on the received card information, it generates a prompt to input to the generation AI. For example, if the card is "attack instruction," "fire attribute," and "powerful," the server generates text such as "A powerful monster that controls fire attacks."

[1203] 4. Monster Generation:

[1204] The server inputs prompts into the generation AI to generate the monster's visuals and effects. Based on the generated data, for example, a giant fire-controlling dragon and its effect (50 damage to enemy players) are determined.

[1205] 5. Submitting Monster Information:

[1206] The server sends the visual and effect information of the generated monster to the user's device.

[1207] Terminal handling

[1208] 6. Monster placement and effect activation:

[1209] The device displays the received monster information to the user and places it on the field. The generated dragon appears and the corresponding animation is played.

[1210] 7. Damage Application:

[1211] The terminal will display the effect of the dragon reducing the enemy player's life by 50.

[1212] A concrete example of this sequence:

[1213] For example, User A selects "Attack command," "Fire attribute," and "Powerful" and sends it to the server. The server receives this, generates a prompt saying, "A powerful monster that controls fire will attack," and inputs it into the AI. The generated monster is a giant fire dragon, whose effect is to inflict 50 damage on the enemy player. This information is sent to User A's device, and an animation of the dragon appearing on the field and attacking the enemy player is displayed, reducing the enemy player's life by 50.

[1214] In this way, users can create unique monsters using cards of their choice, enjoy their effects, and learn the basic principles of AI generation. This system is a powerful tool for learning AI generation effectively and enjoyably through games.

[1215] The processing flow will be explained below.

[1216] Step 1:

[1217] The server sends a signal to the terminal informing it that the user's turn has begun.

[1218] Step 2:

[1219] The terminal displays a notification to the user that a turn has started and displays the current hand of cards.

[1220] Step 3:

[1221] The user selects one "instruction" card and any "condition" or "supplement" cards from their hand.

[1222] Step 4:

[1223] The terminal sends the card information (card ID and card text) selected by the user to the server.

[1224] Step 5:

[1225] The server analyzes the received card information, specifically checking the card type ("instruction," "condition," "supplement") and its contents.

[1226] Step 6:

[1227] The server generates a prompt based on the analysis results, which is written in sentence format and input to the generation AI.

[1228] Step 7:

[1229] The server inputs the generated prompts into the generation AI to generate the monster's visuals and effects. For example, a prompt such as "A powerful monster that controls fire attacks" generates a fire dragon.

[1230] Step 8:

[1231] The server transmits visual data and effect data of the generated monster to the terminal.

[1232] Step 9:

[1233] The device displays the received monster information to the user, places the monster on the field, and plays animations and sound effects.

[1234] Step 10:

[1235] The device reduces the opponent's life points based on the effect of the monster created, and the result is displayed on the screen.

[1236] Step 11:

[1237] The server moves the used card to the user's discard pile and updates the user's hand.

[1238] Step 12:

[1239] The server confirms that the user's turn has ended and starts the next player's turn. It then sends a notification to the next player that their turn has started.

[1240] In this way, specific processing is performed at each step, and the turn-based game progresses, allowing users to utilize the generation AI to generate monsters and enjoy their effects.

[1241] Example 1

[1242] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."

[1243] There is a need for a system that efficiently and creatively processes user-selected card information in turn-based games. In particular, there is a need for an effective method to utilize generative AI technology to provide a unique gameplay experience. There is also a need for a system that allows users to easily manage card information and receive interactive feedback in real time.

[1244] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.

[1245] In this invention, the server includes means for receiving card information selected by the user, means for generating a prompt sentence based on the received card information, and artificial intelligence means for generating the visual appearance and effects of a monster using the generated prompt sentence, thereby enabling unique monsters to be generated in real time based on the cards selected by the user and their effects to be immediately reflected in the game.

[1246] "User" refers to an individual or entity that uses the system to play a turn-based card game.

[1247] A "turn-based game" refers to a game in which players take turns taking actions.

[1248] "Card information" refers to information written on a card in the game selected by the user, and includes information that falls into any of the categories of "instructions," "conditions," and "supplements."

[1249] "Prompt sentence" refers to the sentence input to the generation AI based on the card information selected by the user.

[1250] "Generative AI means" refers to artificial intelligence technology that analyzes prompt text and generates monster visuals and their effects based on it.

[1251] "Monster information" refers to the visual data of the monster generated by the generation AI means and information about its effects.

[1252] "User terminal" refers to an electronic device used by a user to play a game.

[1253] "Field" refers to the area or screen where monsters are placed in the game.

[1254] "Effect" refers to the specific actions or influences that the generated monsters exert in the game.

[1255] "Discard" refers to the place in the game where played cards are stored, either temporarily or permanently.

[1256] This invention provides a system that allows users to have fun while learning about AI generation techniques in a turn-based card game application. This system is mainly composed of three elements: a server, a terminal, and a user.

[1257] User operations

[1258] The user receives a notification on their device that their turn has begun, and then selects an "instruction" card and any "condition" or "supplement" cards from the cards displayed in their hand. For example, they can choose cards such as "attack instruction," "fire attribute," or "powerful," and send them to the server via their device.

[1259] Server Processing

[1260] The server receives the card information selected by the user. Based on the received card information, it generates a prompt to input into the generative AI model. As a specific example, if the card information received is "attack instruction," "fire attribute," and "powerful," it generates the prompt "A powerful monster that controls fire attacks." The generated prompt is input into a generative AI model (e.g., OpenAI's GPT-3) to generate the monster's visual appearance and effect. For example, a giant dragon that controls fire and its effect (50 damage to the enemy player) are generated. The generated monster's visual data and effect information are sent to the user's device.

[1261] Terminal handling

[1262] The device analyzes the monster information received from the server and displays it on the user interface. When a monster is placed on the field, a corresponding animation is played on the device. Through this animation, the user can visually confirm the monster's appearance and attack actions. The device then updates the in-game state based on the effects of the generated monster, for example, applying the dragon effect to reduce the enemy player's life by 50.

