System
The system uses a generative AI and training units to automate and optimize analog game development, addressing complexity and balance issues, thereby enhancing efficiency and player engagement.
Patent Information
- Application Number
- JP2024127137
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-02
- Publication Date
- 2026-02-13
AI Technical Summary
The development process for analog games is complex, requiring significant time and effort for rule adjustment and game balance optimization.
A system comprising a generation AI, game master training unit, player training unit, test platform, and online provision unit, which uses generative AI to create asset designs, trains game masters and players, allows AI gameplay for balance adjustment, and provides online and analog game distribution.
This system streamlines game development, reduces time to market, and enhances game balance through AI-driven gameplay, enabling efficient production and distribution of both online and physical games.
Smart Images

Figure 2026024625000001_ABST
Abstract
Description
[Technical Field]
[0001] The technology of the present disclosure relates to a system. [Background technology]
[0002] Patent document 1 discloses a persona chatbot control method performed by at least one processor, the method including the steps of receiving a user utterance, adding the user utterance to a prompt including an instruction sentence related to a description of the chatbot character, encoding the prompt, and inputting the encoded prompt into a language model to generate a chatbot utterance in response to the user utterance. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2022-180282 Summary of the Invention [Problem to be solved by the invention]
[0004] With conventional technology, the development process for analog games was complex, and adjusting the rules and optimizing the game balance required a great deal of time and effort.
[0005] The system according to the embodiment aims to streamline the development process of analog games and to support the adjustment of rules and the optimization of game balance. [Means for solving the problem]
[0006] The system according to the embodiment comprises a generation AI, a game master training unit, a player training unit, a test platform, an online provision unit, and an analog game production unit. The generation AI creates temporary asset designs. The game master training unit and player training unit teach the game master and players the rules and train them. The test platform allows AIs to play against each other, correcting the rules and adjusting the game balance. The online provision unit provides the game as an online game once development is complete. The analog game production unit produces and sells the game as an analog game. [Effects of the Invention]
[0007] The system according to the embodiment can improve the efficiency of the development process of analog games and assist in adjusting rules and optimizing game balance. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a conceptual diagram showing an example of the configuration of a data processing system according to a first embodiment. [Figure 2] 1 is a conceptual diagram showing an example of main functions of a data processing device and a smart device according to a first embodiment. [Figure 3] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a second embodiment. [Figure 4] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and smart glasses according to a second embodiment. [Figure 5] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a third embodiment. [Figure 6] FIG. 11 is a conceptual diagram showing an example of main functions of a data processing device and a headset-type terminal according to a third embodiment. [Figure 7] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a fourth embodiment. [Figure 8] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and a robot according to a fourth embodiment. [Figure 9]1 shows an emotion map onto which multiple emotions are mapped. [Figure 10] 1 shows an emotion map onto which multiple emotions are mapped. DETAILED DESCRIPTION OF THE INVENTION
[0009] An example of an embodiment of a system according to the technology of the present disclosure will be described below with reference to the accompanying drawings.
[0010] First, the terms used in the following description will be explained.
[0011] In the following embodiments, a coded processor (hereinafter simply referred to as a "processor") may be a single arithmetic device or a combination of multiple arithmetic devices. Furthermore, the processor may be a single type of arithmetic device or a combination of multiple types of arithmetic devices. Examples of arithmetic devices include a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a GPGPU (General-Purpose computing on Graphics Processing Units), an APU (Accelerated Processing Unit), or a TPU (Tensor Processing Unit).
[0012] In the following embodiments, a coded RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a working memory by a processor.
[0013] In the following embodiments, the coded storage is one or more non-volatile storage devices that store various programs, various parameters, etc. Examples of non-volatile storage devices include flash memory (SSD (Solid State Drive)), magnetic disks (e.g., hard disks), and magnetic tapes.
[0014] In the following embodiments, a communication I / F (Interface) with a symbol is an interface including a communication processor, an antenna, etc. The communication I / F controls communication between multiple computers. Examples of communication standards applied to the communication I / F include wireless communication standards including 5G (5th Generation Mobile Communication System), Wi-Fi (registered trademark), and Bluetooth (registered trademark).
[0015] In the following embodiments, "A and / or B" is synonymous with "at least one of A and B." In other words, "A and / or B" means that it may be only A, only B, or a combination of A and B. Furthermore, in this specification, the same concept as "A and / or B" is also applied when three or more things are expressed connected by "and / or."
[0016] [First embodiment] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.
[0017] 1, a data processing system 10 includes a data processing device 12 and a smart device 14. An example of the data processing device 12 is a server.
[0018] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, RAM 30, and storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[0019] The smart device 14 includes a computer 36, a reception device 38, an output device 40, a camera 42, and a communication I / F 44. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The reception device 38, the output device 40, and the camera 42 are also connected to the bus 52.
