Information processing apparatus, information processing method, and program
By allowing users to specify objects of varying rarities in a computer game lottery, the device addresses user dissatisfaction by ensuring desired objects are included, thereby increasing anticipation and satisfaction.
Patent Information
- Application Number
- JP2025190691
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-11-11
- Publication Date
- 2026-01-29
AI Technical Summary
In computer games, lottery results often fail to meet user expectations, leading to dissatisfaction as users frequently do not receive desired objects, which can lower their anticipation and satisfaction with the game.
An information processing device that allows users to specify objects of a predetermined rarity or higher through a first operation and objects of a predetermined rarity or lower through a second operation, ensuring that the selected object meets user expectations by including user-specified objects in the lottery pool, even if the lottery result is a 'lose'.
This approach increases user anticipation and satisfaction by ensuring that desired objects are included in the lottery pool, enhancing the gaming experience.
Smart Images

Figure 2026015449000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing device, an information processing method, and a program. [Background technology]
[0002] Conventionally, in computer games such as online games, a lottery is held in response to a user's request, and an object selected by the lottery (e.g., a character or item that can be used in the game) is awarded to the user.
[0003] For example, Patent Document 1 discloses that a plurality of first objects are set based on information regarding a user's input, a second object is extracted from the set plurality of first objects, and the extracted second object is given to the user. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2012-151052 Summary of the Invention [Problem to be solved by the invention]
[0005] However, in such games, the lottery results do not always meet the user's expectations, and naturally, the object awarded to the user as a lottery result is often not the object the user desired. However, if this situation continues for a long time, it may cause the user to feel dissatisfied with the lottery. In this regard, Patent Document 1 simply conducts the lottery in two stages and does not provide any follow-up for users who do not obtain the desired object. As a result, there is a risk that the user's expectations for obtaining the object will be lowered, and ultimately, the user's satisfaction with the game will also be reduced.
[0006] Therefore, an object of the present invention is to provide an information processing device, an information processing method, and a program that can increase the user's sense of anticipation for obtaining an object and improve the user's level of satisfaction with the game. [Means for solving the problem]
[0007] An information processing device according to one embodiment of the present invention has a reception unit that receives an object assignment request from a user, a selection unit that selects a predetermined object when the assignment request is received, and an assignment unit that assigns the selected predetermined object to the user, wherein the reception unit receives a first operation from the user to specify one or more objects, and when an object with a rarity of a predetermined level or higher is not selected as the predetermined object, the selection unit selects the predetermined object from a group of objects including the object specified by the first operation. [Effects of the Invention]
[0008] According to one aspect of the present invention, it is possible to increase the user's sense of anticipation regarding the acquisition of an object, thereby improving the user's level of satisfaction with the game. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a schematic configuration diagram of an information processing system including an information processing device according to an embodiment of the present invention. [Figure 2] FIG. 10 is a diagram illustrating an example of an object group setting screen. [Figure 3] FIG. 10 is a diagram showing another example of the object group setting screen. [Figure 4] FIG. 2 is an explanatory diagram of functions of an information processing device according to an embodiment of the present invention. [Figure 5] FIG. 10 is a diagram illustrating an example of user information. [Figure 6] FIG. 10 is a diagram showing an example of character information. [Figure 7] FIG. 10 is a diagram illustrating an example of object group information. [Figure 8] FIG. 2 is a diagram showing an information processing flow according to an embodiment of the present invention. [Figure 9] 10 is a flowchart showing the flow of an object group setting process. DETAILED DESCRIPTION OF THE INVENTION
[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An information processing device, an information processing method, and a program according to the present invention will be described in detail below with reference to preferred embodiments shown in the accompanying drawings. It should be noted that the embodiment described below is merely an example given to facilitate understanding of the present invention and is not intended to limit the present invention. That is, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. Furthermore, it goes without saying that the present invention also includes equivalents thereof.
[0011] Furthermore, the examples of screens described in this specification and the drawings are merely examples, and the screen configuration and design, content of the displayed information, and GUI (Graphical User Interface), etc. can be freely designed according to the system design specifications and user preferences, and can also be changed as appropriate.
[0012] <About the game according to this embodiment> The communication system shown in Figure 1 (hereinafter referred to as information processing system S) is a communication system that includes an information processing device (hereinafter referred to as server 10) according to one embodiment of the present invention, and provides a game to a user (hereinafter referred to as user) who is a user of the game.
[0013] A game is content that a user plays by operating the user terminal 12 while viewing a game screen on the user terminal 12 for gameplay, and in this embodiment, it is an online game (electronic game) provided using the information processing system S. Online games include browser games that use a web browser, social games provided on SNS (Social Networking Service), games that can be played by downloading dedicated application software such as mobile games, and regularly updated online games such as play-by-web (PBW). The genre (classification) of games is not particularly limited.
[0014] In this embodiment, when a user performs an operation for playing a game on the user terminal 12, the user terminal 12 receives data for progressing through the game distributed from a server computer of the game provider, i.e., the server 10. The user terminal 12 outputs video and audio corresponding to the received data, and the user progresses through the game while checking the output video and audio. The user terminal 12 also transmits data indicating the user's operation to the server 10, and the server 10 transmits data for progressing through the game corresponding to the user's operation. This type of data transmission and reception between the server 10 and the user terminal 12 is repeated until the user finishes playing the game.
[0015] In the game, users play game units called quests. A quest is played with the goal of clearing it (i.e., meeting the clearing conditions). In this embodiment, multiple quests are set, each with different content (e.g., attributes, difficulty level, enemy characters that appear, clearing conditions, clearing rewards, etc.). Quests are categorized into multiple categories, such as quests that are always available, quests that are held according to a preset schedule for each day of the week or time (quests with a set playable period), and quests that have special play conditions (e.g., level XX or higher). Each quest has one or more stages according to difficulty level. Therefore, when selecting a quest to play, a user selects any quest from multiple quests. If the selected quest has multiple stages, the user selects the stage according to the desired difficulty level. When a user clears a quest, the user can obtain an object or other item associated with the cleared quest as a clearing reward. The object obtained as a clearing reward for a quest can be used in subsequent quests.
[0016] Each user is assigned a level, and the user's level increases according to the game play history (number of logins, game play time, number of characters owned, number of quests played or cleared, etc.) or the amount of money charged. As the user's level increases, advantageous effects arise for the user when playing the game, such as the ability to play special quests, an increase in the number of objects that can be specified in the first and second operations described below, and the ease of improving the parameters of the characters owned.