[1263] Specific examples

[1264] For example, User A selects a card with "Attack Instruction," "Fire Attribute," and "Powerful" and sends it to the server. The server receives this information, generates a prompt statement saying, "A powerful monster that controls fire attacks," and inputs it into the generation AI model. The generated monster is a giant fire dragon, whose effect is to inflict 50 damage on the enemy player. This monster information is sent to User A's device, and an animation of the dragon appearing on the field and attacking the enemy player is displayed. As a result, the enemy player's life points are reduced by 50.

[1265] Using this system, users can create unique monsters using cards of their own choosing, enjoy their effects, and learn the basic principles of AI generation. This system is a powerful tool for learning AI generation effectively and enjoyably through games.

[1266] The flow of the identification process in the first embodiment will be described with reference to FIG.

[1267] Step 1: Start of the turn

[1268] The user will receive a notification on their device that their turn has begun. The device will then display a notification and present the user with cards to choose from.

[1269] Input: Turn information in the system

[1270] Output: Notifies the user that a turn has started and presents them with a card to choose from.

[1271] Step 2: Select a card

[1272] The user selects an "instruction," "condition," or "supplement" card from the cards displayed in their hand. For example, they can select "attack instruction," "fire attribute," or "powerful."

[1273] Input: Card information selected by the user

[1274] Output: Selected card information

[1275] Step 3: Submit your card details

[1276] The terminal transmits the card information selected by the user to the server.

[1277] Input: Selected card information

[1278] Output: Sending card information to the server

[1279] Step 4: Receiving card details and generating prompts

[1280] The server receives and analyzes the card information sent by the user. It then generates a prompt to input into the generation AI model. For example, if the card information received is "attack command," "fire attribute," and "powerful," it generates the prompt "A powerful monster that controls fire will attack."

[1281] Input: Card details received from the user

[1282] Data processing: Analyzing received card information and generating prompts

[1283] Output: Generated prompt statement

[1284] Step 5: Monster Creation

[1285] The server inputs the generated prompts into a generative AI model to generate the monster's visuals and effects, such as a giant fire-controlling dragon with an effect that "deals 50 damage to the enemy player."

[1286] Input: Generated prompt statement

[1287] Data calculation: Generative AI model generates monster visual data and effects

[1288] Output: Visual data and effects of the generated monster

[1289] Step 6: Submit monster information

[1290] The server transmits visual data and effect information of the generated monster to the user's terminal.

[1291] Input: Visual data and effects of the generated monster

[1292] Output: Sending monster information to the user's device

[1293] Step 7: Place monsters and activate their effects

[1294] The device analyzes the monster information received from the server and displays it on the user interface. The device then places the received monster visual data on the field and plays the corresponding animation. For example, a dragon appears on the field and an attack animation is displayed.

[1295] Input: Monster information received from the server

[1296] Data processing: Analysis of monster information and animation generation for display

[1297] Output: Visual representation of monster placement and attack animations

[1298] Step 8: Applying Damage

[1299] The device updates the in-game state based on the effects of the generated monsters. For example, applying a dragon's attack effect reduces the enemy player's life by 50. The decrease in life is displayed in real time.

[1300] Input: Monster effect

[1301] Data calculation: Update life points in the game

[1302] Output: Shows the updated life points.

[1303] Step 9: Manage your cards

[1304] The terminal moves the card used by the user to the discard pile, thereby ensuring proper management of used cards.

[1305] Input: Used card information

[1306] Data processing: Managing used cards and moving them to the discard pile

[1307] Output: Updated card deck status display

[1308] (Application example 1)

[1309] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."

[1310] In conventional turn-based games, only fixed characters and effects are generated based on the user's selection of specific cards, and the content corresponding to each generated result is almost the same, resulting in a lack of variety in gameplay and a creative experience. Furthermore, there are few opportunities for users to learn about generative AI technology in the process of generating a story. Therefore, there is a need for the development of a new system that allows users to learn about generative AI technology while having fun through the game.

[1311] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.

[1312] In this invention, the server includes means for receiving card information selected by a user, means for generating a prompt based on the received card information, artificial intelligence means for generating entity visuals and effects using the generated prompt, means for transmitting the generated entity information to a user terminal, means for placing the entity on the field and activating its effect, means for moving the used card to the discard pile, means for generating a story based on characters, settings, and story development selected by the user, and means for displaying the generated story on the user terminal. This allows users to not only enjoy gameplay but also to learn about AI generation techniques and have a creative story experience.

[1313] A "turn-based game" is a game in which multiple players take turns taking actions, and when one player finishes their action, the next player begins their action.

[1314] "Card information" is information about a card selected by a user in a game, and includes elements such as "instructions," "conditions," and "supplements."

[1315] A "prompt" is textual information input to a generation AI to identify or guide the content to be generated (e.g., entity visuals or effects).

[1316] "Entity visuals" are visual images and animations of characters and monsters created by the generative AI.

[1317] An "effect" indicates a specific ability or role that an entity has in the game, such as damage to enemy players or special actions.

[1318] "Artificial Intelligence Means" refers to technological means that utilize generative AI to generate content based on specific prompts.

[1319] A "user terminal" is a device used by a user to play a game, and includes a smartphone, tablet, etc.

[1320] "Place on the field" means to make an entity appear or place it at a specific location in the game.

[1321] The "discard" is the location or grouping in the game where played cards are moved.

[1322] A "character" is a character or entity that the user controls or follows in the game.

[1323] "Setting" is the elements that define the background or environment of the game, and influence the story and the behavior of entities.

[1324] "Story development" refers to the direction or sequence of events in a game's narrative.

[1325] "Generative AI" is an artificial intelligence technology that uses user-provided prompts as input to generate unique content.

[1326] A "narrative generator" is a technical system for generating a sequence of events or a storyline based on user-selected elements.

