Program and information processing system

AI-generated images in games, managed by a networked system, enhance entertainment value by providing engaging content and effective data management.

JP2026023623AActive Publication Date: 2026-02-13COLOPL
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Patent Information

Application Number
JP2024125653
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-01
Publication Date
2026-02-13
Estimated Expiration
2044-08-01

AI Technical Summary

Technical Problem

There is a demand for enhancing the entertainment value of games.

Method used

The use of AI to generate images in games based on predetermined conditions, with a mechanism to determine inappropriate content, and a system that includes a server and terminal devices connected via a network for game execution and data management.

Benefits of technology

Improves the entertainment value of games by generating engaging content and managing game data effectively.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026023623000001_ABST
    Figure 2026023623000001_ABST
Patent Text Reader

Abstract

To improve amusement of a game.SOLUTION: The program causes a computer to function as generation means for generating an image to be used in a game by using AI on the basis of satisfaction of a predetermined condition in the game, and determination means for determining whether the generated image generated by the AI is an inappropriate image.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to a program and an information processing system. [Background technology]

[0002] It has been known for some time that AI is used to generate items and the like in games (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 7493664 Summary of the Invention [Problem to be solved by the invention]

[0004] There is a demand for games to be more entertaining.

[0005] The present invention aims to improve the entertainment value of games. [Means for solving the problem]

[0006] According to one embodiment shown in the present disclosure, Computer, a generation means for generating images to be used in the game using AI based on a predetermined condition being satisfied in the game; It functions as a means of determining whether images generated by AI are inappropriate. Programs are offered. [Effects of the Invention]

[0007] According to the present invention, the entertainment value of the game can be improved. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating a schematic configuration of an information processing system. [Figure 2] FIG. 2 is a block diagram showing a functional configuration of the information processing system. [Figure 3] FIG. 10 is a diagram illustrating an example of a screen displaying a map. [Figure 4] FIG. 10 is a diagram showing an example of a screen related to a battle. [Figure 5] FIG. 10 is a diagram showing an example of a screen related to an event in a game. [Figure 6] FIG. 10 is a diagram illustrating card generation. [Figure 7] 10 is a flowchart showing an example of a process for generating an object using AI. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0010] <System hardware configuration> As shown in FIG. 1, an information processing system 1 of this embodiment includes a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or a combination of these. Furthermore, the connection between the terminal device 10 and the server 20 may be wired or wireless.

[0012] The server 20 (in other words, a computer, an information processing device) may be, for example, a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components of the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and loads it into the memory 22. The processor 21 executes the loaded program.

[0014] The memory 22 is a main storage device. The memory 22 is configured by storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 temporarily stores programs and various data that the processor 21 reads from the storage 23, thereby providing a working area for the processor 21. The memory 22 also temporarily stores various data that the processor 21 generates while operating according to the programs.

[0015] In this embodiment, the program may be a program that realizes a game by the terminal device 10. The program may also be a program that realizes the game through cooperation between the terminal device 10 and the server 20. The game realized through cooperation between the terminal device 10 and the server 20 may, for example, be a game executed on a browser launched on the terminal device 10. The program may also be a program that realizes the game through cooperation between a plurality of terminal devices 10. The various data may include, for example, data related to the game, such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured by a storage device such as a flash memory or an HDD (Hard Disk Drive). The storage 23 stores various data related to the game.

[0017] The communication IF 24 controls transmission and reception of various data between the server 20 and the terminal device 10 and the like via the network.

[0018] The input / output IF 25 is an interface through which the server 20 receives input of data and also an interface through which the server 20 outputs data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device that displays and outputs images.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal that a user uses when playing a game.

[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other by a communication bus.

[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.

[0022] The memory 12 is a main storage device. The memory 12 is configured by storage devices such as a ROM and a RAM. The memory 12 temporarily stores the programs and various data that the processor 11 reads from the storage 13, thereby providing a working area for the processor 11. The memory 12 also temporarily stores various data that the processor 11 generates while operating according to the programs.

[0023] The storage 13 is an auxiliary storage device. The storage 13 is configured by a storage device such as a flash memory or a HDD. The storage 13 stores various data related to the game.

[0024] The communication IF 14 controls transmission and reception of various data between the terminal device 10 and the server 20 etc. via the network.

[0025] The input / output IF 15 is an interface through which the terminal device 10 receives input of data and also an interface through which the terminal device 10 outputs data. The input / output IF 15 may input and output data via, for example, a USB (Universal Serial Bus) or the like. The input / output IF 15 may include an input unit 17, a display unit 18, or the like.

[0026] The input unit 17 accepts input from a user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays images. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 which is an electronic component that combines the input unit 17 and the display unit 18.

[0027] The input unit 17 has a function of detecting a position input on the input surface by a user operation (for example, a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel serving as the input unit 17 may be of a capacitive type or a resistive type, or may be of another type.

[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, an acceleration sensor, an angular velocity sensor, a motion sensor, a gaze sensor, a bioelectric potential sensor, a fingerprint sensor, a breath sensor, a pressure sensor, or an image sensor), an operation stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.

[0029] <System Functional Configuration> 2 is a block diagram showing the functional configuration of the server 20 and the terminal devices 10. The server 20 in this embodiment has, for example, a function to provide each terminal device 10 with various data and programs necessary to realize the game, and a function to collect and manage data related to the game from each terminal device 10.

[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 using a user account that is registered in advance for each game. The method of registering an account is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information required for user account registration to the server 20 based on a user operation, and the server 20 may create and save an account for each user based on the received information.

[0031] 2, the server 20 functions as a control unit 210 and a storage unit 220 through cooperation of a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, an input / output IF 25, etc. The storage unit 220 stores various data used by the control unit 210. The various data include, for example, a game program, game information, and user information.

[0032] The game program is a program for implementing the game. The game information and user information are data that the control unit 210 references when executing the game program.

[0033] In this embodiment, the game program may include a game program executed on the terminal device 10 side in addition to a game program executed on the server 20 side. Furthermore, the storage unit 220 may store a game program executed on the server 20 side and a game program executed on the terminal device 10 side.

[0034] The game information includes, for example, information for defining various virtual spaces. A virtual space is, for example, a space in which various objects, such as an object of a player character used by a user, are placed. The game information includes, for example, various setting information related to objects common to accounts, such as background objects, such as buildings, trees, and stones, placed in the virtual space, and the placement position, size, color, and shape of non-player character (NPC) objects. The game information also includes, for example, setting values ​​of various NPC parameters. Hereinafter, a character object placed in a virtual space may be simply referred to as a "character."

[0035] User information is information managed for each game account. User information includes, for example, information about the player character, information about owned assets, and information indicating the progress of the game. Owned assets can be considered as value possessed by a user in a virtual space. Examples of such value (in other words, in-game value, owned assets) include electronic currency, items, and characters. Examples of electronic currency include in-game currency that can be used in a game and crypto assets. That is, the storage unit 220 may store information such as electronic currency, items, or characters possessed by each user, for example, in association with identification information that can identify each user. In this embodiment, when a predetermined value (in other words, an object) such as an item is "granted to a user (in other words, acquired)," it can also be considered as storing the value possessed by the user in a predetermined storage unit, linked to the user's account.

[0036] The control unit 210 controls various processes related to the game by executing a game program stored in the storage unit 220. The control unit 210 has, for example, a transmission / reception unit 211, a game control unit 212, a data management unit 213, a generation unit 214, and a determination unit 215.

[0037] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs from each terminal device 10 and passes them to the game control unit 212. Furthermore, the transmitting / receiving unit 211 transmits various types of data and programs to each terminal device 10 in accordance with the control of the game control unit 212.

[0038] The game control unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in a game program in response to a request from the terminal device 10. The game control unit 212 also issues a command to the transmitting / receiving unit 211 to send game information or user information. The game control unit 212 also issues a command to the data management unit 213 to add, update, or delete records of game information or user information.

[0039] The data management unit 213 manages various data stored in the storage unit 220 in accordance with instructions from the game control unit 212. For example, the data management unit 213 reads game information or user information in accordance with instructions from the game control unit 212, and transmits the information to the terminal device 10 via the transmission / reception unit 211. Furthermore, the data management unit 213 adds, updates, or deletes records of game information or user information in accordance with instructions from the game control unit 212.

[0040] The terminal device 10 in this embodiment has, for example, a function as an input device that accepts input operations from a user, and a function as an output device that outputs images and sounds of a game.

[0041] The terminal device 10 functions as a control unit 110 and a storage unit 120 through cooperation of the processor 11, memory 12, storage 13, communication IF 14, input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. Examples of the various data include a game program, game information, and user information. The game program is a program for realizing a game on the terminal device 10 side. The game information and user information are data referenced when the control unit 110 executes the game program. The game information and user information stored in the storage unit 120 may include information similar to the game information and user information stored in the storage unit 220.

[0042] The control unit 110 executes a game program stored in the storage unit 120 to control various processes related to the game executed on the terminal device 10. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game control unit 113, and a display control unit 114.

[0043] The operation reception unit 111 receives an operation (hereinafter also referred to as an "input operation") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of the types of input operations include various operations performed with fingers, etc., such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation of physically contacting the input unit 17 (for example, the touch screen 16) but may also include a non-contact operation. Note that an operation of ending a previously performed input operation, such as a touch-off operation of ending contact with the touch screen 16, can also be considered as one form of input operation.

[0044] Here, the operation reception unit 111 can also receive input operations performed using an operation device connected via the input / output IF 15 in the same way as input operations to the input unit 17 .

[0045] The transmitting / receiving unit 112 transmits or receives various types of data. The transmitting / receiving unit 112 transmits, for example, game information and user information to the server 20. The transmitting / receiving unit 112 receives various types of data, programs, etc. from the server 20.

[0046] The game control unit 113 executes various processes related to the progress of the game, which will be explained below with specific examples.