[0017] In a game, a user acquires (obtains), possesses (holds), and uses or consumes the objects they possess. An object is an in-game object (game medium) that a user can use to progress through the game, including quest play, and includes, for example, a character or item in the game.
[0018] Characters include playing characters operated by the user and sub-characters (e.g., enemy characters or auxiliary characters) that move automatically according to game settings without user operation. The appearance of a character is not particularly limited, and may be, for example, a living thing such as a person, an animal, or a plant, a machine such as a vehicle or a robot, a non-machine object, a fictional character such as a monster, or other similar character. In the following, playing characters will be simply referred to as characters unless otherwise specified.
[0019] Each character (including enemy characters) has its own unique personality, and each character is assigned a name, rarity, attributes, appearance, and various parameters that indicate their abilities (values related to level, stamina, attack power, special abilities, etc.). These parameters are indicators that affect the progress of the game, and include those expressed numerically, those expressed as ranks written in letters such as "A, B, C...", and those expressed by indicators such as gauges. Furthermore, some parameters change as the game progresses, while others remain constant and unchanging regardless of the progress of the game. Hereinafter, unless otherwise specified, parameters that change as the game progresses will simply be referred to as parameters.
[0020] The parameters of each character increase or decrease depending on the type of quest cleared using that character, the number of times the quest is cleared, the time period during which the quest is played, etc. In the game, parameters can be changed (strictly speaking, improved) by using, for example, an enhancement item or an enhancement character. In this embodiment, multiple parameters are set for each character, and each character has parameters for items that are common to all characters.
[0021] Items are used (consumed) by users and include materials that help or hinder users in the game, as well as payment (in-game currency) that can be exchanged for other items or characters or consumed to play quests.
[0022] A user plays a quest using a specified character. When playing a quest, the user specifies two or more characters from among the characters available for quest play on a deck creation screen (not shown) and creates a deck that includes the specified characters. Here, characters that can be included in a deck, i.e., characters that can be used for quest play, include characters owned by the user, characters that can be borrowed from other users, and characters that are available for use for a limited time. Note that other users here include users who have mutually approved each other (hereinafter referred to as friends). For example, user A can borrow a character owned by friend user B when creating a deck.
[0023] A deck is a team or group consisting of n characters designated by the user before the start of quest play. The number of characters comprising a deck, n, is a natural number greater than or equal to 2 and is not particularly limited. A leader can also be designated from among the characters included in the deck. For example, if a newly acquired character is designated as the leader, recommended deck members can be automatically created. In other words, a combination of characters that are compatible with the character designated as the leader based on the character's attributes, etc., can be automatically created and displayed on a deck organization screen (not shown).
[0024] Users can acquire objects such as characters as rewards for clearing quests, and can also acquire them through lotteries. A lottery is one of the events in a game in which objects can be acquired, and is held in response to a user's request for an object (lottery application) while playing the game. In the lottery, multiple objects are prepared as candidates, and one or a predetermined number of objects are selected from the multiple candidate objects randomly or according to a predetermined probability (winning probability), and the selected object (hereinafter referred to as a predetermined object) is granted to the user. Note that, hereinafter, a collection of multiple objects that are candidates for the predetermined object is referred to as an object group.
[0025] The object group includes objects of different rarities. For example, if the total number of objects included in the object group is 100, the number of objects with a predetermined rarity or higher may be 7, and the number of objects with a lower rarity may be 93. Objects with high rarity may be the highlight of a lottery, and users primarily enter the lottery with the goal of obtaining the high-rarity object. Therefore, generally, when an object with a predetermined rarity or higher is selected as the predetermined object, it is referred to as a "win," and when an object with a predetermined rarity or higher is not selected as the predetermined object, it is referred to as a "lose." Note that the objects included in the object group may automatically increase, decrease, or be replaced over time, etc.
[0026] Rarity is an index that indicates the rank of an object (for example, rarity 5 > rarity 4, etc.), and for example, an object with a high rarity is an object that is generally difficult to obtain due to a low probability of winning, has a high scarcity value, and is not widely distributed in the game or has been used by users in the past. However, in addition to the above meaning, high rarity objects also include objects such as characters that are strong in battle, characters that are suitable for clearing each quest, useful items that have a large effect such as changing abilities when used, or characters or items that are in high demand (high popularity) among users, regardless of the probability of winning.
[0027] Each lottery has a set period, and various lotteries are held as the game progresses. That is, lotteries occur sequentially over time, and users can enter those lotteries by submitting lottery entries during the lottery period. In a lottery, the probability of winning each candidate object, as well as the type and number of objects included in the object group, may vary depending on the lottery period. Therefore, depending on the lottery period, a particular object may have a high probability of being selected as the predetermined object, or a particular object may not be included at all in the object group as a candidate.
[0028] There are various types of lotteries, including, for example, a "single type" lottery that is held only once, and an "n-type" lottery that is held n consecutive times (n is a natural number greater than or equal to 2). There are also various conditions for holding a lottery, including a lottery that can be held by consuming a lottery item obtained for free, a lottery that can be held by consuming a lottery item obtained (purchased) for a fee, a lottery that can be held by consuming a lottery item obtained as a reward for clearing a quest, and a lottery that can be held as a reward for clearing a quest (when the right to hold a lottery is granted as a reward for clearing a quest), etc.
[0029] In this embodiment, the user can arbitrarily specify an object whose rarity is less than a predetermined value, that is, an object that will be a candidate for the predetermined object to be selected in the event of a "miss," and the specified object can be included in the object group. Note that the operation for specifying the object to be included in the object group is referred to as a first operation.
[0030] In the first operation, the user can also specify multiple objects. Furthermore, the first operation only needs to identify the object, and includes cases where an object is directly specified with pinpoint accuracy, as well as cases where an attribute or rarity of an object is specified, for example.