[1327] This invention is a system for generating unique entities and stories using AI technology based on card information selected by a user in a turn-based game. A specific embodiment of this system will be described using an application installed on a smartphone as an example.

[1328] First, the user starts the game through a smartphone application. The user is notified that their turn has begun and selects "Character," "Setting," and "Story Development" cards from the cards displayed in their hand. For example, if the user selects "Hero," "Fantasy World," and "Battle with a Dragon," this card information is sent from the user's device to the server.

[1329] The server generates a prompt to input to the generation AI based on the received card information. This prompt is in the following text format:

[1330] Character: Hero

[1331] Setting: Fantasy world

[1332] Storyline: Battle with the Dragon

[1333] Generate a story

[1334] Based on these prompts, the AI ​​generates relevant stories, including scenes in which the hero fights a dragon or discovers a special magical sword. The server then sends the generated stories to the user's device, where they can view them on their smartphone.

[1335] The system's hardware includes a smartphone or tablet operated by the user and a server that hosts the generative AI. The software used includes the OpenAI API, which provides the generative AI technology, and an application that builds the user interface.

[1336] The visuals of the generated stories and entities are displayed as intuitive and easy-to-understand animations on the user's device, allowing users to enjoy the game while learning about the generative AI technology.In addition, users can generate different stories and entities by combining various cards, increasing the variety of gameplay.

[1337] In this way, users can enjoy a creative narrative experience using generative AI technology through a turn-based game, and as a result, they can naturally learn the basic principles of generative AI.

[1338] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[1339] Step 1:

[1340] A user starts a turn-based game through a smartphone application. When the user's turn begins, the user selects a "character," "setting," or "story development" card from the cards in hand. This selection information is sent from the user's device to the server. The input is the card information selected by the user, and the output is sending this information to the server.

[1341] Step 2:

[1342] The server generates a prompt based on the card information received from the user (e.g., "Hero," "Fantasy World," "Battle with Dragons") The generated prompt has the following format:

[1343] Character: Hero

[1344] Setting: Fantasy world

[1345] Storyline: Battle with the Dragon

[1346] Generate a story

[1347] The input is the card information submitted by the user, and the output is the generated prompt text.

[1348] Step 3:

[1349] The server uses the generated prompts to feed data to a generative AI model, which then generates a story based on the prompts. The input is the generated prompt sentence, and the output is the generated story.

[1350] Step 4:

[1351] The server receives the generated story and sends it to the user device. The input is the story obtained from the generative AI model, and the output is the story sent to the user device.

[1352] Step 5:

[1353] The user device displays the story received from the server. This is presented to the user in text format and at the same time, it is visually expressed using visual effects. The input is the story information sent from the server, and the output is the story displayed on the user's smartphone screen.

[1354] Step 6:

[1355] The user reads the story generated by the AI ​​and enjoys the story development, which makes the user wait until a new turn begins. The input is the displayed story, and the output is the user's game experience and learning effect.

[1356] This system allows users to learn the basic principles of generative AI while having fun playing a turn-based game. It also increases the replayability of the game, as different stories are generated depending on the combination of cards selected.

[1357] Furthermore, an emotion engine that estimates the user's emotion may be further combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59, and perform identification processing using the user's emotion.

[1358] This invention provides a system that allows users to have fun while learning about the technology of generative AI and emotion engines in a turn-based card game application. This system is mainly composed of three elements: a server, a terminal, and a user, and is further combined with an emotion engine.

[1359] User operations

[1360] 1. User's turn begins:

[1361] The user will receive a notification on their device that their turn has begun. From the cards displayed in their hand, they will select an "instruction" card and any "condition" or "supplement" cards.

[1362] 2. Select and send a card:

[1363] The user selects a card such as "Attack Instruction," "Fire Attribute," or "Powerful," and this selection is sent to the server via the terminal.

[1364] Server Processing

[1365] 3. Receiving card information and generating prompts:

[1366] The server receives the card information selected by the user. Based on the received card information, it generates a prompt. For example, if the card is "Attack command," "Fire attribute," and "Powerful," the server generates text such as "A powerful monster that controls fire attacks."

[1367] 4. Emotion Recognition with Emotion Engine:

[1368] The server uses an emotion engine to analyze the user's facial expressions, voice, and input data to recognize their current emotions, such as "joy," "anger," and "sadness."

[1369] 5. Monster Generation:

[1370] The server combines the generated prompt with the recognized emotion data and inputs it into the generation AI to generate the monster's visuals and effects. For example, if the user expresses the emotion "anger," a more aggressive monster design will be generated.

[1371] 6. Submitting Monster Information:

[1372] The server sends the visual data and effect data of the generated monster to the terminal.

[1373] Terminal handling

[1374] 7. Monster placement and effect activation:

[1375] The device displays the received monster information to the user, places them on the field, and plays animations and sound effects.

[1376] 8. Damage Application:

[1377] The device reduces the opponent's life points based on the monster's effect, and the result is displayed on the screen.

[1378] A concrete example of the process

[1379] For example, user A selects "attack command," "fire attribute," and "powerful" and sends it to the server. The server receives this and generates a prompt saying, "A powerful monster that controls fire will attack," which is input to the AI. If the emotion engine recognizes user A's emotion as "anger," the generated monster will be a fire dragon that is more aggressive than usual. As a result, a stronger attack than usual (for example, 100 damage) will be applied to the enemy player. This information is sent to user A's device, and a dragon will appear on the field, an animation of it attacking the enemy player will be displayed, and the enemy player's life will be reduced by 100.

[1380] In this way, by combining the emotion engine, the user's emotional state can affect monster generation, providing a more personalized gaming experience. Users can generate unique monsters based on the cards and emotions they select and enjoy their effects. This allows users to learn the basic principles of generation AI and emotion recognition technology.

[1381] The processing flow will be explained below.

[1382] Step 1:

[1383] The server sends a signal to the terminal informing it that the user's turn has begun.