[0047] The game control unit 113 defines the virtual space based on information for defining the virtual space included in the game information. The game control unit 113 places objects in the virtual space based on object setting information included in the game information. The game control unit 113 controls the objects placed in the virtual space. Specifically, the game control unit 113 changes the position, orientation, shape, color, etc. of the objects in the virtual space, and causes the objects to perform predetermined actions.

[0048] The game control unit 113 defines a virtual camera for specifying an area of ​​the virtual space to be presented to the user. The game control unit 113 places the virtual camera in the virtual space by defining the position and orientation of the virtual camera in the virtual space. The game control unit 113 generates an image depicting the field of view defined by the virtual camera and the objects placed in this field of view.

[0049] The game control unit 113 interprets the user's instruction content based on the coordinates of the input position and the type of input operation detected by the operation reception unit 111. The game control unit 113 executes various determination processes related to the progress of the game based on the interpreted instruction content, etc. The game control unit 113 progresses the game while controlling objects, a virtual camera, etc. based on the results of the determination processes, etc. The game control unit 113 updates, adds, or deletes game information and user information according to the progress of the game.

[0050] The display control unit 114 displays an image on the display unit 18. A specific example will be described below.

[0051] The display control unit 114 generates an image depicting the area of ​​the field of view of the virtual camera defined by the game control unit 113 in the virtual space and the objects present in that area, and causes the image to be displayed on the display unit 18. The display control unit 114 can superimpose and draw objects related to a UI (User Interface) required for various game operations, such as icons, buttons, and menus showing various parameters, on the image to be displayed on the display unit 18.

[0052] Note that the functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely examples. Each of the terminal device 10 and the server 20 may have at least some of the functions of the other device. Furthermore, each of the devices, such as the terminal device 10 and the server 20, does not have to be realized by an integrated device, but may be realized, for example, by multiple devices connected via a network or the like. Furthermore, the information processing system 1 may be configured, for example, by only the terminal device 10 or the server 20. In other words, the information processing system 1 does not have to be realized by multiple devices connected via a network.

[0053] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. Note that in this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 will be described as performing each processing according to this embodiment by executing a game program stored in the information processing system 1. However, at least a portion of the processing according to this embodiment performed by the processor 11 may be performed by a processor other than the processor 11. Furthermore, at least a portion of the processing according to this embodiment performed by the processor 21 may be performed by a processor other than the processor 21. For example, some or all of the processing performed by one of the control unit 110 and the control unit 210 may be performed by the other. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of multiple devices.

[0054] In the following, the configuration according to this embodiment will be described as being applied to a game that combines a roguelike game and a card game (in other words, a roguelike card game). Note that the configuration according to this embodiment can also be applied to games other than roguelike card games.

[0055] The flow of the game of this embodiment will be described with reference to examples of game screens shown in FIGS.

[0056] FIG. 3 is a diagram showing an example of a map screen 300 displaying a map 301. The user advances one square at a time through the map 301 (i.e., a dungeon, a virtual space) made up of a plurality of squares 302, aiming to reach the innermost part of the map 301. In the map 301 shown in FIG. 3, the user advances from square 302a at the bottom of the screen to square 302b at the top of the screen. Various events are set in each square 302, and when the user stops on (or reaches) any square 302, the event corresponding to (or set in) that square 302 is executed. The map 301 is made up of a plurality of stages, and the innermost part of the final stage is the innermost part of the map 301. When the user reaches the innermost part of a stage (specifically, when the user reaches the innermost square 302b and clears the event set in the innermost square 302b), the user can proceed to the next stage. In the map screen 300 shown in FIG. 3, one stage is displayed, and when the user clears this stage, the next stage is displayed. When the final stage is cleared (specifically, when the player reaches the innermost square 302b of the final stage and completes the event corresponding to the innermost square 302b), the game is cleared (in other words, the dungeon is cleared). Also, if the hit points of the player character reach "0" before the final stage is cleared, the game is over.

[0057] Various events such as battle events, story events, shop events, and rest events are associated with each square 302. In other words, the squares 302 include square 302c where a battle event is set, square 302d where a story event is set, square 302e where a shop event is set, and square 302f where a rest event is set.

[0058] A battle event is an event in which a battle takes place against an enemy character. Figure 4 shows an example of a battle screen 310 displayed during a battle event. As will be described in detail later, the user makes full use of cards 311 that they own to fight against enemy characters.

[0059] In a battle event, the user uses a deck made up of a plurality of cards 311 to fight against an enemy character 312. Specifically, the user uses the cards 311 to make the player character 313 and the enemy character 312 fight each other.

[0060] Battles are turn-based, with the user's turn and the enemy's turn alternating. Each turn, the user is dealt multiple cards 311 from a deck (i.e., a stockpile of cards). The user can select and use a card 311 to use from the cards 311 dealt (i.e., their hand). Each turn, the user is granted a predetermined number of usable points. Each card has a cost (i.e., points to be consumed), and when a card 311 is used, the cost set for the used card 311 is subtracted from the usable points. Furthermore, the used card 311 is discarded and cannot be used again until it becomes a hand. Each turn, the user can use cards 311 with a cost equal to or less than the remaining usable points. In other words, the user can use cards 311 within the number of usable points within a turn. In other words, the usable points can be considered the cost that can be used in each turn, and cards 311 can be used within the usable cost range.

[0061] The cards 311 are classified into a plurality of types. In this embodiment, the card types include attack cards that inflict damage on the enemy character 312, defense cards that block attacks from the enemy character 312, and skill cards that provide advantageous effects to the user in battle, such as buffing the player character 313 or debuffing the enemy character 312. In this embodiment, the user progresses through the game using a specific player character 313 (for example, by fighting the enemy character 312), and each card 311 causes the specific player character 313 to perform attack or defense or to use a skill (in other words, to buff the specific player character 313). However, for example, a card 311 with a player character 313 set thereon may exist, and by using the card 311, the player character 313 set on the card 311 may be selected as the player character 313 to be used in battle.

[0062] By using cards, the user can have the player character 313 attack (for example, attack by using an offensive card), have the player character 313 defend (for example, defend by using a defensive card), or strengthen the player character 313 (for example, strengthen by using a skill card) to progress through the battle.

[0063] At the start of play, the user is given a plurality of cards 311 to be used in battle (in other words, cards 311 that make up the deck). As will be described later, the user can acquire cards 311 in various events, and the cards 311 acquired by the user are added to the deck.

[0064] In the game of this embodiment, when the game is cleared (in other words, the dungeon is cleared) or the game is over, a new map 301 is generated, and the user can try to conquer the map 301 again from the beginning. In other words, the game of this embodiment can be played repeatedly, and one play is defined as the period from when exploration in a new map 301 begins until the game is cleared or the game is over. During one play, the user can acquire various objects such as cards 311 and use them in the game, but the acquired objects are lost when the play ends. Furthermore, during one play, the parameters of the user's player character 313 change (for example, the player character 313 is strengthened, such as by increasing the maximum hit points), but when the play ends, the changed parameters are restored. In other words, when one play ends, the user will start the game again from the beginning in the next play. Note that in the game of this embodiment, when one play ends, the user loses all of the acquired objects, but it may be possible to start the next play with some of the objects (in other words, items) remaining. That is, in the game of this embodiment, when one play ends, the user loses all of the cards 311 that he or she has acquired in various events such as battle events, story events, or shop events.

[0065] The processing related to the progress of the game will be described. The game control unit 113 instructs the display control unit 114 to display a map screen 300, as exemplified in Fig. 3, on the display unit 18. The display control unit 114 causes the map screen 300 to be displayed on the display unit 18 based on the instruction.

[0066] The game control unit 113 automatically generates a new map 301 for each play. The type and order of each square 302 placed within the map 301 are determined randomly, but they do not have to be completely random and may follow certain rules. For example, specific squares 302, such as the first square 302a or the last square 302b of each stage, may be fixed to squares 302 where a specific event (for example, a battle event) is set.

[0067] Furthermore, the game control unit 113 generates an event set in the selected square 302 based on a user operation to select a specific square 302 from among the multiple squares 302 displayed on the map screen 300. At the start of each stage (in other words, at the start of play), the game control unit 113 accepts an operation to select a specific square 302 from the multiple squares 302a at the bottom of the map 301, but does not accept selection of any other squares 302. Thereafter, the game control unit 113 accepts an operation to select the square 302 next to the square 302 the user has currently reached, but does not accept selection of any other squares 302. In other words, the user must progress one square at a time on the map 301. Note that in the example shown in FIG. 3, the user can only select the next square 302 connected by a dashed line from the square 302 on which the user currently stands.

[0068] When a specific square 302 is selected, the game control unit 113 generates an event set in the selected square 302. Specifically, the game control unit 113 displays a screen related to the event set in the selected square 302 on the display unit 18, and progresses the event based on the user's operation.

[0069] A case will be described where the event set on the selected square 302 is a battle event. In a battle event, the game control unit 113 instructs the display control unit 114 to display a battle screen 310, as shown in Fig. 4, on the display unit 18. The display control unit 114 displays the battle screen 310 on the display unit 18 based on the instruction.

[0070] The battle screen 310 displays an image of a player character 313, an image of an enemy character 312, an image of a hand of cards, a display 315 showing the hit points of the player character 313, a display 316 showing the hit points of the enemy character 312, and a display 317 showing the available points. The image of each card 311 as a hand includes a display 320 of the card name, a display 321 of the cost, a display 322 showing the card's performance (in other words, the effect that occurs when the card is used), and the like.

[0071] The game control unit 113 manages the user's turn and the enemy's turn in a battle event. During the user's turn, the game control unit 113 generates an effect according to the performance of the selected card 311 based on the user's operation of selecting a card 311 to use from their hand, and progresses the battle event. For example, if the selected card 311 is an offensive card, the game control unit 113 reduces the hit points of the enemy character 312 by the amount of damage set for the selected card 311. Furthermore, for example, if the selected card 311 is a defensive card, the game control unit 113 grants the player character 313 an effect that reduces damage the player character 313 receives from an attack from the enemy character 312 during the enemy's turn. Then, based on the user's operation to end the user's turn, the game control unit 113 ends the user's turn and transitions to the enemy's turn. During the enemy's turn, the game control unit 113 executes an attack from the enemy character 312 to the player character 313, and reduces the hit points of the player character 313 by the amount of damage set for the executed attack.

