Information processing apparatus and program
The information processing device and program adjust object combination advantages in games by setting points based on usage frequency, addressing the issue of popularity concentration and enhancing gameplay diversity by using less popular objects.
Patent Information
- Application Number
- JP2025197595
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-11-18
- Publication Date
- 2026-02-06
AI Technical Summary
In games where multiple objects are combined for gameplay, such as card games, existing systems fail to adequately adjust the advantage of object combinations based on usage frequency, leading to concentration of popularity on certain decks and limiting deck configuration variety.
An information processing device and program that acquire usage frequency, set points based on this frequency, and determine parameter values to adjust the advantage of object combinations, encouraging the use of less popular objects by adding or subtracting points based on usage history.
Adjusts the advantage of object combinations dynamically, increasing deck variety and preventing monotony by promoting the use of less popular objects, thus enhancing gameplay diversity.
Smart Images

Figure 2026020267000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing device and a program. [Background technology]
[0002] In competitive games, the choice of characters (objects) to be used has a major impact on the outcome of the game. Each character has its own unique characteristics, such as strength and ease of use, so players inevitably choose different characters. For example, Patent Document 1 describes a method for automatically setting the performance of characters according to the frequency with which the characters are used by players, thereby preventing a concentration of popularity on a particular character.
[0003] One type of competitive game is a trading card game, in which a player selects multiple cards from the cards (objects) they own and uses a deck of cards to create a deck. Such games inherently offer a wide variety of gameplay depending on the card combinations, making them a game that players rarely tire of. However, even in such card games, the card combinations tend to be similar. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2002-282554 Summary of the Invention [Problem to be solved by the invention]
[0005] In the case of a game in which selected characters battle each other, it is sufficient to simply reflect the usage rate of the character in the performance of the character itself, as described in Patent Document 1. However, in a game in which the development of the game changes depending on the combination of multiple objects, such as a card game, it is necessary to devise a system that is more suited to the content of the game. Also, if strong decks become fixed, popularity will tend to be concentrated on those decks, which may narrow the range of deck configuration choices.
[0006] Therefore, an object of the present invention is to adjust the advantage that a combination of a plurality of objects selected by a player has in the progress of play in accordance with the usage situation. [Means for solving the problem]
[0007] The information processing device according to the present invention includes a usage frequency acquisition unit that acquires the usage frequency of each object, where the frequency of use of an object that can be used in a play is determined based on the number of times the player has selected it; a point setting unit that sets points for each object based on the usage frequency; and a parameter value determination unit that determines at least one parameter value related to the progress of the player's play based on the points for one or more objects that satisfy a predetermined condition out of a plurality of objects selected by the player.
[0008] The program of the present invention causes a computer to function as: a usage frequency acquisition unit that acquires the usage frequency of each object, which is determined based on the number of times an object that can be used in play has been selected by the player; a point setting unit that sets points for each object based on the usage frequency; and a parameter value determination unit that determines at least one parameter value related to the progress of the player's play, based on the points for one or more objects that satisfy a predetermined condition out of a plurality of objects selected by the player. [Effects of the Invention]
[0009] According to the present invention, the advantage that a combination of a plurality of objects selected by a player has in the course of play can be adjusted according to the usage situation. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is a block diagram showing a configuration of a game system 1 according to an embodiment of the present invention. [Figure 2] 1 is a block diagram showing the functional configuration of a game server 10 according to an embodiment of the present invention. [Figure 3] 5 is a flowchart showing the flow of a point setting process for an object by the game system 1 according to the embodiment of the present invention. [Figure 4] 3 is a flowchart showing the flow of a deck creation process by a player using game system 1 according to an embodiment of the present invention. [Figure 5] FIG. 10 is a diagram illustrating an example of a deck creation screen according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0011] Next, an embodiment of the present invention will be described in detail with reference to the drawings. FIG. 1 is a block diagram showing the configuration of a game system 1 including a game server (information processing device) 10 according to an embodiment of the present invention. In this embodiment, a system for a competitive game (trading card game) will be described as an example, in which a player selects a plurality of cards (objects) from among their owned cards to create a deck of cards. Each card displays an image of a character, and each character is assigned a number of parameters, such as hit points (HP) representing durability in a battle and attack power. Note that the game system to which the present invention is applied is not limited to the above, and can be applied to any type of game in which a player selects a plurality of objects (characters, items, etc.) to play.