[0031] In the first operation, the designation of objects to be included in the object group is accepted according to the following rules. (a) Select from among objects with a rarity less than a certain level For example, if rarity ranges from 1 to 5, you can select from objects with rarity 4 or lower (less than rarity 5). (b) selecting from among the objects determined based on the object selected by the second operation; For example, if a second operation, which will be described later, is performed before the first operation, it is possible to specify an object from among those having the same attributes as the object specified by the second operation. (c) Select from among the objects that change depending on the game progress Specifically, the number of selectable object options changes (increases or decreases) depending on the progress of the game. For example, if the user's level is below X, one of three objects can be selected, and if the user's level is X or higher, one of four objects can be selected. Furthermore, the types of selectable object options (such as rarity and attributes) may change depending on the progress of the game. For example, if the user's level is below X, one of rarity 3 objects can be selected, and if the user's level is X or higher, one of rarity 4 objects can be selected. (d) Select from the objects that change depending on the number of lottery applications (history) Specifically, the number of options for objects that can be specified changes (increases or decreases) depending on the number of object grant requests. For example, if the number of grant requests is less than N, one of three objects can be specified, and if the number of grant requests is N or more, one of four objects can be specified. Furthermore, the types of objects that can be specified (rarity, attribute, etc.) may change depending on the number of grant requests. For example, if the number of grant requests is less than N, one of objects with attribute A can be specified, and if the number of grant requests is N or more, one of objects with attribute A and attribute B can be specified. Here, the number of grant requests refers to the number of times indicating the history of past applications for the lottery (the total number of lottery applications made before the current grant request). The number of grant requests may be the number of applications for one lottery, regardless of whether it is a single lottery or an n-series lottery (one grant request per lottery), or may be counted as one grant request for a single lottery or n grant requests for an n-series lottery, in proportion to the number of objects requested. (e) Select from the objects that change depending on the lottery results (history) Specifically, the number of selectable object options changes (increases or decreases) depending on the number of times an object of a predetermined rarity or higher was not selected as the predetermined object in past lotteries (lotteries held before the current grant request), i.e., the number of "misses," or the number of times an object of a predetermined rarity or higher was selected as the predetermined object, i.e., the number of "wins." For example, if the number of "misses" is less than N, one of three objects can be selected, and if the number of "misses" is N or more, one of four objects can be selected. Furthermore, the type of object (rarity, attribute, etc.) that can be selected may change depending on the number of times. For example, if the number of "misses" is less than N, one of rarity 3 objects can be selected, and if the number of "misses" is N or more, one of rarity 4 objects can be selected. (f) Specify from among the objects that have not yet been selected as the predetermined object. Specifically, the object can be selected from among objects that have not yet been selected as a predetermined object in a previous drawing (a drawing conducted before the current grant request), that is, objects that the user does not yet possess. (g) Select from among the related objects of a given object Specifically, the object can be selected from among related objects that are related to the predetermined object selected in a previous drawing (a drawing made before the current grant request). Specifically, since a predetermined object was selected in a previous drawing, in subsequent drawings, related objects of the predetermined object are added as options for objects that can be selected by the first operation. Note that here, related objects include, for example, objects that can be strengthened by combining with the predetermined object. (h) Select from among the objects that change depending on the previously specified objects. Specifically, the user can specify an object from among objects that have been specified in the past, i.e., from among objects other than those already included in the object group. Note that the user may also be able to specify an object from among objects that have been specified in the past.
[0032] Furthermore, in the first operation, the number of objects that can be included in the object group increases or decreases according to the following rules. (a) The number of objects that can be specified changes depending on the progress of the game. Specifically, the number of objects that can be specified changes (increases or decreases) depending on the progress of the game. For example, if the user's level is less than X, one object can be specified, and if the user's level is X or higher, two objects can be specified. (b) The number of objects that can be specified changes depending on the number of lottery applications (history) Specifically, the number of objects that can be specified changes (increases or decreases) depending on the number of object assignment requests. For example, if the number of assignment requests is less than N, one object can be specified, and if the number of assignment requests is N or more, two objects can be specified. (c) The number of objects that can be specified changes depending on the lottery results (history). Specifically, the number of objects that can be specified changes (increases or decreases) depending on the number of times an object with a predetermined rarity or higher was not selected as the predetermined object in past lotteries (lotteries held before the current grant request), i.e., the number of "misses," or the number of times an object with a predetermined rarity or higher was selected as the predetermined object, i.e., the number of "wins." For example, if the number of "misses" is less than N, one object can be specified, and if the number of "misses" is N or more, two objects can be specified. (d) The number of objects that can be specified varies depending on the number of objects specified in the second operation. For example, when linked with the second operation described below, if two objects are specified by the second operation, one object can be specified by the first operation, and if one object is specified by the second operation, two objects can be specified by the first operation.
[0033] In this embodiment, it is also possible to arbitrarily specify an object with a rarity of a predetermined level or higher, that is, an object that is a candidate for the predetermined object to be selected in the case of an "Atari" result, and to include the specified object in the object group. Note that the operation for specifying the object to be included in the object group is referred to as a second operation.
[0034] In the second operation, similar to the first operation, the user can also specify multiple objects. Furthermore, the second operation only needs to identify the object, and includes cases where an object is directly specified with pinpoint accuracy, as well as cases where an attribute or rarity of an object is specified. The order in which the first operation and the second operation are performed can be any order. For example, the second operation may be performed after the first operation, or the first operation may be performed after the second operation. Furthermore, the first operation and the second operation may be performed alternately.
[0035] In the second operation, the designation of objects to be included in the object group is accepted according to the following rules: Note that the following (c) to (h) are the same as in the first operation above. (a) Select from objects with a rarity of a certain level or higher For example, if rarities range from 1 to 5, you can select from objects with a rarity of 5 or higher. (b) Select from among the objects determined based on the object selected by the first operation. For example, if the first operation is performed before the second operation, it is possible to specify an object from among objects having the same attributes as the object specified by the first operation. (c) Select from among the objects that change depending on the game progress (d) Select from the objects that change depending on the number of lottery applications (history) (e) Select from the objects that change depending on the lottery results (history) (f) Specify from among the objects that have not yet been selected as the predetermined object. (g) Select from among the related objects of a given object (h) Select from among the objects that change depending on the previously specified objects.
[0036] Furthermore, in the second operation, the number of objects that can be included in the object group increases or decreases according to the following rules: Note that the following (a) to (c) are the same as in the first operation. (a) The number of objects that can be specified changes depending on the progress of the game. (b) The number of objects that can be specified changes depending on the number of lottery applications (history) (c) The number of objects that can be specified changes depending on the lottery results (history). (d) The number of objects that can be specified varies depending on the number of objects specified in the first operation. For example, in conjunction with the first operation, if 10 or more objects are specified by the first operation, one object can be specified by the second operation, and if less than 10 objects are specified by the first operation, two objects can be specified by the second operation.