[0072] Then, when the hit points of the enemy character 312 reach "0" (in other words, when the user wins the battle event), the game control unit 113 ends the battle event. Also, when the hit points of the player character 313 reach "0" (in other words, when the user loses the battle event), the game control unit 113 marks the game as over and ends the current play.

[0073] Next, a case will be described where the event set in the selected square 302 is a story event. In the case of a story event, the game control unit 113 instructs the display control unit 114 to display an event screen 330, as shown in Fig. 5, on the display unit 18. Based on this instruction, the display control unit 114 displays the event screen 330 on the display unit 18.

[0074] The event screen 330 displays a display related to a predetermined story. In this embodiment, a story event is an event in which text 332 describing the story is displayed. Furthermore, in a story event, the game control unit 113 presents the user with options 331 related to actions in the story and progresses the event according to the option 331 selected by the user. In other words, the game control unit 113 provides the user with a benefit or disadvantage according to the option 331 selected by the user. Here, the benefit may be the acquisition of an object such as a card 311, the acquisition of in-game currency, or an increase in a parameter of the player character 313 (in other words, a parameter related to the user) such as hit points. Furthermore, the disadvantage may be the loss of an object such as a card 311, the loss of in-game currency, or a decrease in a parameter of the player character 313 (in other words, a parameter related to the user) such as hit points. 5, when the user selects the first option 331, the game control unit 113 grants the user an advantage (specifically, the card 311), while granting the user a disadvantage (specifically, a decrease in the hit points of the player character 313) that puts the user at a disadvantage in the subsequent game progress. Also, when the user selects the second option 331, the game control unit 113 grants the user neither an advantage nor a disadvantage.

[0075] When the story of the story event reaches the end, the game control unit 113 ends the story event. Also, in a story event, the hit points of the player character may decrease, and when the hit points of the player character reach "0", the game control unit 113 ends the current play as the game is over.

[0076] The shop event is an event in which the user can purchase objects such as cards 311 at a shop in the game, and the game control unit 113 ends the shop event when the user performs an operation to leave the shop. The rest event is an event in which the user can have the player character 313 take a rest and recover the hit points of the player character 313, and the game control unit 113 ends the rest event when the hit points of the player character 313 are recovered.

[0077] When the event corresponding to the selected square 302 ends, the game control unit 113 causes the map screen 300 to be displayed again on the display unit 18, and accepts an operation by the user to select the next square 302.

[0078] In the game of this embodiment, the user can acquire a card 311 while playing. For example, the game control unit 113 allows the user to acquire a card 311 based on the user winning a battle event. Furthermore, the game control unit 113 allows the user to acquire a card 311 based on the user selecting a specific option in a story event. Furthermore, the game control unit 113 allows the user to acquire a card 311 that the user purchased in a shop event. In other words, a card-acquiring event, such as a battle event, a story event, or a shop event, is set in the square 302, and the game control unit 113 allows the user to acquire a card 311 based on the execution of the card-acquiring event.

[0079] The game control unit 113 manages an available card list as a list of cards 311 that the user can acquire. The storage unit 120 stores the available card list. When a predetermined condition is met, the game control unit 113 adds a specific card 311 to the available card list. In this embodiment, cards 311 generated by a generation process described below are added to the available card list. Note that the available card list may include cards 311 that are included by default (in other words, cards that are included in the initial state of the game) in addition to cards 311 generated by the generation process.

[0080] The game control unit 113 selects the card 311 to be acquired by the user in the card acquireable event from the cards 311 included in the acquireable card list. In other words, the cards 311 included in the acquireable card list can also be considered as candidates for the card to be acquired by the user.

[0081] For example, the game control unit 113 presents a plurality of cards 311 to the user in a card obtainable event and grants the user the card 311 selected by the user. The game control unit 113 selects the card 311 to be presented at this time from the cards 311 included in the obtainable card list. Specifically, for example, when the user wins a battle event, the game control unit 113 displays a plurality of cards 311 from the cards 311 in the obtainable card list on the display unit 18, allows the user to select a card 311 to obtain from the plurality of cards, and grants the selected card 311 to the user. Also, for example, the game control unit 113 selects a card 311 that can be purchased in a shop event (in other words, a card 311 to be displayed in a shop) from the obtainable card list and presents it to the user, and grants the card 311 that the user selected to purchase to the user.

[0082] For example, in a card obtainable event, the game control unit 113 may present a card 311 from the cards 311 included in the obtainable card list to the user, and when the user selects to obtain the card 311, grant the card 311 to the user. Specifically, for example, in a story event, the game control unit 113 may present to the user an option 331 related to an action in the story, which option 331 allows the user to obtain a specific card 311 included in the obtainable card list, and when the option 331 is selected, grant the specific card 311 to the user. Note that it is not necessary to present to the user which card 311 to obtain before selecting an option. In other words, in a card obtainable event, the game control unit 113 may not present to the user an obtainable card and then grant the card in accordance with the user's selection. For example, when the user selects a specific option 331 related to an action in the story in a story event, the game control unit 113 may automatically select a card to be granted to the user from the cards included in the obtainable card list and grant the card to the user.

[0083] The game control unit 113 grants a predetermined number of cards 311 to the user at the start of one play. The types of cards 311 granted to the user at this time may be fixed or may vary. The game control unit 113 may also present candidate cards 311 to be granted to the user at the start of one play, and grant the user the card 311 selected by the user. In other words, the user may be able to select cards 311 to include in the deck at the start of one play. The game control unit 113 may also grant cards 311 generated by the generation process and added to the obtainable card list to the user at the start of one play. In other words, the card obtainable event may include an event that is executed at the start of one play.

[0084] Furthermore, when one play ends, the game control unit 113 causes all cards 311 acquired by the user in various events, such as battle events, story events, or shop events, to be lost. In other words, when one play of the game ends and the next play begins, the game control unit 113 causes the next play to begin with at least some (for example, all) of the cards 311 acquired by the user in the previous play having been lost. On the other hand, the game control unit 113 causes the next play to begin with the cards 311 added to the obtainable card list based on the previous play still added to the obtainable card list. Note that the addition of cards 311 to the obtainable card list based on the previous play (in other words, the generation process described below) may be performed while the previous play is in progress, or may be performed between the end of the previous play and the start of the next play.

[0085] The game control unit 113 may be capable of displaying a screen on the display unit 18 that allows the user to check the cards 311 included in the obtainable card list. In other words, the game control unit 113 may display the obtainable card list on the display unit 18 based on a user operation or the like. With this configuration, the user can check the cards 311 that they can obtain during the game.

[0086] Furthermore, the obtainable card list may have an upper limit set on the number of cards 311 that can be included in the list. When the number of cards 311 included in the obtainable card list has reached the upper limit and a new card 311 is to be added to the obtainable card list, the game control unit 113 may delete one card 311 from the obtainable card list and add the new card 311. At this time, the game control unit 113 may determine and delete the card 311 to be deleted from the obtainable card list based on a user operation, or may determine and delete the card 311 automatically (for example, randomly or according to a predetermined rule). For example, the game control unit 113 may delete the cards 311 in the order in which they were added to the obtainable card list (in other words, cards added to the list oldest first). Furthermore, when the game control unit 113 automatically (for example, randomly or according to a predetermined rule) determines the cards 311 to be deleted from the obtainable card list, the game control unit 113 may not select a card 311 that the user selected to exclude from deletion as a card 311 to be deleted. That is, based on a user's operation of selecting a specific card 311 from the obtainable card list, the game control unit 113 may register the specific card 311 in the storage unit 120 as a card 311 to be excluded from deletion. When selecting cards 311 to be deleted from the obtainable card list, the game control unit 113 may not select cards 311 that have been registered as cards 311 to be excluded from deletion. Furthermore, the game control unit 113 may request a fee from the user for registering a card to be excluded from deletion. That is, based on a user's operation of selecting a specific card 311 from the obtainable card list, the game control unit 113 may reduce the value owned by the user (e.g., electronic currency, items, etc.) by the amount of the fee when registering the specific card 311 as a card 311 to be excluded from deletion. Note that the process by the game control unit 113 of determining and deleting a card 311 to be deleted from the obtainable card list may be performed at a time other than when adding a new card 311 after the number of cards 311 has reached the upper limit.For example, the game control unit 113 may perform the processing based on the completion of one play, or may perform the processing in an event corresponding to a specific square 302 (for example, based on the user selecting a specific option 331 in a story event).

[0087] The basic method of progressing through the game can be the same as that of conventional games. That is, the process related to exploring a dungeon, such as advancing one square at a time across a map, the process related to fighting enemy characters, the process related to the progression of various events, and the process related to the granting of objects such as cards can be the same as that of conventional games. That is, the basic method of progressing through the game, the operation method, various processes, etc. can be the same as that of conventional games (for example, conventional roguelike games and card games).

[0088] (Card Creation) In this embodiment, the card 311 is generated using a predetermined generation AI (Artificial Intelligence). The generation AI used to generate the card 311 may be included in the information processing system 1, or a generation AI provided by an external service may be used. The card 311 may be generated using a generation AI that generates text based on input information (e.g., text or an image). The card 311 may also be generated using an image generation AI that generates an image based on input information (e.g., text or an image). When the generation AI is caused to generate information (e.g., an image) based on a predetermined input image, the generation AI may first generate text (e.g., text indicating the characteristics of the input image) based on the input image, and then generate information (e.g., an image) based on the text. In this case, the generation AI that generates text based on the input image and the generation AI that generates an image based on the text may be the same generation AI or different generation AIs. In other words, the generation AIs in this embodiment may be the same generation AI or different generation AIs.