[1384] Step 2:

[1385] The terminal displays a notification to the user that a turn has started and displays the current hand of cards.

[1386] Step 3:

[1387] The user selects one "instruction" card from their hand and any "condition" or "supplement" cards. For example, they can choose "attack instruction," "fire attribute," or "powerful."

[1388] Step 4:

[1389] The terminal sends the card information (card ID and card text) selected by the user to the server.

[1390] Step 5:

[1391] The server analyzes the received card information, specifically checking the card type ("instruction," "condition," "supplement") and its contents.

[1392] Step 6:

[1393] The server generates a prompt based on the analysis results. This prompt is written in the form of a sentence that is input to the generation AI. For example, "A powerful monster that controls fire attacks."

[1394] Step 7:

[1395] The terminal supplies the user's facial expressions, voice, input data, etc. to the emotion engine and collects the user's emotion data.

[1396] Step 8:

[1397] The emotion engine analyzes the collected data and recognizes the user's emotion. For example, it determines that the user is expressing the emotion "anger."

[1398] Step 9:

[1399] The server combines the prompt and emotion data and inputs it into the AI ​​to generate the monster's visuals and effects. For example, a "Fire Dragon" is generated, and its attack power is strengthened by the user's "Anger" emotion.

[1400] Step 10:

[1401] The server transmits visual data and effect data of the generated monster to the terminal.

[1402] Step 11:

[1403] The device displays the received monster information to the user and places the monster on the field. For example, a fire dragon appears on the field and plays an attack animation.

[1404] Step 12:

[1405] The device reduces the opponent's life points based on the effect of the generated monster. The result is displayed on the screen. For example, an opponent's life points would normally be reduced by 50, but with an enhanced attack, it would be reduced by 100.

[1406] Step 13:

[1407] The server moves the used card to the user's discard pile and updates the user's hand.

[1408] Step 14:

[1409] The server confirms that the user's turn has ended and starts the next player's turn. It then sends a notification to the next player that their turn has started.

[1410] In this way, specific processing is carried out at each step, and the turn-based game progresses, allowing users to generate monsters using the generation AI and emotion engine and enjoy their effects.

[1411] Example 2

[1412] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."

[1413] In conventional turn-based games, it was difficult to provide a game experience that reflected the user's emotions. Furthermore, when generating monsters using AI, there was no mechanism to incorporate the user's emotional data to provide a more personalized game experience. As a result, the impact of the user's choices on the game's development was limited, resulting in low satisfaction in gameplay.

[1414] The specific processing by the specific processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means.

[1415] In this invention, the server includes means for receiving card information selected by a user, means for generating a prompt sentence based on the received card information, artificial intelligence means for generating the visual appearance and effects of a monster using the generated prompt sentence, emotion engine means for recognizing the user's emotion, means for correcting the characteristics of the generated monster based on the emotion engine means, means for transmitting the generated monster information to a user terminal, means for placing the monster on the field and activating its effect, and means for moving used cards to a discard process. This allows for the generation of personalized monsters based on the user's emotion, providing a more advanced gaming experience.

[1416] A "user" is an individual who operates the system to play the game.

[1417] "Card information" is a general term for data such as the type, attributes, and effects of the card selected by the user.

[1418] A "prompt" is an instruction text that is generated based on card information when generating a monster.

[1419] "Artificial intelligence means" refers to AI technology that generates monster visuals and effects based on prompt text.

[1420] The "emotion engine means" is software or hardware that analyzes the user's facial expressions, voice, input data, etc., and recognizes the emotion at that time.

[1421] "Monsters" are characters generated within a turn-based game, with their own visuals and effects.

[1422] The "means for correcting characteristics" is a function that modifies and strengthens the attributes and abilities of the monster to be generated based on the recognized user's emotions.

[1423] "Monster information" is a general term for information including visual data and effect data of the generated monster.

[1424] A "terminal" is an electronic device that a user uses to play a game, and that transmits, receives, and displays information.

[1425] A "field" is a virtual space in a turn-based game where monsters are placed and their effects are exerted.

[1426] "Disposal" is a management measure to make used cards unable to be reused in the game.

[1427] This invention is a system for a turn-based card game that allows users to have fun while learning about generative AI and emotion engine technology. This system is mainly composed of three elements: a server, a terminal, and a user, and operates by combining an emotion engine and a generative AI model.

[1428] Hardware and Software Used

[1429] Emotion engine: Analyzes the user's facial expressions, voice, and input data to recognize their current emotions. Specifically, Affectiva's "Affdex SDK" is used.

[1430] Generative AI model: An artificial intelligence that generates monster visuals and effects based on the card information and emotion data selected by the user. Specifically, OpenAI's "GPT-4" is used.

[1431] Server: Cloud servers such as AWS (Amazon Web Services) are used to perform the central data processing of the game.

[1432] Device: The device that the user uses to play the game, such as a smartphone or tablet.

[1433] Processing flow and specific examples

[1434] User operations

[1435] The user will receive a notification on their device that their turn has begun. Upon receiving the notification, the user will select an "Instruction," "Condition," or "Supplement" card from the cards displayed in their hand. For example, they may select an "Attack Instruction," "Fire Attribute," or "Powerful" card.

[1436] Prompt generation

[1437] The card information selected by the user is sent to the server via the terminal. The server generates a prompt based on this card information. For example, from the card "Attack Instruction," "Fire Attribute," and "Powerful," the prompt generated is "A powerful monster that controls fire attacks."

[1438] Emotion recognition by emotion engine

[1439] The server uses an emotion engine to analyze the user's facial expressions, voice, and input data to recognize their current emotion. For example, if the user's emotion is recognized as "anger," that data is acquired.

[1440] Monster generation

[1441] The server inputs the generated prompt and emotion data into a generative AI model, which generates monsters with a more aggressive design than usual. For example, combining "A powerful monster that controls fire attacks" with emotion data of "rage" generates an aggressive fire dragon.