[0012] 1, the game system 1 includes a game server 10 and a user terminal 20. The game server 10 and the user terminal 20 are connected via a communication network.
[0013] The communication network may be, for example, the Internet, a LAN, a dedicated line, a telephone line, an in-house network, a mobile communication network, Bluetooth (registered trademark), WiFi (Wireless Fidelity), other communication lines, or a combination thereof, regardless of whether it is wired or wireless.
[0014] The game server 10 is configured by a general-purpose computer, and server functions are realized by running a predetermined server program on the computer. The game server 10 is equipped with a control device 11 and an external storage device 12. The control device 11 is equipped with a CPU, memories such as ROM and RAM, an input interface, an output interface, a communication interface, and buses connecting these. The control device 11 realizes various functions by the CPU executing programs stored in the ROM, etc. The external storage device 12 is a hard disk drive, etc.
[0015] Fig. 2 is a block diagram showing the functional configuration of the game server 10. As shown in Fig. 2, the functional modules executed by the CPU of the control device 11 include a use frequency acquisition unit 101, a point setting unit 102, a parameter value determination unit 103, and an object information display unit 104.
[0016] The external storage device 12 also includes an object point storage unit 105. The object point storage unit 105 stores information on the frequency of use of each object and the points assigned to each object. In this embodiment, the objects are cards displaying characters. In this embodiment, the frequency of use of each object is periodically updated according to the number of times the object is selected by the player within a predetermined period. The points assigned to each object are also periodically updated based on the frequency of use.
[0017] The user terminal 20 is a terminal through which a player plays a game in cooperation with the game server 10. The user terminal 20 is a terminal capable of communicating with the game server 10 via a communication network, such as a smartphone, a mobile phone, a tablet terminal, a notebook PC (personal computer), a personal digital assistant (PDA), or a wearable device.
[0018] 1, the user terminal 20 includes a processor 21, an input device 22 such as a keyboard, a mouse, various operation buttons, or a touch panel, a display device 23 such as a liquid crystal display, a communication interface 24 for connecting to a communication network, and a storage resource 25 such as a disk drive or semiconductor memory (ROM, RAM, etc.). The storage resource 25 stores a computer program executed by the processor 21.
[0019] Next, we will explain the flow of the game played by the game system 1. Figure 3 is a flowchart showing the flow of the object point setting process. The point setting process is executed periodically (for example, every two weeks), and the points of each object are updated each time.
[0020] The use frequency acquisition unit 101 of the game server 10 periodically acquires the use frequency of each object (card) (step S101). The use frequency is determined based on the number of times selected by a player (the number of times incorporated into a deck). Specifically, it is the number of times selected by a player who played a game using the game system 1 during a predetermined period (a first period: for example, January 1st to January 15th).
[0021] The use frequency acquisition unit 101 may determine the use frequency of each object based on the number of times the object has been selected by a player who is identified by a predetermined playing record among players who have played a game using the game system 1. The player identified by a predetermined playing record may be, for example, a player who has won a match within a period of time. Alternatively, the use frequency acquisition unit 101 may target top players who are ranked at or above a predetermined position based on the results of the game.
[0022] The use frequency of each object may be calculated by the use frequency acquisition unit 101 of the game server 10, or may be acquired for each period from an external system. The use frequency acquisition unit 101 also registers the acquired use frequency in the object point storage unit 105.
[0023] Next, the point setting unit 102 of the game server 10 sets points for each object based on the acquired frequency of use (step S102). Points may be set in stages by classifying the frequency of use (number of selections) into multiple ranges (e.g., 100 times or more: 0 points, 80 to 99 times: 5 points, 60 to 79 times: 10 points, 40 to 59 times: 15 points, 20 to 39 times: 20 points, 19 times or less: 30 points). Alternatively, points may be calculated using a predetermined formula (e.g., points = 100 - frequency of use (however, if the value is negative, it is set to zero)).
[0024] In this embodiment, the points are set so that the lower the frequency of use (the fewer the number of selections), the higher the points. The point value may be, for example, a value that is added to the parameter value as a bonus when setting the parameters, which will be described later.