[0037] If all objects included in the object group are designated by the first operation or the second operation, the predetermined object selected by lottery will be selected from among the objects designated by the user, regardless of whether the result is a "win" or a "lose." Also, if all objects with a rarity equal to or higher than a predetermined value (for example, 7 / 100) are designated by the second operation, and the result of the lottery is a "win," the predetermined object will always be selected from among the objects designated by the user. On the other hand, if all objects with a rarity lower than a predetermined value (for example, 93 / 100) are designated by the first operation, and the result of the lottery is a "lose," the predetermined object will always be selected from among the objects designated by the user.
[0038] Here, transitions of screens displayed on the user terminal 12 when setting a group of objects will be described with reference to Figures 2 and 3. Figures 2 and 3 show examples of screens displayed on the user terminal 12 operated by the user during game play.
[0039] As shown in FIG. 2, the object group setting screen G1, which is displayed from the top screen (not shown), has a designated object display area 51. The designated object display area 51 displays icons of objects already included in the object group at that time (e.g., objects A and B). A number indicating the rarity (e.g., 5) is associated with each frame and displayed. In the example of FIG. 2, seven frames are prepared for specifying objects of a predetermined rarity or higher, but two of the seven frames have already been selected for the object, and the remaining five frames are blank. Note that objects A and B may be objects previously specified by the user, or may be objects automatically set by a computer. In the example of FIG. 2, objects of a predetermined rarity or higher are individually displayed with icons, while objects of a lower rarity are not collectively displayed with icons. However, this is not limited to this.
[0040] The object group setting screen G1 also displays a designation button 52 for starting to designate objects to be included in the object group, and when the user taps or otherwise performs a tap on this designation button 52, the screen transitions to the object group setting screen G2 shown in Fig. 3. The object group setting screen G1 also displays an automatic button 53 for automatically determining objects to be included in the object group, and when the user taps or otherwise performs a tap on this automatic button 53, objects are automatically added to all or some of the remaining blank frames.
[0041] As shown in FIG. 3, the object group setting screen G2, which is displayed after transitioning from the object group setting screen G1, is composed of a designated object display area 54 and an object list area 55. The designated object display area 54 displays icons of objects included in the object group, similar to the designated object display area 51 of the object group setting screen G1. In the example of FIG. 3, the user has specified and added object C to the third frame, and the remaining four frames are still blank. The object list area 55 displays a list of icons of objects that can be included in the object group (e.g., objects Z to O), and a number indicating the rarity (e.g., 5 or 4) is associated with each object and displayed on the object icon. The user can specify an object displayed in the object list area 55 by tapping the icon and adding it to the designated object display area 54. In the example of FIG. 3, specifying an object to be added to the seven frames reserved for objects with a rarity equal to or higher than a predetermined value corresponds to the second operation, and specifying an object to be added to the remaining frame reserved for objects with a rarity lower than a predetermined value corresponds to the first operation.
[0042] The object group setting screen G2 also displays a filter button 56 for filtering objects displayed in the object list area 55 and a setting button 57 for finalizing the object group and completing the setting. In the example of FIG. 3, tapping any of the filter buttons 56 can limit the objects to those not possessed, limit the attributes, or limit the rarity. For example, when filtering for objects not possessed, possessed objects may be hidden so that the user cannot select them, or the object icons may be displayed in a special display mode, such as grayed out or with a design resembling a lock, so that they can be distinguished from the icons of objects not possessed. Tapping the setting button 57, for example, transitions to the top screen (not shown) and completes the object group setting.
[0043] <Configuration of information processing device and user terminal according to this embodiment> Next, the configurations of an information processing device and a user terminal 12 according to one embodiment of the present invention will be described. The information processing device according to this embodiment is configured by a computer for distributing game data, specifically a server computer (hereinafter referred to as server 10). The server 10 is an example of a computer, and as shown in FIG. 1, is communicatively connected to a plurality of user terminals 12 via a network 14, and together with the user terminals 12, forms an information processing system S for games. The network 14 is a communication network consisting of, for example, the Internet or a mobile communication network, and may include a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, Ethernet (registered trademark), etc.
[0044] In the information processing system S of this embodiment, the server 10 and the user terminal 12 cooperate with each other to progress the game due to the above-described configuration. Specifically, part of the game progress processing is performed on the server 10 side, and part of the graphics processing and the like is executed on the user terminal 12. For example, the server 10 side executes a program including certain rules, logic, and algorithms. Meanwhile, the user terminal 12 side synchronizes with the server 10 and progresses the game according to the same rules, logic, and algorithms as the program executed on the server 10.
[0045] The server 10 is an example of an "information processing device" of the present invention, and is a computer that performs various information processing related to the progress of the game, such as generating and transmitting and receiving data necessary for the game progress. More specifically, in this embodiment, the server 10 is an SNS server. The server 10 may be configured as a single computer or multiple computers distributed in parallel. The server 10 may also be a server computer for an ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of information processing steps related to the progress of the game (excluding information input and display) are performed by the server 10, and the user terminal 12 only needs to input information to be transferred to the server 10 and display information distributed from the server 10.
[0046] As shown in FIG. 1, the server 10 has, as hardware devices, a processor 21, a memory 22, a communication interface 23, and a storage 24, which are electrically connected via a bus 25. In addition, the server 10 has installed thereon, as software, an operating system (OS) and a dedicated program for processing information related to the game. These programs correspond to the "program" of the present invention. When the processor 21 operates in accordance with the above program, the server 10 functions as the information processing device of the present invention and executes a series of processes related to the progress of the game. The program of the present invention may be acquired by reading it from a computer-readable recording medium, or may be acquired (downloaded) via a network 14 such as the Internet or an intranet.
[0047] The processor 21 may be configured by a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), or ASIC (Application Specific Integrated Circuit), etc.
[0048] The memory 22 may be configured by semiconductor memories such as a ROM (Read Only Memory) and a RAM (Random Access Memory).
[0049] The communication interface 23 may be configured by, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication interface 23 is not particularly limited, and examples include communication by a wireless LAN based on Wi-fi (registered trademark), communication by a 3G to 5G or later generation mobile communication system, or communication based on LTE (Long Term Evolution).