[0089] In this embodiment, various processes described as processes executed by the generation AI may be executed by AI (artificial intelligence) other than the generation AI. In other words, various processes executed by the generation AI can be interpreted as processes executed by a predetermined system (in other words, a control unit). For example, the process of generating text from a generated image (in other words, the process of converting a generated image into text) can be realized by various known technologies capable of detecting objects included in the generated image and outputting the names of the objects. Note that AI includes machine learning AI and non-machine learning AI (e.g., rule-based AI).

[0090] The game control unit 113 controls the generation of cards 311 using a generation AI. When predetermined conditions are satisfied in the game, the game control unit 113 decides to generate a card 311 and instructs the generation unit 214 to generate the card 311. The generation unit 214 generates the card 311 based on the instruction. In other words, the game control unit 113 instructs the generation unit 214 to execute a generation process to generate a card 311 based on the fact that predetermined conditions related to the execution of the generation process are satisfied. The generation unit 214 executes the generation process based on the instruction.

[0091] In this embodiment, the generation process can also be considered to be a process of providing information about the user's past actions in the game (hereinafter referred to as "action-related information") to the generation AI and generating a card 311 corresponding to the user's past actions. The action-related information (in other words, a log of the user's actions) can also be considered to be information about the user's actions in the game within a predetermined period of time. The predetermined period may be a period from a predetermined reference point in time until a predetermined condition for executing the generation process is satisfied. In this embodiment, the predetermined period is a period from the start to the end of play for one stage. However, the predetermined period is not limited to this and can be set as appropriate. For example, the predetermined period may be a period from the start to the end of one play. Alternatively, the predetermined period may be a period spanning multiple plays. Alternatively, the predetermined period may be a period from the user's first play of the game until the predetermined condition is satisfied.

[0092] In this embodiment, the predetermined condition for executing (in other words, starting) the generation process is the completion of one stage. When a stage (in other words, a predetermined event) is cleared, the generation unit 214 provides information about the user's actions in that stage to the generation AI and executes the generation process to generate a card 311 according to the user's past actions. Note that the predetermined condition is not limited to this and can be set as appropriate. For example, the predetermined condition may be the end of one play. Specifically, the predetermined condition may be satisfied by clearing the game (in other words, clearing a dungeon), defeating the player character 313 (in other words, losing a battle), or the like. Furthermore, when the predetermined condition is satisfied by the player character 313 being defeated (in other words, losing a battle), a condition related to the progress of the game may also be added. That is, when the player character 313 falls and the degree of progress of the game is equal to or greater than a predetermined degree (in other words, exceeds a predetermined standard), the game control unit 113 may start the generation process, but may not start the generation process if the degree of progress is less than the predetermined degree. Furthermore, the predetermined condition may be satisfied, for example, by the player character 313 reaching a specific square 302. In other words, an event in which generation of a card 311 is executed may be prepared as an event corresponding to the specific square 302, and the predetermined condition for starting the generation process may be satisfied by the occurrence of the event.

[0093] The behavior-related information to be provided to the generation AI may be, for example, information about objects (e.g., items, specifically, cards 311, equipment, etc.) used by the user in the game, information about objects acquired by the user in the game, information about options selected by the user in an event (e.g., a story event), information about the route taken by the user (in other words, information about the squares 302 passed through), or information about battles fought by the user. That is, the behavior-related information may include, for example, information indicating the types of cards 311 used by the user, information indicating the number of times each card 311 has been used, etc. The behavior-related information may also include, for example, information indicating the types of cards 311 acquired by the user, information indicating the number of times each card 311 has been acquired, etc. The behavior-related information may also include, for example, information about equipment equipped to the player character by the user (e.g., information about the type, effect, performance, etc. of the equipment). The behavior-related information may also include, for example, information about options selected by the user in a predetermined event (e.g., a story-related option 331). The behavior-related information may also include, for example, information indicating the types of squares 302 the user has passed through, information indicating the number of times each type of square 302 has been passed through, and information indicating how far the user has reached on the map 301. The behavior-related information may also include, for example, information regarding damage inflicted by the user on enemy characters (for example, the total amount of damage, the maximum amount of damage, or the average amount of damage), and information regarding abnormal status inflicted by the user on enemy characters. The behavior-related information may also include, for example, information indicating the number of enemy characters the user has defeated, and information indicating the types of enemy characters the user has defeated.

[0094] Furthermore, the behavior-related information provided to the generation AI may be a character string representing the characteristics (in other words, tendencies) of the user's behavior (in other words, a character string corresponding to the characteristics of the user's behavior), derived based on the user's past behavior in the game. For example, the character string may be derived by the game control unit 113 without using the generation AI, or may be derived by using the generation AI. In other words, when the generation unit 214 causes the generation AI to generate various information based on the behavior-related information, the generation unit 214 may provide the generation AI with primary behavior-related information, cause it to generate a character string representing the characteristics of the user's behavior based on the behavior-related information, and then cause it to generate various information based on the character string (in other words, secondary behavior-related information). Here, the generation AI that generates the various information and the generation AI that generates the character string may be the same or different. In other words, when the control unit 210 causes the generation AI to generate various information, the control unit 210 may provide the generation AI with primary behavior-related information, cause it to summarize the behavior-related information, and then cause it to generate various information based on the summary result (in other words, secondary behavior-related information).

[0095] The generation process may be executed by the control unit 110 of the terminal device 10, by the control unit 210 of the server 20, or by the control units 110 and 210 working together. That is, in the following description, the generation process is executed by the generation unit 214 of the control unit 210, but the control unit 110 may have a part or the whole of the generation unit 214. Furthermore, the behavior-related information used in the generation process may be transmitted by the control unit 110 to the server 20 when the predetermined condition is satisfied, or may be transmitted by the control unit 110 to the server 20 in advance and stored in the storage unit 220 prior to the timing.

[0096] In generating the card 311, the generation unit 214 performs a name determination process to determine (in other words, generate) the name of the card 311 using a generation AI. Furthermore, in generating the card 311, the generation unit 214 performs a performance determination process to determine (in other words, generate) the performance of the card 311 based on the name determined in the name determination process. Here, the generation unit 214 determines the performance of the card 311 using a generation AI. Furthermore, in generating the card 311, the generation unit 214 performs an image generation process to determine (in other words, generate) an image of the card 311 based on the name determined in the name determination process. Here, the generation unit 214 determines the image of the card 311 using the generation AI. Then, the generation unit 214 generates the card 311 having the name determined in the name determination process, the performance determined in the performance determination process, and the image determined in the image generation process. In other words, the generation process to generate an object in a game may include any of a name determination process to determine the name of the object, a performance determination process to determine the performance of the object, and an image generation process to determine the image of the object. In this embodiment, the generation process generates a card 311, but the type of object generated by the generation process is not particularly limited. For example, the object generated by the generation process may be an item equipped to a character, such as a weapon, armor, or accessory, a consumable item that is consumed when used, or a character (for example, a character that can be used by the user or an enemy character).

[0097] In the name determination process, the generation unit 214 provides the behavior-related information to the generation AI to determine the name of the card 311. Specifically, the generation unit 214 provides the behavior-related information, information indicating the motif of the card 311, and a list of names that must not be used (in other words, a name blacklist) to the generation AI as input information, and causes the generation AI to propose (in other words, generate) a name for the card 311. Then, the generation unit 214 determines the name proposed by the generation AI as the name of the card 311 to be generated. Specifically, the generation unit 214 inputs the behavior-related information to the generation AI and instructs the generation AI to propose a name for the card 311 based on the behavior-related information. In this embodiment, the generation unit 214 transmits (in other words, inputs) to the generation AI a prompt including the input information and a character string instructing the generation AI to propose a name for the card 311 based on the input information, and causes the generation AI to propose a name for the card 311. Here, the generation unit 214 transmits to the generation AI, as input information for determining the name, a predetermined character string as the behavior-related information, a predetermined character string indicating the motif of the card 311, and a list of names that must not be used. In other words, the generation unit 214 causes the generation AI to propose, as the name of the card 311 to be generated, a name that corresponds to the behavior-related information, is based on the predetermined motif, and is not included in the blacklist of names.

[0098] In this embodiment, the motif is determined by lottery from among a number of options, such as "Greek mythology," "Japanese mythology," "Nordic mythology," or "Egyptian mythology," by the generation unit 214. The motif may be selected appropriately depending on the worldview of the game, etc.

[0099] In addition, the name blacklist may include, as names that must not be used, names of specific characters that appear in the game of this embodiment (for example, characters that can be used as player characters or specific enemy characters (for example, boss characters)), names of cards 311 that are prepared by default (in other words, in advance), etc.

[0100] That is, the generation unit 214 generates a card 311 with a name according to the user's past actions using the generation AI. In other words, the object generated by the generation process is an object with a name according to the user's past actions.

[0101] In the image generation process, the generation unit 214 determines an image of the card 311 by providing the name determined in the name determination process to the generation AI. Specifically, the generation unit 214 provides the name of the card 311 to the generation AI as input information, and causes the generation AI to propose (in other words, generate) an image of the card 311. Then, the generation unit 214 determines the image proposed by the generation AI as the image of the card 311 to be generated. Specifically, the generation unit 214 inputs the name of the card 311 to the generation AI and instructs the generation AI to propose an image of the card 311 based on the name of the card. In this embodiment, the generation unit 214 transmits (in other words, inputs) to the image generation AI a prompt including input information and a character string instructing the image generation AI to propose an image of the card 311 based on the input information, and causes the image generation AI to propose an image of the card 311. Here, the generation unit 214 transmits the character string indicating the name of the card 311 to the generation AI as input information related to the image determination. In other words, the generation unit 214 causes the generation AI to propose an image according to the name of the card 311 as the image of the card 311 to be generated.

[0102] In the image generation process, an image is generated according to a name determined based on the behavior-related information. The generated image is then used as the image of a newly generated card 311. That is, the generation unit 214 uses a generation AI to generate a card 311 with a design according to the user's past behavior. In other words, the object generated by the generation process has an appearance according to the user's past behavior.