[0025] The point setting unit 102 updates the points of each object registered in the object point storage unit 105 with the newly set points (step S103). The updated points are used for the period (second period) until the next update process. Note that the relationship between the period (second period) for using the newly set points and the calculation period (first period) for the use frequency used to set the points may be any period as long as the second period is later than the first period. For example, the use frequency of the most recent first period, such as (first period: January 1st to January 15th, second period: January 16th to January 31st), may be used, or the use frequency of a more distant first period, such as (first period: January 1st to January 15th, second period: February 1st to February 15th) may be used.
[0026] Next, the process of creating a deck by a player using the game system 1 will be described with reference to the flowchart of FIG.
[0027] The game starts when the player P operates his / her user terminal 20 to launch the application of the game system 1 or access an online game site. The object information display unit 104 of the game server 10 displays a deck creation screen (a screen for creating a combination of objects) on the display device 23 of the user terminal 20 (step S201).
[0028] FIG. 5 is a diagram illustrating a deck creation screen. As shown in FIG. 5, the deck creation screen includes an area A1 that displays a list of all objects C that can be selected by the player P, and an area A2 that displays selected objects C (objects incorporated into the deck). Each object C may display a character image and information such as the character's hit points (HP in the figure) and attack power (AP in the figure). Points (P in the figure) assigned to the object may also be displayed. The objects C displayed in area A1 are objects that the player P has purchased in advance or acquired in a game or the like. Area A1 may list the objects in order of purchase or the number of times the player P has selected them, or may list them in order of the highest (or lowest) points assigned to each object. Objects that have already been selected may not be selectable.
[0029] Next, the player P performs an operation to create a deck (step S202). Specifically, the player P selects an object C that he or she wants to include in the deck from the objects C displayed in the area A1 (for example, moves the object C to the area A2 by dragging and dropping).
[0030] Once the selection of the number of objects required to create the deck (e.g., 10) has been completed (step S203: YES), the parameter value determination unit 103 of the game server 10 sets the parameter values to be assigned to player P based on the points of each object included in the deck (step S204).
[0031] The parameter value determination unit 103 may, for example, obtain the points registered in the object point memory unit 105 for all objects included in the deck and set the parameter value based on the total value of those points.
[0032] The parameter value determination unit 103 may also extract objects included in the deck whose frequency of use is within a predetermined range, and set parameter values based on the points of the extracted objects. For example, it may be configured to use only points from objects whose frequency of use is below a predetermined value or from objects whose frequency of use is above a predetermined value. It may also be configured to use only points from objects ranked high or low in frequency of use.
[0033] The parameter to be set is one or more parameters related to the progress of the game. For example, the parameter values of all objects included in the deck (e.g., attack power) may be set, or the parameter value of one object included in the deck (e.g., hit points of the object set as the leader) may be set.
[0034] For example, the total points of all objects in the deck. When a bonus (e.g., 150) is added to the hit points of the object set as the leader (e.g., the initial value is 1000), the hit points of the leader object are set to 1150. Furthermore, the total point value of objects included in the deck that have been used less than a predetermined value (e.g., 20 times or less) may be added to the hit points as a bonus. Alternatively, the total point value of objects included in the deck that have been used more than a predetermined value (e.g., 80 times or more) may be subtracted from the hit points as a negative bonus.
[0035] As described above, according to this embodiment, points for each object are set based on the frequency with which the object is used by the player, and one or more parameter values to be assigned to the player are determined based on the points of one or more objects selected by the player that satisfy a predetermined condition. This allows players to obtain more advantageous parameter values by selecting objects that they do not normally select (less popular objects), thereby increasing the variety of combinations (decks) of multiple objects selected by players and preventing the game from becoming monotonous. Note that the objects that satisfy the predetermined condition may be all objects selected by the player (all objects included in the deck), or one or more objects selected based on frequency of use or rank of frequency of use. Furthermore, objects selected by the player that have a predetermined attribute may be targeted. For example, objects with particularly advantageous (strong) parameter values in a battle may be targeted.
[0036] Furthermore, by determining the parameter value based on the points of objects that are used frequently within a predetermined range among the multiple objects selected by the player, it is possible to make adjustments such as increasing the parameter value according to the number of less frequently used objects selected, or conversely decreasing the parameter value according to the number of more frequently used objects selected.
[0037] Alternatively, the points of one or more objects selected by a player that satisfy a predetermined condition may be added up, and the parameter value of one of the objects may be determined based on the total points. This allows parameters that affect the content of the game to be set according to the game rules. For example, if the rule is that the player who first reduces the hit points of the opponent's leader object to zero wins, then setting the hit points of the leader object as the target can allow the selection of an object to have a significant impact on the content of the game.