[0050] The storage 24 may be configured with a flash memory, a hard disc drive (HDD), a solid state drive (SSD), a flexible disc (FD), a magneto-optical disc (MO disc), a compact disc (CD), a digital versatile disc (DVD), a secure digital card (SD card), a universal serial bus memory (USB memory), or the like. The storage 24 may be built into the server 10 or may be attached to the server main body in an external format. The storage 24 may also be configured with an external computer (e.g., a database server) communicably connected to the server main body. Note that a distributed ledger technology such as a blockchain may be used as a technology for recording various data in order to avoid unauthorized data tampering, etc.
[0051] The server 10 distributes information necessary for the progress of the game to each user, and also collects and stores information from each user. The information stored by the server 10 includes information about each user (e.g., user identification information and information about game play history, etc.) and information about the game (e.g., character information, quest information, lottery result information, etc.). The server 10 also executes various other information processes related to the progress of the game.
[0052] The user terminals 12 are client terminals operated by users to play the game, and are configured, for example, by personal computers, smartphones, mobile phones, tablet terminals, game consoles, television sets capable of inputting information, wearable terminals, etc. Note that, for convenience of illustration, four user terminals 12 are shown in Fig. 1, but of course, in reality, there will be as many user terminals 12 as there are users playing the game.
[0053] The user terminal 12 receives data for game progression from the server 10, displays images (video) represented by the data on the display of the user terminal 12 or on a display device such as a TV connected to the user terminal 12, and outputs audio from a speaker or the like. That is, in this embodiment, the user terminal 12 functions as a display unit and an audio output unit. For example, the user terminal 12 displays a quest play screen and a lottery screen (not shown), as well as object group setting screens G1 and G2 as shown in FIGS. 2 and 3.
[0054] Furthermore, the user terminal 12 accepts operations performed by the user while playing the game, and transmits information corresponding to the operation content to the server 10. For example, the user performs an operation to execute a lottery, that is, an assignment request operation to request assignment of an object, and a first operation or a second operation to specify an object to be included in an object group, on the user terminal 12, and transmits information based on these operations to the server 10. In addition to the above operations, the user also performs a quest designation operation to designate a quest to play from among playable quests, a deck organization operation to organize a deck, a play operation to play a quest, and the like on the user terminal 12.
[0055] <Functions of the information processing device according to one embodiment of the present invention> The configuration of the server 10, which is an information processing device according to this embodiment, will now be described from a functional perspective. As shown in Fig. 4, the server 10 has a memory unit 30, an information acquisition unit 31, a display control unit 32, a setting unit 33, a selection unit 34, an assignment unit 35, a parameter change unit 36, and a game progression unit 37. Of these, the memory unit 30 is realized by the memory 22 or the storage 24, and the other functional units are realized by cooperation between the hardware devices constituting the server 10 and programs installed on the server 10. Note that when the server 10 is made up of multiple computers, the above functions may be distributed so that each of the multiple computers performs a different function. Each functional unit will be described in detail below.
[0056] (Storage part) The storage unit 30 stores information necessary for playing the game, specifically, information about the user, information about characters, which are a type of object, information about groups of objects, etc. It also stores other information, such as information about quests and information about items, which are a type of object.
[0057] As shown in FIG. 5, information about users (user information) is stored for each user, with various information linked to identification information (such as an identification ID or a game account name) that identifies each user. For example, items in the user information include the user's level, characters owned, items owned, a set of set objects, game progress such as status and completion history, and identification information of other users with whom the user has a friend relationship. In addition, the user information may include information other than the above, such as personal information about the user such as contact information, login history (date and time of game play, date and time of last login, and number of game plays), total game play time, payment history, total amount charged, etc.
[0058] As shown in FIG. 6, information (character information) about characters, which are a type of object that a user can use in quest play, is stored for each character with various information linked to identification information (such as an identification ID) that identifies each character. For example, items of character information include the character name (name), rarity, attributes, appearance, and abilities (parameters related to level, stamina, attack power, special abilities, etc.). Here, each parameter indicating ability includes a current value as well as an initial value and an upper limit value. Furthermore, the character information may include information other than the above, such as identification information indicating the user who owns the character and identification information indicating the quest associated with it as a reward for completing the character.
[0059] Information about object groups (object group information) is information including the designation history of objects designated by a user, and is information indicating object groups set for each user. As shown in Figure 7, the object group information stores each object included in an object group, linked to the rarity of the object. In addition, objects are classified into objects designated by the user (user-designated objects) and objects automatically set by a computer (automatically set objects), and are stored separately.
[0060] In addition, information about quests (not shown) (quest information) is stored for each quest with various information such as the quest name, attributes, difficulty level, playable period, play conditions, the type and number of enemy characters that appear, and rewards for clearing the quest linked to identification information (identification ID, etc.) that identifies each quest. Also, information about items (item information), which are a type of object that the user can use (not shown), is stored for each item with various information such as the item name, rarity, attributes, appearance, and effects linked to identification information (identification ID, etc.) that identifies each item.
[0061] (Information acquisition department) The information acquisition unit 31 also corresponds to the "reception unit" of the present invention, and acquires information (data) based on operations performed by the user on the user terminal 12 while playing the game, by communicating with the user terminal 12. The information acquired by the information acquisition unit 31 includes grant request information based on a grant request operation, first operation information based on a first operation, and second operation information based on a second operation, as well as quest designation information based on a quest designation operation, deck composition information based on a deck composition operation, and play operation information based on a play operation. In addition to the above information, the information acquired by the information acquisition unit 31 also includes information based on various selections, designations, instructions, requests, commands, permission or denial, registration, and other input operations performed by the user at each stage of the game.
[0062] (Display control unit) The display control unit 32 also corresponds to the "display unit" of the present invention, and during the game, controls the user terminal 12 of the user to display information for progressing the game on the screen of the user terminal 12. Specifically, the display control unit 32 generates display data for displaying the results of information processing by the selection unit 34 (described below) and the results of information processing by the game progression unit 37, and transmits the generated display data to the user terminal 12 via the network 14. For example, while the user is selecting objects to be included in the object group, the display control unit 32 causes the user terminal 12 to display a screen (object group setting screen G1, G2) that reflects the results of information processing by the game progression unit 37. At this time, if the object specified by the first operation information or the second operation information acquired by the information acquisition unit 31 is the same as an object included in the object group already set by the user, the display control unit 32 may display the object specified by the first operation information or the second operation information so that it can be distinguished from the other objects.