[0103] The image of an object generated by the generation AI may represent the entire object or a portion of it. That is, for example, cards used in games are known that have a portion with a picture corresponding to the card and a frame portion common to all cards. The generation unit 214 may cause the generation AI to generate an image of the picture portion (in other words, an image of a portion of the object), and combine the generated image of the picture portion with a pre-prepared image of the frame portion (in other words, an image of another portion of the object) to generate an image of the entire card 311. Similarly, for example, when generating an image of a weapon using the generation AI, the generation unit 214 may cause the generation AI to generate an image of the entire weapon, or may cause the generation AI to generate an image of a portion of the weapon, and combine the generated image with a pre-prepared image of another portion of the weapon to generate an image of the entire weapon.

[0104] In the performance determination process, the generation unit 214 determines the performance of the card 311 based on the name determined in the name determination process. Specifically, the generation unit 214 provides the name determined in the name determination process and the behavior-related information to the generation AI as input information, and causes the generation AI to execute a proposal regarding the performance of the card 311. Then, the generation unit 214 determines the performance of the card 311 to be generated based on the proposal from the generation AI. In this embodiment, the generation unit 214 provides the name and behavior-related information of the card 311 to the generation AI as input information, and causes the generation AI to extract an option to be adopted from a plurality of options regarding the performance of the card that are prepared in advance, based on the name and behavior-related information of the card 311. The plurality of options are stored in, for example, the storage unit 220. Then, the generation unit 214 determines the performance of the card 311 to be generated based on the extraction result from the generation AI.

[0105] Here, each option defines the performance of the card 311. Specifically, each option may relate to an effect obtained by using the card 311, such as "inflict fire-attribute damage to one enemy," "inflict water-attribute damage to one enemy," "inflict damage to all enemies," "increase defense value by a specific value," "increase agility by a specific value," or "draw three cards." If the object generated by the generation process is equipment that can be equipped by a character, rather than the card 311, each option can be, for example, "non-attribute sword, attack power 12," "fire-attribute sword, attack power 10," or "lightning-attribute armor, defense power 8."

[0106] The generation AI may extract one option to be adopted, or may extract multiple options. When extracting one option to be adopted, the performance of the extracted option is determined as the performance of the card 311 to be generated. When extracting multiple options to be adopted, the performance of each of the extracted options may be determined as the performance of one card 311 to be generated. Alternatively, the performance of an option selected from the extracted options may be determined as the performance of the card 311 to be generated. The selection of options from the extracted options may be performed by selecting one or multiple options by lottery from the extracted options, or by presenting the extracted options to the user and allowing the user to select one or multiple options from the extracted options. Furthermore, the generation unit 214 may provide the number of options to be adopted as input information to the generation AI, thereby specifying the number of options to be adopted, or the number of options to be adopted may vary based on predetermined conditions (for example, depending on the progress of the game, the trigger for executing the generation process, or by lottery to determine the number).

[0107] Extraction of an option to be adopted by the generation AI may be performed, for example, as follows. For example, a plurality of groups each consisting of a plurality of options related to card performance may be prepared in advance, and the generation AI may determine which group to adopt from the plurality of groups based on the name and behavior-related information of the card 311. In other words, the process of extracting an option to be adopted from the plurality of options related to card performance by the generation AI may be a process of selecting a group to be adopted from the plurality of groups. For example, in the performance determination process, the generation unit 214 transmits the name and behavior-related information of the card 311 to the generation AI, and also transmits information about each of the plurality of groups to the generation AI, and instructs the generation AI to determine a group to be adopted from the plurality of groups based on the name and behavior-related information. For example, the generation unit 214 may send (input, in other words) to the generation AI a prompt including a string indicating the name of the card 311, a predetermined string as behavior-related information, a string describing the characteristics of each of a plurality of groups, and a string instructing the generation AI to determine a specific group from the plurality of groups as the group to be adopted based on the behavior-related information, thereby causing the generation AI to select a group based on the name of the card 311 and the user's past behavior in the game. In this case, the generation unit 214 may determine, for example, the performance of an option selected by lottery from a plurality of options included in the group selected by the generation AI or based on a selection operation by the user, as the performance of the card 311 to be generated. In other words, the group can also be rephrased as a table used in the lottery.

[0108] Furthermore, extraction of options to be adopted by the generation AI may be performed, for example, as follows. For example, in the performance determination process, the generation unit 214 transmits the name of the card 311 and behavior-related information to the generation AI, as well as information about each of a plurality of options to the generation AI, and instructs the generation AI to determine options to be adopted from the plurality of options based on the behavior-related information (for example, to select a predetermined number of options to be adopted) (note that the predetermined number may be one or more). For example, the generation unit 214 may transmit to the generation AI a prompt including a string indicating the name of the card 311, a predetermined string as behavior-related information, a string explaining the performance of each of the plurality of options, and a string instructing the generation AI to determine a specific option to be adopted from the plurality of options based on the behavior-related information, thereby causing the generation AI to extract options based on the name of the card 311 and the user's past actions in the game.

[0109] In the performance determination process, performance according to the name determined based on the behavior-related information is determined as the performance of the card 311. Also, in the performance determination process, performance according to the behavior-related information is determined as the performance of the card 311. The determined performance is then used as the performance of the newly generated card 311. That is, the generation unit 214 generates a card 311 with performance according to the user's past behavior using the generation AI. In other words, the object generated by the generation process has performance according to the user's past behavior.

[0110] The performance determination process does not have to involve having the generation AI extract an option to be adopted from a plurality of options related to the performance of the card 311 that are prepared in advance and determine the performance of the card 311. For example, the generation unit 214 may have the generation AI propose the performance of the card 311 without providing it with information related to the options related to the performance of the card 311 (for example, information related to the group described above or information related to each option). In other words, the performance determination process may involve having the generation AI devise the performance of the card 311 from scratch based on the name and action-related information of the card 311, rather than determining the performance of the card 311 based on a plurality of options that are prepared in advance.

[0111] The performance determination process is a process for determining the performance of an object, but may determine, for example, the effect obtained by using the object, the object's parameters (for example, parameters related to strength, in other words, status), the skills possessed by the object, or the object's type, etc. Furthermore, the object's type includes, for example, the type and attributes of the item when the object is an item, or the race and occupation of the character when the object is a character.

[0112] The image generation process may cause the generation AI to propose an image of the card 311 from among a plurality of options related to the image of the card 311 prepared in advance (in other words, a list of image candidates). In other words, the generation unit 214 may provide the generation AI with the name of the card 311 as input information and cause the generation AI to extract an option to be adopted from a plurality of options related to the image of the card 311 prepared in advance, based on the name of the card 311. The generation unit 214 may then determine the image of the card 311 to be generated based on the extraction result of the generation AI. In other words, the generation unit 214 may cause the generation AI to propose an image of the card 311 by providing the generation AI with options related to the image of the card 311 as input information, or may cause the generation AI to propose an image of the card 311 without providing the generation AI with options related to the image of the card 311.

[0113] Furthermore, the name determination process may cause the generation AI to propose a name for the card 311 from a plurality of options for the name of the card 311 prepared in advance (in other words, a list of name candidates). In other words, the generation unit 214 may provide the generation AI with behavior-related information as input information and cause it to extract an option to be adopted from a plurality of options for the name of the card 311 prepared in advance based on the behavior-related information. The generation unit 214 may then determine the name of the card 311 to be generated based on the extraction result of the generation AI. That is, the generation unit 214 may cause the generation AI to propose a name for the card 311 by providing options for the name of the card 311 as input information, or may cause it to propose a name for the card 311 without providing options for the name of the card 311. Note that here, the generation unit 214 may extract options to be adopted for each of the first and second halves of the name of the card 311, and determine the name of the card 311 by combining the extracted options.

[0114] In this embodiment, the behavior-related information input to the generation AI as input information in the name determination process is at least partially different from the behavior-related information input to the generation AI as input information in the performance determination process. Specifically, in the name determination process, information regarding the option selected by the user in the event and information indicating the type of card 311 (in other words, item) acquired by the user are input to the generation AI as the behavior-related information. Furthermore, in the performance determination process, information indicating the type of card 311 used by the user and information regarding the equipment equipped by the user to the player character are input to the generation AI as the behavior-related information. In other words, the types of information used as behavior-related information are at least partially different between the name determination process and the performance determination process.

[0115] In the performance determination process, the following information may be input to the generation AI as input information instead of or in addition to the various pieces of information described above. For example, the generation unit 214 may provide the generation AI with information specifying the number of features related to the performance of the object to be generated (e.g., the number of effects obtained by use, the number of skills, etc.) as input information. The generation AI may then be configured to propose a number of features corresponding to the information specifying the number provided as input information. Furthermore, for example, the generation unit 214 may provide the generation AI with a purpose for generating the card 311 as input information. For example, the generation unit 214 may provide the generation AI with information such as "discover synergy" or "discover a new effect" as the purpose. In this case, when the purpose of "discover synergy" is provided, the generation AI generates cards 311 used by the user indicated by the user's behavior-related information or cards 311 that are likely to have synergy with the equipment equipped by the user to the player character (in other words, cards 311 that can suit the user's play style). Furthermore, when the generation AI is given the goal of "discovering a new effect," it generates a card 311 that is different from the card 311 used by the user indicated by the behavior-related information (in other words, a card 311 that encourages the user to play in a new play style). The generation unit 214 may determine by lottery which goal to provide to the generation AI as input information. For example, when a card 311 is generated in response to a user's failure in the game, such as when the player character 313 is defeated, the probability that the goal of "discovering a new effect" (in other words, information that encourages the generation of an object that encourages the user to play in a new play style) will be input as input information to the generation AI may be higher than when a card 311 is generated in response to a user's success in the game, such as when the player character 313 is defeated. This makes it possible to encourage a user who has made a mistake to change their play style. Here, "high probability" includes cases where the higher probability is 100% and cases where the lower probability is 0%.