[0038] Furthermore, the frequency of use of an object is determined based on the number of times the object is selected by the player within a predetermined period, and points are calculated based on the new frequency of use for each predetermined period and updated each time. This allows points to be used that are determined based on the most recent frequency of use of the object.
[0039] The frequency of use of an object may also be determined based on the number of times the object has been selected by a player with a predetermined playing record (such as a player who has won a match or a player with a high ranking). By using information about objects selected by players who are somewhat familiar with the game, it is possible to obtain information about the frequency of use that reflects the true popularity of the object. The frequency of use may also be determined based on information about objects used by players who satisfy a predetermined condition when they won a match. Examples of players who satisfy a predetermined condition include players who belong to a specific league, players whose player rank falls within a predetermined range, and players who have paid a predetermined amount or more. For example, an object used by a player who belongs to a high league or a player with a high player rank when they won a match is considered to be a strong object. Players who have paid a predetermined amount or more are considered to have a lot of experience and are also well versed in how to select objects in a game.
[0040] Furthermore, when a player selects an object, the objects that the player can select are arranged on the user terminal 20 in order of highest (or lowest) points, which makes it easier for the player to consider not only the inherent strength (attack power, etc.) of each object but also the currently set points when selecting an object.
[0041] In this embodiment, the information processing device of the present invention is the game server 10, but the information processing device is not limited to a server. For example, the information processing device may be a terminal device such as a personal computer or a mobile information terminal, or a dedicated game machine.
[0042] The present invention is not limited to the above-described embodiments, and can be embodied in various other forms without departing from the spirit and scope of the present invention. Therefore, the above-described embodiments are merely illustrative in all respects and should not be construed as limiting. For example, the order of the above-described processing steps can be arbitrarily changed or executed in parallel as long as no contradiction occurs in the processing content. Other steps may also be added between processing steps. Furthermore, a step described as one step may be divided into multiple steps and executed, and what is described as multiple steps may be understood as one step. [Explanation of symbols]
[0043] 1. Game System 10...Game server 12...Control device 12…External storage device 20...User terminal 21...Processor 22...Input device 23...Display device 24...Communication interface 25…Memory resources 101...Usage frequency acquisition unit 102...Point setting section 103...parameter value determination unit 104...Object information display section 105...Object point memory unit
Claims
1. a use frequency acquisition unit that acquires the use frequency of each object, the use frequency of which is determined based on the number of times that the object that can be used in play has been selected by the player; a point setting unit that sets points for each object based on the frequency of use; and a parameter value determination unit that determines at least one parameter value related to the progress of play by the player, based on the points of one or more objects that satisfy a predetermined condition out of a plurality of objects selected by the player.
2. The parameter value determination unit The information processing apparatus according to claim 1 , wherein the parameter value is determined based on points of objects whose frequency of use falls within a predetermined range among the selected plurality of objects.
3. The parameter value determination unit The information processing apparatus according to claim 1 , further comprising: adding up points of one or more of the objects that satisfy the predetermined condition; and determining a parameter value of one of the plurality of objects based on the total points.
4. The usage frequency acquisition unit obtaining a frequency of use of each object determined based on the number of selections during a first time period; The point setting unit The information processing device according to claim 1 , wherein points for each object in a second period following the first period are updated based on the frequency of use of each object in the first period.
5. The usage frequency acquisition unit The information processing device according to claim 1 , wherein the information processing device acquires a frequency of use of each object, the frequency being determined based on the number of times the object has been selected by a player identified based on the playing record.
6. an object information display unit that displays information about objects that can be selected by a player when playing; The object information display unit The information processing apparatus according to claim 1 , wherein the objects are arranged in an order according to the points of the objects.
7. Computer, a use frequency acquisition unit that acquires the use frequency of each object, the use frequency of which is determined based on the number of times that the object that can be used in play has been selected by the player; a point setting unit that sets points for each object based on the frequency of use; A program that functions as a parameter value determination unit that determines at least one parameter value related to the progress of a player's play based on the points of one or more objects selected by the player that satisfy a predetermined condition.
Citation Information
Patent Citations
Video game device and control method thereof, video game system, video game program, and computer-readable recording medium with the program recorded thereon
JP2002282554A