[0063] (Settings section) The setting unit 33 sets the object group by adding the specified object to the object group based on the first operation information and second operation information acquired by the information acquisition unit 31. Specifically, an object group including objects specified by the first operation with a rarity less than a predetermined value (for example, objects with a rarity of 4 or less) and objects specified by the second operation with a rarity equal to or greater than a predetermined value (for example, objects with a rarity of 5) is set, and stored in the storage unit 30 as object group information.
[0064] (Selection section) The selection unit 34 executes information processing for selecting a predetermined object from among the objects included in the object group, using the assignment request information acquired by the information acquisition unit 31 as a trigger.
[0065] Specifically, the selection unit 34 executes the following information processing. (a) If an object having a rarity equal to or higher than a predetermined value is not selected as the predetermined object, the predetermined object is selected from an object group including one or more objects designated by the first operation. (b) If an object having a rarity equal to or higher than a predetermined value is not selected as the predetermined object, a predetermined object is selected from a group of objects corresponding to the attribute designated by the first operation. (c) When an object having a rarity equal to or higher than a predetermined level is selected as the predetermined object, the predetermined object is selected from a group of objects having a rarity equal to or higher than a predetermined level, including the object designated by the second operation.
[0066] (Given part) The granting unit 35 grants the predetermined object selected by the selection unit 34 to the user. Specifically, the granting unit 35 associates the predetermined object with the user and stores it in the user information of the storage unit 30. The granting unit 35 also grants a clear reward that is set in association with each quest to a user who has satisfied the clearing conditions set for each quest, i.e., a user who has cleared the quest. Specifically, the granting unit 35 associates the object granted as the clearing reward with the user and stores it in the user information of the storage unit 30.
[0067] (Parameter change section) The parameter change unit 36 changes the parameter settings of characters that the user can use in quest play in accordance with the progress of the game, etc. For example, while playing a quest using a certain character, or after clearing that quest, the parameter change unit 36 changes the parameter settings of that character (more specifically, the current state or current value, etc.) to reflect the results of information processing executed by the game progression unit 37, which will be described later. Furthermore, when a certain character is strengthened, the parameter change unit 36 changes the parameter settings of that character. Note that parameter setting changes made by the parameter change unit 36 are not limited to those that improve or enhance the current settings, but also include those that worsen or lower the current settings.
[0068] (Game Progression Department) The game progression unit 37 executes information processing necessary for the progression of the game, and specifically progresses the game based on various information acquired by the information acquisition unit 31. For example, the game progression unit 37 moves a character in response to a user operation in a quest that the user is playing, and performs effects and the like in response to the user operation.
[0069] The above has described the configurations of the server 10 and the user terminal 12. Generally, the server 10 and the user terminal 12 have various functions other than those described above, but here, only the characteristic functions that produce the effects in the information processing system S of the present invention will be described, and illustrations and descriptions of other known functions will be omitted.
[0070] <Information processing flow according to one embodiment of the present invention> Next, the flow of information processing (hereinafter referred to as information processing flow) executed in the information processing system S configured as described above will be described with reference to Figures 8 and 9. The information processing flow employs the information processing method of the present invention and is realized by using the information processing system S functioning as a computer system. In other words, each step in the information processing flow corresponds to a component of the information processing method of the present invention. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps may be added, or the order in which steps are performed may be changed, without departing from the spirit of the present invention.
[0071] (Information processing flow) First, a basic information processing flow relating to the progress of the game will be described. This information processing flow is an information processing flow relating to a lottery, and is started while the user is playing the game, and proceeds, for example, along the flow shown in FIG.
[0072] 8, first, the server 10, which is a computer, executes an object group setting process for setting an object group including objects that are candidates for a predetermined object (S101). Details of the object group setting process will be described later.
[0073] Next, when the server 10 acquires grant request information through communication with the user terminal 12 operated by the user and determines that it has received a request for granting an object from the user (S102: YES), it performs a lottery for a predetermined object, that is, selects one or a predetermined number of predetermined objects from among a plurality of objects included in the object group randomly or based on a predetermined probability of winning (S103). At this time, if an object with a rarity of a predetermined level or higher (for example, an object with a rarity of 5, which is the highlight of the lottery) is selected as the predetermined object, and if the user has specified an object by the second operation, the predetermined object is selected from the object group including the specified object. Also, even if an object with a rarity of a predetermined level or higher is not selected as the predetermined object, the predetermined object is selected from the object group including the object specified by the user by the first operation.
[0074] The server 10 then grants the selected predetermined object to the user (S104), generates lottery result display data (S105), and transmits the generated lottery result display data to the user terminal 12 operated by the user through communication with the user terminal 12, thereby causing the user terminal 12 to display the lottery result (S106), and ends the processing. On the other hand, if the server 10 determines that it has not received a request to grant an object from the user (S102: NO), it ends the processing without holding a lottery. The above is an example of the information processing flow of the present invention.
[0075] (Object group setting process) Next, an example of the play order determination process will be described with reference to FIG. The play order determination process is a process executed by the server 10, and is a process executed in step S101 of the above information processing flow. Specifically, it is a process of setting a group of objects including an object designated by the user and objects that are candidates for the predetermined object.
[0076] 9, first, when server 10, which is a computer, acquires first operation information through communication with user terminal 12 operated by the user and determines that it has accepted the first operation from the user (S201: YES), it adds the object specified by the first operation to the object group (S202). For example, if object V of rarity 4 is specified by the first operation, object V is added to and overwrites the user-specified object item linked to rarity 4 in the object group information. On the other hand, when it determines that it has not accepted the first operation from the user (S201: NO), it proceeds to the next process without executing the process of S202.
[0077] Next, when the server 10 acquires second operation information through communication with the user terminal 12 operated by the user and determines that the second operation has been accepted from the user (S203: YES), it adds the object specified by the second operation to the object group (S204). For example, if object Z of rarity 5 is specified by the second operation, object Z is added to and overwrites the user-specified object item associated with rarity 5 in the object group information. On the other hand, when it determines that the second operation has not been accepted from the user (S203: NO), it proceeds to the next process without executing the process of S204. Note that the first operation may be accepted after the second operation has been accepted. In other words, the processes of steps S203 to S204 may be performed before steps S201 to S202.