[0116] Note that the input information input to the generation AI in each of the name determination process, performance determination process, and image generation process is not limited to the information described above. For example, the name of the card 311 may be determined without providing the behavior-related information to the generation AI, and the performance of the card 311 may be determined without providing the name of the card 311, behavior-related information, etc. to the generation AI.

[0117] The performance determination process may change the performance determined for the card 311 in accordance with the name determined in the name determination process. Specifically, the performance determination process may change the performance (e.g., parameters) of the card 311 determined based on the user's behavior-related information in accordance with the name of the card 311. For example, the generation unit 214 may provide the name of the card 311 as input information to the generation AI to cause the generation AI to propose how to change the performance of the card 311 (e.g., the type of parameter to be changed, the amount of change, etc.), and may change the performance of the card 311 based on the proposal. Here, the performance before the change does not have to be determined by the generation AI. Furthermore, the process of changing such performance does not have to be executed when generating the card 311. That is, for example, the generation unit 214 may determine how to change the performance of an object such as an item or character already owned by the user by providing the name of the card as input information to the generation AI. Specifically, for example, the game control unit 113 may decide to change (e.g., strengthen or evolve) the performance of a predetermined object owned by the user based on the satisfaction of a predetermined condition in the game. Then, based on this decision, the generation unit 214 may decide how to change the performance of the predetermined object (in other words, the performance after the change) based on the name of the predetermined object (e.g., by assigning the name to the generation AI). Then, the game control unit 113 may change the performance of the predetermined object based on the decision of the generation unit 214.

[0118] (Reflecting user instructions) In each of the name determination process, performance determination process, and image generation process, a process may be performed in which a user's instruction is reflected in the object to be generated. In other words, the control unit 110 of the terminal device 10 may accept a user operation (hereinafter referred to as a "content instruction operation") that instructs the content of the object to be generated (for example, name, performance, or image). Then, the generation unit 214 may reflect the user's instruction in the object to be generated based on this content instruction operation. The content instruction operation can be said to be an operation that instructs the image of the object to be generated, or an operation that instructs the features of the object to be generated.

[0119] The content instruction operation may be an operation of selecting a specific option from a plurality of options, an operation of inputting a character string, or the like.

[0120] In a case where the content instruction operation is an operation for selecting a specific option from multiple options, the multiple options may be multiple cards 311. For example, when executing a generation process (in other words, when a predetermined condition is met in the game and generation of a card 311 is decided), the game control unit 113 causes the display unit 18 to display multiple cards 311 as multiple options. The multiple cards 311 displayed here may be cards 311 owned by the user (oneself), cards 311 owned by other users, or may include both. In other words, the multiple cards 311 displayed here may be cards 311 previously generated by the user (oneself) or other users (in other words, cards 311 generated based on the play (in other words, past actions) of the user or other users). Furthermore, the game control unit 113 may randomly or according to a predetermined rule select and display multiple cards 311 to be displayed, or may display all cards 311 owned by the user as options.

[0121] Here, as an example, three cards 311, Card A, Card B, and Card C, are displayed on the display unit 18 and presented to the user. Card A, Card B, and Card C each have different characteristics (in other words, attributes). Specifically, Card A has the attribute of "soft," Card B has the attribute of "tough," and Card C has the attribute of "military commander." When the user selects one of Cards A, B, and C, the generation unit 214 inputs information about the selected card 311 to the generation AI as input information for the name determination process, performance determination process, or image generation process. As a result, the generation AI makes suggestions for the name, performance, or image of the newly generated card 311 according to the selected card 311. That is, the user's instructions are reflected in the newly generated card 311. In other words, the generation unit 214 allows the user's instructions to influence the generation of the card. For example, when information about a selected card 311 is input as input information for the image generation process, if card A is selected, an image of a "soft-bodied" character that reflects the characteristics of card A is more likely to be suggested as the image of the newly generated card 311. This makes it easier for the user to generate the card they want. In other words, if the generation of card 311 (e.g., image generation, etc.) is left entirely to the generation AI, there is a risk that a card 311 that the user does not like will be generated. However, this configuration can prevent such a problem. Note that information about the selected card 311 may be input to the generation AI in the form of a character string or an image. That is, for example, the input information may be a character string indicating the characteristics of the selected card 311, an image of the selected card, etc. Furthermore, the attributes such as "soft-bodied," "tough," and "military" exemplified here may or may not be associated with each card 311 as an attribute of each card 311 and stored in a predetermined storage unit (e.g., storage unit 220).That is, for example, an image of the selected card 311 can be input into the generation AI, and the generation AI can determine its characteristics and reflect them in the newly generated card 311. In this case, the generation AI can determine from the image that the selected card 311 is a "card of a soft-bodied character."

[0122] Note that, here, the case where the multiple options in the content instruction operation are multiple cards 311, in other words, objects of the same type as the object to be generated, has been described as an example, but the multiple options are not limited to this. For example, each option may be a character string or various images. In other words, each option may be one that affects the content of the object to be generated by selecting it (in other words, one that makes a difference in the content of the object to be generated depending on the selected option).

[0123] Next, an example will be described in which the content instruction operation is an operation for inputting a character string. For example, when executing a generation process (in other words, when a predetermined condition is met in the game and generation of a card 311 is decided), the game control unit 113 causes the display unit 18 to display an input field for inputting the character string. The control unit 110 then accepts a user's input operation for inputting the character string that instructs the content of the object to be generated. The generation unit 214 inputs the input character string to the generation AI as input information for the name determination process, performance determination process, or image generation process. As a result, the generation AI makes a suggestion for the name, performance, or image of the newly generated object according to the input character string. In other words, the user's instruction is reflected in the newly generated card 311. Specifically, for example, when the input character string is input as input information for the image generation process, if the user inputs "cute character," an image of a cute character, etc., can be more likely to be suggested as the image of the newly generated card 311.

[0124] In this embodiment, as shown in FIG. 6 , the generation unit 214 determines (in other words, generates) the name of the card 311 based on the behavior-related information (in other words, a log of the user's behavior). Then, the generation unit 214 determines (in other words, generates) the performance of the card 311 based on the name of the card 311 and the behavior-related information (in other words, a log of the user's behavior). In this way, by determining the performance of the card 311 (specifically, the effect generated by using the card 311) based on the name of the card 311, it is possible to prevent a large discrepancy between the card name and the performance. Furthermore, the generation unit 214 determines (in other words, generates) the image of the card based on the name of the card 311 and a user instruction regarding the card to be generated. In this way, by determining the image of the card 311 based on the name of the card 311, it is possible to prevent a large discrepancy between the card name and the image of the card (in other words, appearance). Furthermore, by determining the image of the card 311 based on a user instruction, it is possible to easily generate a card 311 that the user wants.

[0125] (Handling of inappropriate images) The determination unit 215 performs a determination process to determine whether the image generated by the generation unit 214 (hereinafter referred to as the "generated image") is an inappropriate image.

[0126] Here, inappropriate images may include the following types of images. In other words, inappropriate images may be images that violate public order and morals. Specifically, inappropriate images may include images that contain violent content, sexual content, or antisocial content. Inappropriate images may also be images that are inappropriate for the target age group of the game (for example, images that are inappropriate for users under the age of 18 when the target age group of the game is 12 or older). Inappropriate images may also be images that infringe intellectual property rights. Images related to intellectual property rights held by the game operator, etc., according to this embodiment do not constitute an infringement of intellectual property rights. Therefore, images that infringe intellectual property rights can also be said to infringe the intellectual property rights of others. Intellectual property rights refer to patent rights, utility model rights, breeder's rights, design rights, copyrights, trademark rights, and other rights established by law or rights related to legally protected interests related to intellectual property. Inappropriate images may also be images that are identical to (or similar to) other images used in the game. Specifically, an image that is identical to (or similar to) a card 311 (or various objects such as characters) that already exists in the game may be inappropriate because it may cause problems such as confusion or disrupt the game's worldview.

[0127] In this embodiment, the determination unit 215 determines whether the image of the card 311 generated by the generation unit 214 is an inappropriate image, but the image that is the subject of the determination is not limited to the image of the card 311. For example, the generation unit 214 may generate a background image or the like to be used in the game, instead of or in addition to the image of the card 311, based on the satisfaction of a predetermined condition in the game. Then, the determination unit 215 may determine whether such a background image or the like is an inappropriate image.

[0128] The determination unit 215 may determine whether or not a generated image is an inappropriate image using a generation AI. Specifically, the determination unit 215 may input the generated image generated by the generation unit 214 to the generation AI and confirm with the generation AI whether or not the generated image is an inappropriate image. Then, when the generation AI determines that the generated image is an inappropriate image, the determination unit 215 may determine that the generated image is an inappropriate image. Specifically, the determination unit 215 may inquire of the generation AI as to whether the generated image is an image that violates public order and morals (in other words, whether it contains expressions that violate public order and morals), whether it is an image that is inappropriate for users of a specific age group (in other words, whether it contains expressions outside the target age group), whether it is an image that infringes intellectual property rights (in other words, whether it contains expressions that infringe on the intellectual property rights of others), or whether it is identical to or similar to a specific image, and may determine that the generated image is inappropriate if the generation AI responds that the image is an image that violates public order and morals, an image that is inappropriate for users of a specific age group, an image that infringes intellectual property rights, or an image that is identical to or similar to a specific image. Here, the determination unit 215 may input the generated image directly to the generation AI and confirm whether the generated image is an inappropriate image. Alternatively, the determination unit 215 may input the generated image to the generation AI and have it generate text (e.g., text that indicates the characteristics of the generated image) based on the generated image, and then input the text to the generation AI to confirm whether the generated image is an inappropriate image.