[1442] Sending and displaying monster information

[1443] The visual and effect data of the generated monsters are sent from the server to the device. The device receives this data and displays it to the user. For example, a fire dragon appears on the field and an attack animation is played.

[1444] Applying Damage

[1445] The device reduces the opponent's life points based on the monster's effect. For example, a Fire Dragon's attack will cause the opponent to take 100 damage, and the results will be displayed on the screen in real time.

[1446] Examples of prompt statements

[1447] An example of a prompt sentence is "Prompt sentence to input into the generation AI: A powerful monster that controls fire attacks." Monsters are generated based on this prompt sentence and combined with the user's emotional data, providing a more personalized gaming experience.

[1448] The above is a specific embodiment for carrying out the invention. With this system, users can create unique monsters that correspond to their emotional state and enjoy their effects. It also allows users to progress through the game while learning the basic principles of generation AI and emotion recognition technology.

[1449] The flow of the identification process in the second embodiment will be described with reference to FIG.

[1450] Step 1:

[1451] The user will receive a notification from the terminal confirming the start of the turn.

[1452] Specific behavior: The user's device will vibrate and a pop-up notification will appear.

[1453] Input: System initiated turn signal

[1454] Output: Notifications displayed on the device

[1455] Step 2:

[1456] The user selects and confirms an "instruction," "condition," or "supplement" card from the cards displayed in their hand.

[1457] Specific actions: Tap a card on the screen to select it, then tap the "Confirm" button.

[1458] Input: User selected card (instruction, condition, supplement)

[1459] Output: Selected card information (card ID and attributes)

[1460] Step 3:

[1461] The terminal collects the information of the selected card and sends it to the server.

[1462] Specific operation: The information from the selection card is packaged into a packet and sent to the server as an HTTP POST request.

[1463] Input: User selected card information

[1464] Output: Card information packet sent to the server

[1465] Step 4:

[1466] The server receives the card information selected by the user and stores it in a database.

[1467] Specific operation: The received card ID is saved in the database using an SQL query.

[1468] Input: Card information sent from the terminal

[1469] Output: Card information stored in the database

[1470] Step 5:

[1471] The server generates a prompt sentence based on the received card information.

[1472] Specific behavior: Combine the card ID and its attribute information to create a text prompt that reads, "A powerful monster that controls fire attacks."

[1473] Input: Card details stored in the database

[1474] Output: Generated prompt statement

[1475] Step 6:

[1476] The server uses an emotion engine to analyze the user's facial expressions, voice, and input data to recognize their current emotions.

[1477] Specific operation: Sends data obtained from the webcam or microphone to the emotion engine and receives emotion data in JSON format.

[1478] Input: Real-time data captured from webcam and microphone

[1479] Output: Recognized emotion data (e.g., "Anger" 0.8)

[1480] Step 7:

[1481] The server inputs the generated prompt sentence and recognized emotion data into a generative AI model to generate the monster's visuals and effects.

[1482] Specific operation: Send a prompt sentence such as "A powerful monster that controls fire attacks" and emotion data to the GPT-4 model, and receive the generated text and visual information.

[1483] Input: Generated prompt sentence, recognized emotion data

[1484] Output: Visual data and effect data of the generated monster

[1485] Step 8:

[1486] The server transmits visual data and effect data of the generated monster to the terminal.

[1487] Specific operation: Visual data (PNG files and 3D models) and effect data (animation instructions and damage values) are returned as an HTTP response.

[1488] Input: Visual data and effect data of the generated monster

[1489] Output: Monster visual data and effect data sent to the device

[1490] Step 9:

[1491] The terminal analyzes the received monster information and displays it to the user.

[1492] What it does: Displays visual data in a field in a user interface and plays animations and sound effects.

[1493] Input: Monster information sent from the server

[1494] Output: Monster display and animation

[1495] Step 10:

[1496] The terminal reduces the opponent player's life points based on the monster's effect.

[1497] Specific operation: Based on the monster's attack effect, the decrease in the opponent's life points is reflected on the screen in real time.

[1498] Input: Monster effect data

[1499] Output: Display of life points lost

[1500] The above are the specific processing steps of this system.

[1501] (Application example 2)

[1502] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."

[1503] In conventional turn-based games, it has been difficult to provide a personalized experience that reflects the user's emotional state, and they have only been able to provide a limited entertainment experience. Furthermore, there has been no system that can utilize emotion recognition technology to dynamically generate content based on the user's emotions. This has resulted in the issue of users being unable to enjoy experiences that elicit deeper emotions.

[1504] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 2 is realized by the following means.

[1505] In this invention, the server includes means for receiving card information selected by the user, means for generating prompts based on the received card information, artificial intelligence means for generating character visuals and effects, means for analyzing the user's facial expressions and voice using an emotion recognition engine to obtain emotional data, and means for incorporating the obtained emotional data into the prompts to personalize the character visuals and story development, thereby enabling dynamic content generation in real time that reflects the user's emotional state.

[1506] "Card information" is identification information that contains instructions, conditions, supplementary information, etc. that the user selects when playing a game.

[1507] A "prompt" is text or instructions generated based on the received card information, and the character's appearance and effects are determined based on the content of the prompt.

[1508] "Artificial Intelligence Methods" means, collectively, machine learning algorithms and other artificial intelligence technologies used to generate character visuals and effects based on card information and prompts.

[1509] "Character information" refers to the visual data of a character generated by artificial intelligence means and information about its effects.

[1510] An "emotion recognition engine" is a technology that analyzes a user's facial expressions and voice to obtain emotional data.

[1511] "Emotion data" is information indicating the user's emotional state (for example, joy, sadness, anger, etc.) acquired by an emotion recognition engine.

[1512] A "user terminal" is a device used by a user to play a game, and includes a smartphone, computer, tablet, etc.

[1513] A "discard pile" is a place for temporarily storing used cards.