[0078] The server 10 then determines whether the setting of the object group is complete (S205), and if it determines that the setting of the object group is not yet complete (S205: NO), it automatically adds the remaining objects to be included in the object group (S206).On the other hand, if it determines that the setting of the object group is complete (S205: YES), or after automatically selecting the remaining objects to be included in the object group, it stores the set object group in the storage unit 30 and ends the process. The above is an example of the object group setting process.
[0079] <Other embodiments> Up to this point, we have explained the information processing device, information processing method, and program of the present invention using specific examples, but the above embodiments are merely examples, and the present invention is not limited to the above embodiments, and other embodiments may also be considered.
[0080] In the above embodiment, the server computer for distributing game data (i.e., the server 10) functions as the information processing device of the present invention, but this is not limited to this, and some of the functions of the server 10 may be provided in the user terminal 12. For example, some or all of the functions of the selection unit 34 or the game progression unit 37 may be provided in the user terminal 12.
[0081] In the above embodiment, user information, etc. is stored in a server computer for distributing game data (i.e., server 10), but it is also possible to provide a separate database server (not shown) and store all the information in that database server, or to store the information on the user terminal 12 side.
[0082] In the above embodiments, no specific game content is mentioned, but an example of a game is a game in which a user controls a character to fight an enemy character. Other examples of games include word games, fighting games, sports games, shooting games, racing games, puzzle games, card games, board games, role-playing games, and simulation games. Games may be individual or team games. Games may be games in which humans compete against each other as users, or games in which humans compete against a computer (e.g., AI or a robot).
[0083] In the above embodiment, a game that is played by a single user has been described. However, the present invention is not limited to this. It is also possible for multiple users, such as users who are friends, to simultaneously operate their respective user terminals 12 to play a common quest, in what is known as multiplay (hereinafter referred to as cooperative play). The cooperative play is performed through the communication function of each user's user terminal 12, and once a cooperative relationship is formed, the progress of play is synchronized between the users playing cooperatively. The cooperative play may be either a cooperative play game in which multiple users cooperate, or a competitive game in which users compete against each other.
[0084] In the above embodiment, in principle, users can enjoy all functions free of charge. However, some functions may be limited and users may be able to use these limited functions by paying a certain fee. Furthermore, various conditions may be set for users who pay a certain fee (hereinafter referred to as "paying users") to give them an advantage when playing the game. For example, paying users may be able to specify an increased number of objects to include in an object group. This fee may be based on a pay-as-you-go system, or may be a one-time payment that is valid for the user for a certain period of time (e.g., one month or one year) (subscription).
[0085] <Summary> The main features of the information processing device, information processing method, and program according to the above-described embodiment are as follows.
[0086] [1] The information processing device according to this embodiment has a reception unit that receives an object granting request from a user, a selection unit that selects a predetermined object (winning character) when the granting request is received, and a granting unit that grants the selected predetermined object to the user. The reception unit receives a first operation from the user to specify one or more objects, and if an object with a rarity of a predetermined level or higher is not selected as the predetermined object, the selection unit selects the predetermined object from a group of objects including the object specified by the first operation. According to the above-mentioned information processing device, even if an object with a rarity of a predetermined level or higher is not selected, there is a possibility that the object specified by the user in the first operation will be selected as the predetermined object, thereby increasing the user's anticipation of obtaining the object and improving the user's level of satisfaction with the game.
[0087] [2] In the above-mentioned information processing device, the receiving unit receives a first operation from a user to specify multiple objects, and the selecting unit selects a specified object from among the multiple objects specified by the first operation if an object with a rarity of a predetermined level or higher is not selected as the specified object. As a result, even if an object of a predetermined rarity or higher is not selected, a predetermined object will be selected from among the multiple objects specified by the user in the first operation, which further increases the user's anticipation of obtaining the object and further improves the user's level of satisfaction with the game.
[0088] [3] In the above information processing device, objects are classified by attribute, and the reception unit receives a first operation from a user specifying the attribute of one or more objects, and the selection unit selects a specified object from a group of objects corresponding to the attribute specified by the first operation if an object with a rarity of a predetermined level or higher is not selected as the specified object. As a result, even if an object with a rarity of a predetermined level or higher is not selected, an object with the attributes specified by the user in the first operation will be selected as the predetermined object, which further increases the user's anticipation of obtaining the object and further improves the user's level of satisfaction with the game.
[0089] [4] In the information processing device, the receiving unit receives from the user a first operation to designate one or more objects from among objects whose rarity is less than a predetermined value. As a result, if an object with a rarity of a predetermined level or higher is not selected, there is a possibility that an object designated by the user in the first operation from among objects with a rarity lower than the predetermined level will be selected as the predetermined object. This increases the user's anticipation of obtaining an object while maintaining game balance, thereby further improving the user's satisfaction with the game.
[0090] [5] In the above-mentioned information processing device, the receiving unit receives a second operation from the user specifying an object having a rarity of a predetermined level or higher, and when an object having a rarity of a predetermined level or higher is selected as the predetermined object, the selecting unit selects the predetermined object from a group of objects having a rarity of a predetermined level or higher that includes the object specified by the second operation. This means that even if an object with a rarity higher than a predetermined level is selected, there is a possibility that the object specified by the user in the second operation will be selected as the predetermined object, which further increases the user's anticipation of obtaining the object and further improves the user's level of satisfaction with the game.
[0091] [6] In the above information processing device, the selection unit selects a predetermined object from among the objects designated by the first operation or the second operation. This allows the specified object to be selected from the objects specified by the user in the first or second operation, regardless of whether an object of a specified rarity or higher is selected, thereby further increasing the user's anticipation of obtaining the object and further improving the user's level of satisfaction with the game.
[0092] [7] In the information processing device, the receiving unit receives from the user a first operation to specify one or more objects from among the specifiable objects determined based on the object specified by the second operation. As a result, the object that the user can specify in the first operation is determined based on the attributes of the object specified by the user's second operation and having a rarity of a predetermined level or higher, which further increases the user's anticipation of obtaining the object and further improves the user's level of satisfaction with the game.