[0020] The reception device 38 includes a touch panel 38A and a microphone 38B, and receives user input. The touch panel 38A detects contact with a pointer (for example, a pen or a finger) to receive user input by the touch of the pointer. The microphone 38B detects the user's voice to receive user input by voice. The control unit 46A transmits data indicating the user input received by the touch panel 38A and the microphone 38B to the data processing device 12. In the data processing device 12, the specific processing unit 290 (see FIG. 2) acquires the data indicating the user input.
[0021] Output device 40 includes a display 40A and a speaker 40B, and presents data to a user by outputting the data in a form of expression that the user can perceive (e.g., audio and / or text). Display 40A displays visible information such as text and images in accordance with instructions from processor 46. Speaker 40B outputs audio in accordance with instructions from processor 46. Camera 42 is a compact digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor.
[0022] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 control the exchange of various information between the processor 46 and the processor 28 via the network 54.
[0023] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0024] 2, in the data processing device 12, a specific process is performed by the processor 28. A specific processing program 56 is stored in the storage 32. The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific process is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[0025] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290. The identification processing unit 290 can estimate the user's emotion using the emotion identification model 59 and perform identification processing using the user's emotion.
[0026] In the smart device 14, the specific processing is performed by the processor 46. The storage 50 stores a specific processing program 60. The specific processing program 60 is used together with the specific processing program 56 by the data processing system 10. The processor 46 reads the specific processing program 60 from the storage 50 and executes the read specific processing program 60 on the RAM 48. The specific processing is realized by the processor 46 operating as the control unit 46A in accordance with the specific processing program 60 executed on the RAM 48. Note that the smart device 14 may have a data generation model and an emotion identification model similar to the data generation model 58 and the emotion identification model 59.
[0027] Note that a device other than the data processing device 12 may have the data generation model 58. For example, a server device (e.g., a generation server) may have the data generation model 58. In this case, the data processing device 12 obtains a processing result (prediction result, etc.) using the data generation model 58 by communicating with the server device having the data generation model 58. Furthermore, the data processing device 12 may be a server device, or may be a terminal device owned by a user (e.g., a mobile phone, a robot, a home appliance, etc.). Next, an example of processing by the data processing system 10 according to the first embodiment will be described.
[0028] (Example 1) An analog game development support system according to an embodiment of the present invention allows game designers to efficiently develop, test, and provide games. This system uses a generative AI to create temporary asset designs, teaches and trains game masters and players about rules, and allows AIs to play against each other on a test platform, modifying rules and adjusting game balance. The system also provides completed games as online games, allowing AI players to participate when there is a shortage of players. Furthermore, the system also provides a platform for producing and selling analog games, making entertaining AI players available for a fee. This allows game designers to efficiently develop, test, and provide games. For example, the system can shorten development time by quickly creating temporary assets using a generative AI and adjusting balance through AI-to-AI gameplay. Furthermore, providing the game as an online game allows for reaching a wide player base, and providing entertaining AI players for a fee can increase revenue. Furthermore, producing and selling the game as an analog game provides a physical gaming experience and increases player satisfaction.
[0029] An analog game development support system according to an embodiment includes a generation AI, a game master training unit, a player training unit, a test platform, an online provision unit, and an analog game production unit. The generation AI creates temporary asset designs. For example, the generation AI automatically generates designs for pieces, boards, and cards and proposes them to the designer. The generation AI receives input from prompts containing instructions from the designer about what the generation AI wants the AI to do, and the generation AI generates asset designs based on the prompts. The game master training unit and player training unit teach the AI the rules created by the game designer and train it to function as a game master and player. For example, the generation AI analyzes the game rules and generates scripts to fulfill the role of a game master. It also teaches the AI how to behave as an AI player. The test platform allows AIs to play against each other multiple times, correcting the rules and adjusting the game balance. For example, the generation AI analyzes play data, identifies imbalances, and proposes corrections. It also strengthens the AI player, allowing it to learn more advanced strategies. The online provision department offers games that have been developed as online games, and they compete against regular players together with an AI game master. For example, when playing a game on an online platform, an AI game master supports the progress, and if there are not enough players, AI players join in. The analog game production department provides a platform for the actual production and sale of analog games. For example, it supports the production and sale of physical game sets based on game design data. This allows game designers to efficiently develop, test, and provide games. For example, development time can be shortened by quickly creating temporary assets using generative AI and adjusting balance through AI play. Furthermore, by providing games as online games, it is possible to reach a wide player base and generate revenue by offering entertaining AI players for a fee. Furthermore, producing and selling analog games provides a physical gaming experience and increases player satisfaction.