[1514] A "field" refers to a part of the virtual space where in-game characters are placed and battles and events take place.

[1515] "Means of activating an effect" refers to the system functions that allow a character to execute specific abilities or skills within the game.

[1516] This invention is a system for providing a personalized gaming experience that reflects the user's emotional state in a turn-based game. The system is mainly composed of three elements: a server, a terminal, and a user.

[1517] Server Roles

[1518] The server receives the card information selected by the user and generates a prompt based on that information. The generated prompt becomes text that forms part of the story, such as, "The protagonist sets out on a new adventure with excitement. Ahead of him lies an unknown world and unknown enemies." The server also uses an emotion recognition engine to analyze the user's facial expressions and voice to obtain emotional data.

[1519] The acquired emotion data is input into a generative AI model, which generates prompts, character visuals, and story developments. For example, if the user's emotion is recognized as "excitement," the story development will become more intense and the character visuals will become more lively. The generated character information is sent to the device.

[1520] Device Role

[1521] The device receives character information sent from the server and places it on the field. For example, an adventure story scene is displayed on the device screen, and the generated character appears with animation. The device also plays sound effects and audio guides, and provides feedback according to the user's emotions.

[1522] User Roles

[1523] When a turn begins, the user receives a notification and selects from the "Instruction," "Condition," and "Addendum" cards displayed in their hand and sends them to the server. Based on this selection, the server generates a prompt and personalizes the character based on emotional data. For example, if the user selects the "Attack Instruction," "Fire Attribute," and "Powerful" card and the emotion is recognized as "Anger," the generated character will be a powerful fire-attribute monster with increased attack power.

[1524] Hardware and software used

[1525] The system requires a user device such as a smartphone or tablet, a camera and microphone for real-time emotion recognition, and a high-performance computer system for running the generative AI model on the server side. Specifically, it utilizes an image processing system using OpenCV, a data analysis program using Python, and a machine learning library such as TensorFlow.

[1526] Specific examples

[1527] As a concrete example of a prompt sentence, the following prompt literature is input into the generative AI model:

[1528] "If the user selects the story "Adventure Story" and the emotion is recognized as "Excited," the prompt text is:

[1529] "The hero sets out on a new adventure, excited to face an unknown world and unknown enemies. The excitement burning deep within him fuels his courage."

[1530] Based on this prompt, story development and character visuals are generated, providing the user with a personalized gaming experience.

[1531] This realizes a system that enables dynamic content generation in real time that reflects the user's emotional state.

[1532] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[1533] Step 1:

[1534] The server receives the card information selected by the user from the terminal, including the information selected by the user from the "Instructions," "Conditions," and "Additional Information" cards.

[1535] Input: Card information selected by the user

[1536] Output: Card details sent to the server

[1537] Step 2:

[1538] The server generates prompts based on the received card information. These prompts contain text and instructions that are input into the generation AI model. For example, based on the card information "Fire attribute," "Powerful," and "Attack instruction," the server generates a prompt such as "A powerful monster that controls fire attacks."

[1539] Input: Card information

[1540] Output: Generated prompt statement

[1541] Step 3:

[1542] The device uses a camera and microphone to capture the user's facial expressions and voice in real time and inputs them into an emotion recognition engine, which then analyzes them to obtain the user's emotional data.

[1543] Input: User facial expression images, voice data

[1544] Output: Obtained emotion data

[1545] Step 4:

[1546] The server then incorporates the acquired emotional data into the prompt generated in the previous step and inputs it into a generative AI model. For example, based on the emotional data of "excitement" and the prompt "a powerful fire-controlling monster attacks," it generates the visual and effect of a vibrant fire monster.

[1547] Input: Emotion data, prompt sentence

[1548] Output: Character visual data and effect data

[1549] Step 5:

[1550] The server transmits the visual data and effect data of the generated character to the user terminal.

[1551] Input: Character visual data, effect data

[1552] Output: Character information sent to the user's device

[1553] Step 6:

[1554] The device then places the received character information on the field and displays visuals and effects. Specifically, the character appears on the device screen, and animations of attacks and skill activation are played.

[1555] Input: Character information

[1556] Output: Characters placed on the field, animations and sound effects

[1557] Step 7:

[1558] At the end of a user's turn, the terminal moves the used card to the discard pile. Once this process is complete, the next user's turn begins.

[1559] Input: Card information used

[1560] Output: Card moved to the discard pile, start of next user's turn

[1561] This process flow enables a personalized turn-based gaming experience that reflects the user's emotional state.

[1562] The specific processing unit 290 transmits the result of the specific processing to the robot 414. In the robot 414, the control unit 46A causes the speaker 240 and the control target 443 to output the result of the specific processing. The microphone 238 acquires voice indicating a user input regarding the result of the specific processing. The control unit 46A transmits voice data indicating the user input acquired by the microphone 238 to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the voice data.

[1563] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.

[1564] In the above embodiment, an example was given in which the specific processing is performed by the data processing device 12, but the technology of the present disclosure is not limited to this, and the specific processing may be performed by the robot 414.

[1565] The emotion identification model 59 as an emotion engine may determine the user's emotion according to a specific mapping. Specifically, the emotion identification model 59 may determine the user's emotion according to an emotion map (see FIG. 9), which is a specific mapping. Similarly, the emotion identification model 59 may determine the robot's emotion, and the identification processing unit 290 may perform identification processing using the robot's emotion.

[1566] FIG. 9 is a diagram illustrating an emotion map 400 on which multiple emotions are mapped. In the emotion map 400, emotions are arranged in concentric circles radiating from the center. Emotions closer to the center of the concentric circles are more primitive. Emotions representing states and actions arising from a state of mind are arranged on the outer edges of the concentric circles. The concept of emotion includes both affect and mental states. Emotions generally generated from reactions occurring in the brain are arranged on the left side of the concentric circles. Emotions generally induced by situational judgment are arranged on the right side of the concentric circles. Emotions generally generated from reactions occurring in the brain and induced by situational judgment are arranged on the upper and lower sides of the concentric circles. Furthermore, the emotion of "pleasure" is arranged on the upper side of the concentric circles, and the emotion of "discomfort" is arranged on the lower side. In this way, in the emotion map 400, multiple emotions are mapped based on the structure by which emotions are generated, and emotions that tend to occur simultaneously are mapped close to each other.