[0093] [8] In the information processing device, the receiving unit receives from the user a first operation to specify one or more objects from among the specifiable objects that change depending on the progress of the game. This allows the object that the user can specify with the first operation to change depending on the progress of the game, further increasing the user's sense of anticipation about obtaining the object and further improving the user's satisfaction with the game.
[0094] [9] In the information processing device, the receiving unit receives from the user a first operation for specifying one or more objects from among specifiable objects that change depending on the number of times the assignment request has been received. This allows the object that the user can specify in the first operation to change depending on the number of grant requests received, further increasing the user's sense of anticipation about obtaining the object and further improving the user's satisfaction with the game.
[0095]
[10] In the above information processing device, the receiving unit receives a first operation from a user to specify one or more objects from among specifiable objects that change depending on the number of times an object with a rarity of a predetermined level or higher has not been selected as the specified object. As a result, the object that the user can specify in the first operation changes depending on the number of times an object with a rarity of a predetermined level or higher has not been selected as the specified object, which further increases the user's anticipation of obtaining the object and further improves the user's level of satisfaction with the game.
[0096]
[11] In the information processing device, the receiving unit receives, from the user, a first operation for designating one or more objects from among the objects other than the predetermined object selected by the selecting unit. This allows the user to specify an object in the first operation from among objects other than the specified object that has already been selected, i.e., objects that the user does not yet possess, thereby further increasing the user's anticipation of obtaining the object and further improving the user's satisfaction with the game.
[0097]
[12] In the information processing device, the receiving unit receives, from the user, a first operation for designating one or more objects from among the related objects related to the predetermined object selected by the selecting unit. This allows the user to specify an object in the first operation from among related objects that are related to the specified object that has already been selected, thereby further increasing the user's anticipation of obtaining the object and further improving the user's satisfaction with the game.
[0098]
[13] In the information processing device, the receiving unit receives a first operation from the user to specify one or more objects, depending on the number of objects that can be specified, which changes depending on the progress of the game. This allows the number of objects that the user can specify with the first operation to change depending on the progress of the game, further increasing the user's sense of anticipation about obtaining the objects and further improving the user's satisfaction with the game.
[0099]
[14] In the information processing device, the receiving unit receives a first operation from the user to specify one or more objects, depending on the number of objects that can be specified, which changes depending on the number of times the assignment request has been received. This allows the number of objects that the user can specify in the first operation to change depending on the number of grant requests received, further increasing the user's sense of anticipation about obtaining objects and further improving the user's satisfaction with the game.
[0100]
[15] In the above information processing device, the receiving unit receives a first operation from a user to specify one or more objects according to the number of specifiable objects, which changes depending on the number of times an object with a rarity of a predetermined level or higher has not been selected as the specified object. As a result, the number of objects that the user can specify in the first operation changes depending on the number of times an object with a rarity of a predetermined level or higher is not selected as the specified object, which further increases the user's anticipation of obtaining an object and further improves the user's level of satisfaction with the game.
[0101]
[16] In the above information processing device, the receiving unit receives a first operation from the user to specify one or more objects, depending on the number of objects that can be specified, which is determined based on the number of objects specified by the second operation. As a result, the number of objects that the user can specify in the first operation is determined based on the number of objects specified by the user's second operation, creating a link between the first operation and the second operation, which further increases the user's anticipation of obtaining objects and further improves the user's satisfaction with the game.
[0102]
[17] The information processing device further includes a memory unit that stores a designation history of objects designated by a first operation, and a display unit that, when the receiving unit receives a new first operation, identifiably displays whether or not the object designated by the newly received first operation is included in the designation history. This allows the user to identify whether the object specified in the first operation is an object that the user has specified in the past, which not only increases convenience for the user but also further increases the user's anticipation of obtaining the object, thereby further improving the user's satisfaction with the game.
[0103]
[18] The information processing device further includes a memory unit that stores objects possessed by the user in association with the user, and a display unit that displays an object not possessed by the user in a specified state from among objects that can be specified by the first operation before the receiving unit receives the first operation, and the receiving unit receives from the user the first operation that changes the specified object. This allows objects that the user does not possess to be automatically designated in advance, and also allows the user to change those objects as desired, which not only increases convenience for the user but also further heightens the user's anticipation of obtaining the objects, further improving the user's satisfaction with the game.
[0104]
[18] Furthermore, according to the information processing method of this embodiment, a computer receives a request from a user to grant an object, the computer selects a predetermined object when the request is received, the computer grants the selected predetermined object to the user, the computer receives a first operation from the user to specify one or more objects, and if an object with a rarity of a predetermined level or higher is not selected as the predetermined object, the computer selects the predetermined object from a group of objects including the object specified by the first operation. According to the above information processing method, it is possible to increase the user's sense of anticipation regarding the acquisition of an object, and to improve the user's level of satisfaction with the game.
[0105]
[19] Furthermore, according to the program of this embodiment, the computer receives a request from a user to grant an object, selects a predetermined object when the grant request is received, grants the selected predetermined object to the user, receives a first operation from the user to specify one or more objects, and if an object with a rarity of a predetermined level or higher is not selected as the predetermined object, selects the predetermined object from a group of objects including the object specified by the first operation. According to the above program, it is possible to increase the user's sense of anticipation regarding the acquisition of an object, and to improve the user's level of satisfaction with the game. [Explanation of symbols]
[0106] 10 Servers 12 User terminal 14 Network 21 processors 22 Memory 23 Communication Interface 24 Storage 25 Bus 30 Storage section 31 Information Acquisition Department 32 Display control unit 33 Setting section 34 Selection section 35 Granting Department 36 Parameter change section 37 Game Progression Section 51 Specified object display area 52 Designation button 53 Automatic Button 54 Designated object display area 55 Object List Area G1 Object Group Setting Screen G2 Object Group Setting Screen S Information Processing System
Claims
[Claim 1] a receiving unit that receives an object assignment request from a user; a selection unit that selects a predetermined object when the assignment request is received; an assigning unit that assigns the selected predetermined object to the user; the receiving unit receives a first operation from a user for specifying one or more objects; the selection unit, when an object having a rarity equal to or higher than a predetermined value is not selected as the predetermined object, selects a predetermined object from a group of objects including the object designated by the first operation. Information processing device.
Citation Information
Patent Citations
Structure for carbon nanotube electrode, carbon nanotube electrode, and dye sensitized solar cell
JP2012151052A