[0129] Furthermore, the determination unit 215 may determine whether a generated image is an inappropriate image using a system (hereinafter referred to as an "inappropriate image determination system") capable of determining whether an image is inappropriate (in other words, detecting inappropriate content), such as a system providing a safe search function. The inappropriate image determination system may be included in the information processing system 1 of this embodiment, or may be a system associated with an external service providing a safe search function or the like. That is, systems (in other words, services, AI) capable of determining whether an image is offensive to public order and morals, infringes intellectual property rights, or is identical or similar to a specific image are publicly known, and the determination unit 215 may use such a system to determine whether a generated image is an inappropriate image. Specifically, the determination unit 215 may check with the inappropriate image determination system whether the generated image generated by the generation unit 214 is an inappropriate image, and if the inappropriate image determination system determines that the generated image is an inappropriate image, determine that the generated image is an inappropriate image. Here, the determination unit 215 may input the generated image directly to the inappropriate image determination system to determine whether the generated image is an inappropriate image. Alternatively, the judgment unit 215 may input a generated image to the generation AI, generate text (e.g., text indicating the characteristics of the generated image) based on the generated image, and then input the text into an inappropriate image judgment system to confirm whether the generated image is an inappropriate image.

[0130] As described above, the determination process for determining whether a generated image is an inappropriate image may include a process for converting the generated image into text and a process for determining whether the generated image is an inappropriate image based on the text. As an example, the generation unit 214 may input the generated image to a generation AI, convert the generated image into text, and determine that the generated image is an inappropriate image if the text includes a specific proper noun (for example, a proper noun related to intellectual property rights of another person (for example, the name of a character whose intellectual property rights are held by another person)). Here, the generation unit 214 can input the text to a generation AI, an inappropriate image determination system, or the like, and check whether the text includes a specific proper noun.

[0131] The determination unit 215 may determine that the generated image is an inappropriate image when the generated image is deemed inappropriate in light of a list of inappropriate images in a predetermined database (in other words, a blacklist). Here, the predetermined database may be a database used by the generation AI or a database used by the inappropriate image determination system. The predetermined database may also be included in the information processing system 1 of this embodiment. That is, the determination unit 215 may determine that the generated image is an inappropriate image when the generation AI determines that the generated image is inappropriate in light of the blacklist. The determination unit 215 may also determine that the generated image is an inappropriate image when the inappropriate image determination system determines that the generated image is inappropriate in light of the blacklist. The determination unit 215 may also determine that the generated image is an inappropriate image when the generation AI or the inappropriate image determination system determines that text converted from the generated image is inappropriate in light of the blacklist. When determining an inappropriate image, the determination unit 215 may input information about the blacklist to the generation AI or the inappropriate image determination system.

[0132] The determination unit 215 may determine that the generated image is an inappropriate image when the generated image is not deemed appropriate in light of a list of appropriate images in a predetermined database (in other words, a whitelist). Here, the predetermined database may be a database used by the generation AI or a database used by the inappropriate image determination system. The predetermined database may also be included in the information processing system 1 of this embodiment. That is, the determination unit 215 may determine that the generated image is an inappropriate image when the generation AI does not determine that the generated image is appropriate in light of the whitelist. The determination unit 215 may also determine that the generated image is an inappropriate image when the inappropriate image determination system does not determine that the generated image is appropriate in light of the whitelist. The determination unit 215 may also determine that the generated image is an inappropriate image when the generation AI or the inappropriate image determination system does not determine that the text into which the generated image is converted is appropriate in light of the whitelist. When determining an inappropriate image, the determination unit 215 may input information about the whitelist to the generation AI or the inappropriate image determination system. The whitelist may include, for example, information about the company's intellectual property rights and intellectual property rights licensed for use by others (for example, a list of characters whose use in images does not infringe on the intellectual property rights of others). By using such a whitelist, it is possible to allow the use of generated images that involve characters that the company can use, rather than uniformly determining that the generated images are inappropriate when they involve existing characters.

[0133] The determination unit 215 determines whether the generated image is an inappropriate image before the card 311 is granted to the user. If the generated image is not determined to be an inappropriate image, the game control unit 113 grants the user a card 311 using the generated image that is not determined to be an inappropriate image. That is, in this embodiment, when a predetermined condition is satisfied in the game, a generation process for generating the card 311 is executed, and an image related to the card 311 is generated. However, the game control unit 113 grants the card 311 of the image to the user after confirming that the generated image is not an inappropriate image. Furthermore, if the generated image is determined to be an inappropriate image, the generation unit 214 replaces the generated image determined to be an inappropriate image with another image. Specifically, the generation unit 214 causes the generation AI to re-propose an image for the card 311 based on the name of the card 311. In other words, the generation unit 214 causes the generation AI to re-generate the image of the card 311. The determination unit 215 then determines whether the regenerated generated image is an inappropriate image, and if the regenerated generated image is not determined to be an inappropriate image, the game control unit 113 grants the user a card 311 using the regenerated image. In other words, the process of determining whether the generated image is an inappropriate image and the process of replacing the image when it is determined to be inappropriate may be executed as part of the generation process.

[0134] Note that the determination unit 215 may determine whether a generated image for the card 311 is an inappropriate image after the card 311 is given to the user. If the generated image used for the card 311 given to the user is determined to be an inappropriate image, the game control unit 113 may replace the image used for the card 311 with another image. Specifically, if the image of the card 311 given to the user is determined to be an inappropriate image, the generation unit 214 causes the generation AI to again propose an image for the card 311 based on the name of the card 311. In other words, the generation unit 214 causes the generation AI to regenerate the image of the card 311. Then, the game control unit 113 replaces the image of the card 311 with a generated image regenerated from the generated image determined to be inappropriate. That is, in this embodiment, when a predetermined condition is satisfied in the game, a generation process for generating the card 311 is executed, and an image related to the card 311 is generated, but if the image is determined to be inappropriate after the card 311 is granted to the user (in other words, after the card 311 becomes available for use by the user in the game), the game control unit 113 may replace the image of the card 311 owned by the user with a different image. Note that in such a configuration, even before the card 311 is granted to the user, a process may be executed to determine whether the image related to the card 311 is inappropriate or not, and to replace the image related to the card 311 with another image if the image is inappropriate.

[0135] Furthermore, when the image of card 311 is replaced based on the determination that the image of card 311 is inappropriate, the performance of card 311 is not changed. That is, first, in the generation process, an image generation process and a performance determination process are executed to generate card 311. Then, if the generated image generated by the image generation process is determined to be inappropriate, the image generation process is executed again and the newly generated generated image replaces the image of card 311. However, in this case, the performance determination process is not executed again, and the performance that has already been determined is used as is. Similarly, in a configuration in which the image is determined to be inappropriate or not and the image is replaced after card 311 has been granted to a user, the image of card 311 is replaced with the newly generated image without changing the performance of card 311 that has already been granted and owned by the user.

[0136] However, when the image of the card 311 is replaced based on the determination that the image of the card 311 is inappropriate, the performance of the card 311 may be changed. That is, for example, when the image generation process is performed again and a newly generated generated image replaces the image of the card 311, the generation unit 214 may execute the performance determination process again to determine the performance again. Furthermore, in a configuration in which the determination of whether the image is inappropriate or not and the image replacement are performed after the card 311 is granted to the user, the game control unit 113 may change the performance (in other words, parameters) of the card 311 already owned by the user in conjunction with the replacement of the image of the card 311. Here, the way in which the performance of the card 311 is changed (in other words, the performance after the change) may be determined by the generation unit 214 using, for example, a generation AI.

[0137] As described above, in this embodiment, the determination unit 215 determines whether the generated image generated by the image generation process satisfies predetermined conditions. If the predetermined conditions are satisfied, the generated image is replaced with another image. On the other hand, if the predetermined conditions are not satisfied, the generated image is not replaced, and the generated image is used in the game. For example, if the predetermined conditions are not satisfied, the user is allowed to own the object for which the generated image is used.

[0138] Next, an example of a process for generating an object using a generation AI will be described with reference to FIG.

[0139] First, the game control unit 113 determines to execute a generation process based on a predetermined condition being satisfied in the game (step S101). Specifically, for example, the game control unit 113 determines to generate a card 311 based on a stage being cleared.

[0140] Next, the game control unit 113 instructs the generation unit 214 to start the generation process (step S102).

[0141] Next, the generation unit 214 starts the generation process based on the instruction to start the generation process. Specifically, based on the instruction to start the generation process, the generation unit 214 performs a name determination process to determine the name of the card by providing information about the user's past actions in the game (in other words, action-related information) to the generation AI (step S103).

[0142] In addition, the generation unit 214 performs a performance determination process in which the name determined by the name determination process and information regarding the user's past actions in the game (in other words, action-related information) are provided to the generation AI to determine the performance of the card 311 (step S104).

[0143] Furthermore, the generation unit 214 performs an image generation process in which the name determined in the name determination process is given to the generation AI to generate an image of the card 311 (step S105).

[0144] Next, the determination unit 215 determines whether the image generated by the image generation process is an inappropriate image (step S106).

[0145] If the image generated by the image generation process is determined to be an inappropriate image (YES in step S106), the generation unit 214 gives the name determined by the name determination process to the generation AI and performs the image generation process again to generate an image of the card 311 (step S105). At this time, the generation unit 214 replaces the image generated by the previous image generation process with the newly generated image.

[0146] If the image generated by the image generation process is not determined to be an inappropriate image (NO in step S106), the generation unit 214 generates a card 311 based on the name determined by the name determination process, the performance determined by the performance determination process, and the image generated by the image generation process (step S107). In other words, the generation unit 214 generates a card 311 having the name determined by the name determination process, the performance determined by the performance determination process, and the image generated by the image generation process.

[0147] Next, the game control unit 113 adds the generated card 311 to the list of candidates for the card 311 that the user is allowed to acquire (step S108). Specifically, the game control unit 113 adds the card 311 generated by the generation unit 214 to the list of obtainable cards.