[1567] These emotions are distributed in the 3 o'clock direction on emotion map 400, and typically fluctuate between relief and anxiety. In the right half of emotion map 400, situational awareness dominates over internal sensations, resulting in a sense of calm.

[1568] The inside of emotion map 400 represents what is going on in the mind, and the outside of emotion map 400 represents behavior, so the further you go outside emotion map 400, the more visible the emotions become (the more they are expressed in behavior).

[1569] Human emotions are based on various balances, such as posture and blood sugar levels. When these balances deviate from the ideal, a state of discomfort is indicated, and when they approach the ideal, a state of pleasure is indicated. Emotions can also be created for robots, automobiles, and motorcycles, based on various balances, such as posture and remaining battery life. When these balances deviate from the ideal, a state of discomfort is indicated, and when they approach the ideal, a state of pleasure is indicated. An emotion map can be generated, for example, based on Dr. Mitsuyoshi's emotion map (Research on Voice Emotion Recognition and Emotional Brain Physiological Signal Analysis Systems, Tokushima University, Doctoral Dissertation: https: / / ci.nii.ac.jp / naid / 500000375379). The left half of the emotion map lists emotions belonging to the "reaction" domain, where sensation is dominant. The right half of the emotion map lists emotions belonging to the "situation" domain, where situational awareness is dominant.

[1570] The emotion map defines two emotions that promote learning. One is a negative emotion on the situation side, around the middle of "repentance" or "reflection." In other words, this occurs when the robot experiences negative emotions such as "I never want to feel this way again" or "I don't want to be scolded again." The other is a positive emotion on the response side, around "desire." In other words, this occurs when the robot experiences positive feelings such as "I want more" or "I want to know more."

[1571] The emotion identification model 59 inputs user input into a pre-trained neural network, obtains emotion values ​​indicating each emotion shown in the emotion map 400, and determines the user's emotion. This neural network is pre-trained based on multiple pieces of training data that are combinations of user input and emotion values ​​indicating each emotion shown in the emotion map 400. Furthermore, this neural network is trained so that emotions that are located close to each other have similar values, as in the emotion map 900 shown in FIG. 10. FIG. 10 shows an example in which multiple emotions, "relieved," "calm," and "reassuring," have similar emotion values.

[1572] The system according to the present disclosure has been described above mainly with respect to the functions of the data processing device 12, but the system according to the present disclosure is not necessarily implemented on a server. The system according to the present disclosure may be implemented as a general information processing system. The present disclosure may be implemented, for example, as a software program running on a personal computer or an application running on a smartphone, etc. The method according to the present disclosure may be provided to users in the form of SaaS (Software as a Service).

[1573] In the above embodiment, an example was given in which the specific processing is performed by one computer 22, but the technology of the present disclosure is not limited to this, and the specific processing may be distributed and performed by a plurality of computers including the computer 22. For example, the data generation model 58 may be provided in an external device of the data processing device 12, and data may be generated in the external device in accordance with input data.

[1574] In the above embodiment, an example in which the specific processing program 56 is stored in the storage 32 has been described, but the technology of the present disclosure is not limited to this. For example, the specific processing program 56 may be stored in a portable, computer-readable, non-transitory storage medium such as a USB (Universal Serial Bus) memory. The specific processing program 56 stored in the non-transitory storage medium is installed in the computer 22 of the data processing device 12. The processor 28 executes the specific processing in accordance with the specific processing program 56.

[1575] Alternatively, the specific processing program 56 may be stored in a storage device such as a server connected to the data processing device 12 via the network 54, and the specific processing program 56 may be downloaded and installed on the computer 22 in response to a request from the data processing device 12.

[1576] It is not necessary to store all of the specific processing program 56 in a storage device such as a server connected to the data processing device 12 via the network 54, or to store all of the specific processing program 56 in the storage 32; only a portion of the specific processing program 56 may be stored.

[1577] The hardware resource for executing a specific process can be any of the following processors: An example of a processor is a CPU, which is a general-purpose processor that functions as a hardware resource for executing a specific process by executing software, i.e., a program. Another example of a processor is a dedicated electrical circuit, such as an FPGA (Field-Programmable Gate Array), a PLD (Programmable Logic Device), or an ASIC (Application Specific Integrated Circuit), which is a processor with a circuit configuration designed specifically for executing a specific process. Each processor has built-in or connected memory, and each processor uses the memory to execute the specific process.

[1578] The hardware resource that executes the specific processing may be configured with one of these various processors, or may be configured with a combination of two or more processors of the same or different types (for example, a combination of multiple FPGAs, or a combination of a CPU and an FPGA). Also, the hardware resource that executes the specific processing may be a single processor.

[1579] As an example of a system configured with a single processor, first, one processor is configured by combining one or more CPUs and software, and this processor functions as a hardware resource that executes a specific process. Second, there is a system that uses a processor that realizes the functions of an entire system including multiple hardware resources that execute a specific process on a single IC chip, as typified by SoC (System-on-a-chip). In this way, a specific process is realized using one or more of the above-mentioned various processors as hardware resources.

[1580] Furthermore, the hardware structure of these various processors can be, more specifically, an electric circuit that combines circuit elements such as semiconductor devices. The specific processing described above is merely an example. Therefore, it goes without saying that unnecessary steps may be deleted, new steps may be added, or the processing order may be rearranged, without departing from the spirit of the invention.

[1581] The above-described description and illustrations are a detailed explanation of the parts related to the technology of the present disclosure and are merely an example of the technology of the present disclosure. For example, the above description of the configuration, functions, actions, and effects is an explanation of an example of the configuration, functions, actions, and effects of the parts related to the technology of the present disclosure. Therefore, it goes without saying that unnecessary parts may be deleted, new elements may be added, or replacements may be made to the above-described description and illustrations within the scope of the gist of the technology of the present disclosure. Furthermore, to avoid confusion and facilitate understanding of the parts related to the technology of the present disclosure, the above-described description and illustrations omit explanations of common technical knowledge that do not require particular explanation to enable the implementation of the technology of the present disclosure.

[1582] All publications, patent applications, and technical standards mentioned in this specification are herein incorporated by reference to the same extent as if each individual publication, patent application, or technical standard was specifically and individually indicated to be incorporated by reference.

[1583] The following is further disclosed regarding the above embodiment.

[1584] (Claim 1)

[1585] A means for receiving card information selected by a user in a turn-based game;

[1586] means for generating a prompt based on the received card information;

[1587] artificial intelligence means for generating monster visuals and effects using the generated prompts;

[1588] means for transmitting the generated monster information to a user terminal;

[1589] A means for placing said monster on the field and activating its effect;

[1590] means for moving the used card to a discard pile;

[1591] A system including:

[1592] (Claim 2)

[1593] 2. The system according to claim 1, wherein the card selected by the user is a card belonging to "Instructions," "Conditions," or "Additions."

[1594] (Claim 3)

[1595] 10. The system of claim 1, further comprising means for managing the initiation and termination of a user's turn and for initiating a next player's turn.

[1596] "Example 1"

[1597] (Claim 1)

[1598] means for receiving user selected card information;

[1599] means for generating a prompt sentence based on the received card information;

[1600] an artificial intelligence means for generating a monster's visual and effect using the generated prompt sentence;

[1601] means for transmitting the generated monster information to a user terminal;

[1602] means for placing a monster on the field based on said monster information and activating its effect;

[1603] means for moving the used card to a discard pile;

[1604] A system including:

[1605] (Claim 2)

[1606] 2. The system according to claim 1, wherein the card selected by the user is a card belonging to "Instructions," "Conditions," or "Additions."

[1607] (Claim 3)

[1608] 10. The system of claim 1, further comprising means for managing the initiation and termination of a user's turn and for initiating a next player's turn.

[1609] "Application Example 1"

[1610] (Claim 1)

[1611] A means for receiving card information selected by a user in a turn-based game;

[1612] means for generating a prompt based on the received card information;

[1613] artificial intelligence means for generating visuals and effects for entities using the generated prompts;

[1614] means for transmitting the generated entity information to a user terminal;

[1615] A means for placing the entity on the field and activating its effect;

[1616] means for moving the used card to a discard pile;

[1617] means for generating a narrative based on user-selected characters, settings, and storylines;

[1618] means for displaying the generated story on a user terminal;

[1619] A system including:

[1620] (Claim 2)

[1621] 2. The system of claim 1, wherein the cards selected by the user are cards belonging to "instructions," "conditions," and "addendums," and include character, setting, and story development cards.

[1622] (Claim 3)

[1623] 10. The system of claim 1, further comprising means for managing the initiation and termination of a user's turn and for initiating a next player's turn.

[1624] "Example 2: Combining Emotion Engines"

[1625] (Claim 1)

[1626] means for receiving user selected card information;

[1627] means for generating a prompt sentence based on the received card information;

[1628] an artificial intelligence means for generating a monster's visual and effect using the generated prompt sentence;

[1629] emotion engine means for recognizing the emotion of a user;

[1630] a means for correcting the characteristics of a monster to be generated based on the emotion engine means;

[1631] means for transmitting the generated monster information to a user terminal;

[1632] A means for placing said monster on the field and activating its effect;

[1633] means for transferring the used card to a disposal process;

[1634] A system including:

[1635] (Claim 2)

[1636] 2. The system according to claim 1, wherein the card selected by the user is a card belonging to "Instructions," "Conditions," or "Additions."

[1637] (Claim 3)

[1638] 10. The system of claim 1, further comprising means for managing the initiation and termination of a user's turn and for initiating a next player's turn.

[1639] "Application example 2 when combining emotion engines"

[1640] (Claim 1)

[1641] A means for receiving card information selected by a user in a turn-based game;

[1642] means for generating a prompt based on the received card information;

[1643] artificial intelligence means for generating character visuals and effects using the generated prompts;

[1644] means for transmitting the generated character information to a user terminal;

[1645] A means for placing said character on the field and activating an effect;

[1646] A means for analyzing a user's facial expressions and voice using an emotion recognition engine to acquire emotion data;

[1647] means for incorporating the acquired emotional data into the prompts to personalize the character visuals and story development;

[1648] means for moving the used card to a discard pile;

[1649] A system including:

[1650] (Claim 2)

[1651] 2. The system according to claim 1, wherein the card selected by the user is a card belonging to "Instructions," "Conditions," or "Additions."

[1652] (Claim 3)

[1653] 10. The system of claim 1, further comprising means for managing the initiation and termination of a user's turn and for initiating a next player's turn. [Explanation of symbols]

[1654] 10, 210, 310, 410 Data Processing Systems 12 Data Processing Device 14 Smart Devices 214 Smart Glasses 314 Headset-type terminal 414 Robot< / url:> < / url:> < / url:> < / url:>

Claims

1. A means for receiving card information selected by a user in a turn-based game; means for generating a prompt based on the received card information; artificial intelligence means for generating monster visuals and effects using the generated prompts; means for transmitting the generated monster information to a user terminal; A means for placing said monster on the field and activating its effect; means for moving the used card to a discard pile; A system including:

2. 2. The system according to claim 1, wherein the card selected by the user is a card belonging to "Instructions," "Conditions," or "Additions."

3. 10. The system of claim 1, further comprising means for managing the initiation and termination of a user's turn and for initiating a next player's turn.

Citation Information

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