[0148] Furthermore, the game control unit 113 grants the user a specific card 311 from among the candidate cards 311 to be acquired by the user (in other words, the cards 311 included in the acquireable card list) based on the fact that a predetermined condition related to the acquisition of the card 311 is satisfied during the course of play (step S109). If the card 311 generated by the generation unit 214 is selected as the specific card, the user acquires and owns the card 311 generated by the generation unit 214.

[0149] The determination unit 215 may determine whether the image of the generated card 311 is an inappropriate image after the generated card 311 is added to the obtainable card list (in other words, after step S108) or after the card is given to the user (in other words, after step S109). If the game control unit 113 determines that the generated image used for the card 311 given to the user or the card 311 added to the obtainable card list is an inappropriate image, the game control unit 113 may replace the image of the card 311 with another image (for example, an image generated by the generation unit 214 using a generation AI based on the determination that the image is an inappropriate image).

[0150] Note that the behavior-related information used in the name determination process and the performance determination process may include information regarding the user's use of the card 311 generated in the generation process. With this configuration, the use of an object generated in a previous generation process is reflected in an object generated in a subsequent generation process, thereby enabling a game feature in which the generated object gradually evolves. Furthermore, in a game such as the game of this embodiment in which, when one play ends and the next play begins, a player loses certain objects, such as the card 311, acquired in the previous play, and the next play begins with the list of obtainable objects carried over, it is possible to realize a new game feature not found in similar games.

[0151] In this embodiment, the object generated by the generation process is added to candidates for objects to be acquired by the user, but the generated object may be directly granted to the user instead of being added to the candidates. That is, for example, when a card 311 is generated by the generation process, the game control unit 113 may grant the generated card 311 to the user at the time of generation. For example, based on a decision to grant the card 311 to the user, the game control unit 113 may start a generation process to generate the card 311 to be granted, and grant the generated card 311 to the user.

[0152] The configuration according to this embodiment may be applied to any game including, for example, action games, shooting games, role-playing games, adventure games, card games, racing games, puzzle games, music games, and simulation games. The configuration according to this embodiment may also be applied to games that allow users to compete against each other or cooperate with each other (in other words, games that allow multiplayer). The configuration according to this embodiment may also be applied to services other than games (in other words, applications).

[0153] The present invention is not limited to the above-described embodiments and can be implemented in various modifications without departing from the spirit of the invention. The present invention can also be applied to services other than games. Within the scope of the invention, the components can be freely combined, any component can be modified, or any component can be omitted. Furthermore, the process flow described in this specification is merely an example, and the order and configuration of each process may be different. Furthermore, some processes shown in the flowchart may not exist. In other words, the process flow and specific determination processes may differ from those exemplified in this specification.

[0154] <Additional Notes> The configuration of this embodiment may be used to, for example, improve the interest of a service. The matters described in the above embodiment may also be written as in the following supplementary notes.

[0155] (Appendix 1-1) Computer, functioning as a generating means (e.g., the generating unit 214) for generating objects that can be used by users in the game; The generating means a process of determining a name of the object using AI; and determining the performance of the object based on the determined name. program. With this configuration, the performance of an object is determined based on the name of the object, which prevents a large discrepancy between the name and performance of the generated object, thereby increasing the entertainment value of the game.

[0156] (Appendix 1-2) The generating means The user's instruction regarding the object to be generated is reflected in the object to be generated. The program described in Appendix 1-1. With this configuration, the user's instructions are reflected in the generated object, which can increase the entertainment value of the game.

[0157] (Appendix 1-3) The generating means A process of determining a name of the object by providing information about the user's past actions in the game to an AI; providing the determined name and information regarding the user's past actions in the game to an AI to determine the performance of the object; The information on past behavior used to determine the name and the information on past behavior used to determine the performance are at least partially different. The program described in Appendix 1-1. With this configuration, the user's actions in the game affect the objects that are generated, making the game more interesting. Also, by differentiating the past actions that affect the name determination from the past actions that affect the performance determination, the relationship between the user's actions and the objects that are generated can be diversified, making the game more interesting.

[0158] (Appendix 1-4) The generating means The name of the object is determined by having the AI ​​extract an option to be adopted from multiple options prepared in advance. A program described in any one of Appendices 1-1 to 1-3. With this configuration, the names of the objects to be generated can be controlled by the game administrator, developer, etc.

[0159] (Appendix 1-5) a generating means for generating an object that can be used by a user in a game; The generating means (for example, the generating unit 214) a process of determining a name of the object using AI; and determining the performance of the object based on the determined name. Information processing system. According to this configuration, it is possible to achieve the same effects as the program described in Supplementary Note 1-1.

[0160] (Appendix 2-1) Computer, A generation means (e.g., a generation unit 214) that generates an image to be used in the game using AI based on a predetermined condition being satisfied in the game; The function is a determination means (for example, the determination unit 215) that determines whether an image generated by AI is an inappropriate image. program. By using AI to generate images, it is possible to provide the enjoyment of generating new images and increase the variety of images that appear in the game without the developer having to prepare a large number of images in advance. This increases the interest of the game. On the other hand, by having AI generate images, there is a possibility that the AI ​​may generate inappropriate images. If such images are used in the game, it may cause discomfort to the user or reduce the interest of the game. With this configuration, it is possible to determine whether an image generated by AI is inappropriate, so the determination result can be used to prevent such problems and increase the interest of the game.

[0161] (Appendix 2-2) Inappropriate images include at least one of images that are offensive to public order and morals or infringe intellectual property rights. The program described in Appendix 2-1. According to this configuration, it is possible to detect images that are socially inappropriate so that such images are not used unintentionally.

[0162] (Appendix 2-3) The determination means Determining that the generated image is an inappropriate image when the generated image is inappropriate based on a list of inappropriate images in a predetermined database or when the generated image is inappropriate based on a list of appropriate images in a predetermined database. The program described in Appendix 2-1. According to this configuration, it is possible to determine whether a generated image is inappropriate or not based on clear or unique criteria.

[0163] (Appendix 2-4) the generated image is an image used for a predetermined object that can be owned by a user in the game, The computer functions as a game control means that allows the user to own the predetermined object using the generated image. A program described in any one of Appendices 2-1 to 2-3. With this configuration, it is possible to determine whether an image used for an object that the user can own is inappropriate.

[0164] (Appendix 2-5) the determining means determines whether the generated image relating to the predetermined object is an inappropriate image before the predetermined object is assigned to the user; When the generated image is not determined to be an inappropriate image, the game control means gives the user the predetermined object using the generated image that is not determined to be an inappropriate image. The program described in Appendix 2-4. With this configuration, it is possible to determine in advance whether an image used in an object that a user can own is an inappropriate image, thereby preventing an object using an inappropriate image from being given to a user.

[0165] (Appendix 2-6) causing a computer to function as a replacement means (for example, the generation unit 214 or the game control unit 113); the determining means determines whether the generated image relating to the predetermined object is an inappropriate image after the predetermined object is assigned to the user; The replacement means replaces the image used for the predetermined object assigned to the user with another image when the generated image used for the predetermined object assigned to the user is determined to be an inappropriate image. The program described in Appendix 2-4. According to this configuration, when an image used for an object assigned to a user is an inappropriate image, it is possible to prevent the inappropriate image from being used continuously.

[0166] (Appendix 2-7) The computer functions as a replacement means, The replacement means replaces the image used for the predetermined object with another image without changing the performance of the predetermined object when the generated image is determined to be an inappropriate image. The program described in Appendix 2-4. According to this configuration, when the image of an object is inappropriate, it is possible to replace only the image while maintaining the performance of the object.

[0167] (Appendix 2-8) A generation means (e.g., a generation unit 214) that generates an image to be used in the game using AI based on a predetermined condition being satisfied in the game; A determination means (for example, a determination unit 215) for determining whether an image generated by AI is an inappropriate image. Information processing system. According to this configuration, it is possible to achieve the same effects as the program described in Supplementary Note 2-1.

[0168] The problem-solving means constituted by the above-mentioned program (for example, each configuration described in the appendix) can be appropriately diverted to an apparatus, system, method, medium, etc. [Explanation of symbols]

[0169] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 110 Control unit, 111 Operation acceptance unit, 112 Transmission / reception unit, 113 Game control unit, 114 Display control unit, 120 Storage unit, 210 Control unit, 211 Transmission / reception unit, 212 Game control unit, 213 Data management unit, 214 Generation unit, 215 Determination unit, 220 Storage unit

Claims

1. Computer, a generation means for generating an image to be used in the game using AI based on a predetermined condition being satisfied in the game; The system functions as a determination means for determining whether an image generated by AI is an inappropriate image. program.

2. Inappropriate images include at least one of images that are offensive to public order and morals or infringe intellectual property rights. The program according to claim 1.

3. The determination means Determining that the generated image is an inappropriate image when the generated image is inappropriate based on a list of inappropriate images in a predetermined database or when the generated image is inappropriate based on a list of appropriate images in a predetermined database. The program according to claim 1.

4. the generated image is an image used for a predetermined object that can be owned by a user in the game, The computer functions as a game control means that allows the user to own the predetermined object using the generated image. The program according to any one of claims 1 to 3.

5. the determining means determines whether the generated image relating to the predetermined object is an inappropriate image before the predetermined object is assigned to the user; When the generated image is not determined to be an inappropriate image, the game control means gives the user the predetermined object using the generated image that is not determined to be an inappropriate image. The program according to claim 4.

6. The computer functions as a replacement means, the determining means determines whether the generated image relating to the predetermined object is an inappropriate image after the predetermined object is assigned to the user; The replacement means replaces the image used for the predetermined object assigned to the user with another image when the generated image used for the predetermined object assigned to the user is determined to be an inappropriate image. The program according to claim 4.

7. The computer functions as a replacement means, The replacement means replaces the image used for the predetermined object with another image without changing the performance of the predetermined object when the generated image is determined to be an inappropriate image. The program according to claim 4.

8. a generation means for generating an image to be used in the game using AI based on a predetermined condition being satisfied in the game; and a determination means for determining whether an image generated by AI is an inappropriate image. Information processing system.

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