[0030] Generative AI can automatically generate designs for pieces, boards, and cards and propose them to designers. For example, generative AI can automatically generate designs for pieces and propose them to designers. For example, generative AI can automatically generate the shape, color, and size of pieces and propose them to designers. Generative AI can also automatically generate board designs and propose them to designers. For example, generative AI can automatically generate the layout, color, and design of the board and propose them to designers. Generative AI can also automatically generate card designs and propose them to designers. For example, generative AI can automatically generate illustrations, text, and layouts for cards and propose them to designers. This allows designers to create designs efficiently.
[0031] The generation AI can generate scripts to fulfill the role of game master. For example, the generation AI analyzes the rules of the game and generates scripts to fulfill the role of game master. For example, the generation AI generates scripts to support the progress of the game and fulfills the role of game master. The generation AI also generates scripts according to the actions of the player and adjusts the progress of the game. For example, the generation AI generates different scripts according to the player's choices, increasing the variety of the game. This allows the role of game master to be automated.
[0032] The generation AI can analyze play data, identify areas where the balance is out of whack, and propose corrections. The generation AI, for example, analyzes play data and identifies areas where the balance is out of whack. For example, the generation AI analyzes play data and determines whether a particular action is too strong or too weak. The generation AI also identifies areas where the balance is out of whack and proposes corrections. For example, the generation AI proposes corrections to adjust the effect of a particular action. The generation AI also identifies areas where the balance is out of whack and proposes corrections to adjust the balance of the entire game. This allows for efficient adjustments to the game balance.
[0033] When playing games on online platforms, an AI game master supports progress, and AI players can join in if there are insufficient players. When playing games on online platforms, an AI game master supports progress. For example, the AI game master supports game progress and answers player questions. The AI game master also adjusts game progress according to player actions. For example, if a player is confused, the AI game master provides hints to help the game progress smoothly. Also, if there are insufficient players, AI players join in. For example, the AI player joins the game in place of the player and supports game progress. The AI player also adjusts strategy according to player actions to help the game progress. This allows the game to progress even if there are insufficient players.
[0034] It is possible to make entertaining AI players available for a fee. It is possible to make entertaining AI players available for a fee. For example, the generation AI creates an AI player with a specific character or personality and provides it to the player. For example, the generation AI automatically generates a backstory and personality for a specific character and provides it to the player. The generation AI also automatically generates a voice and theme music for a specific character and provides it to the player. In this way, it is possible to provide entertaining AI players for a fee.
[0035] We can provide a platform for the production and sale of analog games. We can provide a platform for the production and sale of analog games. For example, we can support the production and sale of physical game sets based on game design data. For example, we can output the design data using a 3D printer and create a prototype. We can also make proposals to optimize production procedures and costs based on the design data. For example, we can optimize material selection and production processes to reduce costs. This allows us to provide a platform for the production and sale of analog games.
[0036] Generative AI can automatically generate backgrounds and stories for designs and provide them to designers. For example, generative AI can automatically generate backgrounds and stories for designed assets. For example, for a character design, it can automatically generate a backstory and setting for that character and provide that to the designer. Generative AI can also automatically generate backgrounds and stories for designs and provide that to the designer. For example, for a designed asset, it can automatically generate a background and story for that character and provide that to the designer. This allows for the automatic generation of backgrounds and stories for designs.
[0037] Generative AI can automatically convert assets into different themes and styles and propose multiple variations. For example, generative AI can automatically convert designed assets into different themes and styles. For example, the same character design can be converted into a fantasy, cyberpunk, modern, etc. style and proposed to the designer. Generative AI can also automatically convert assets into different themes and styles and propose multiple variations. For example, the same design can be converted into different themes and styles and proposed to the designer. This allows for the proposal of variations on different themes and styles.
[0038] The generative AI can physically output assets using a 3D printer and provide them as prototypes. For example, the generative AI can physically output designed assets using a 3D printer. For example, it can output character figures or board game pieces using a 3D printer and provide them to a designer. The generative AI can also physically output assets using a 3D printer and provide them as prototypes. For example, it can physically output designed assets using a 3D printer and provide them as prototypes. This allows for the provision of physical prototypes.
[0039] The AI player can analyze not only play data but also the player's strategy and thought patterns, allowing it to learn more human-like behavior. For example, the AI player can analyze play data to learn the player's strategy and thought patterns. For example, it can analyze the timing at which the player performs a particular action and reflect this in the AI player. The AI player can also analyze the player's strategy and thought patterns to learn more human-like behavior. For example, it can analyze the player's strategy and thought patterns to learn more human-like behavior. This allows it to learn more human-like behavior.
[0040] When generating a script as a game master, the generation AI can automatically generate branching scenarios and random events, thereby increasing the diversity of the game. For example, when generating a script as a game master, the generation AI automatically generates branching scenarios. For example, different story developments can be generated depending on the player's choices, increasing the diversity of the game. The generation AI can also automatically generate random events, increasing the diversity of the game. For example, random events can be generated depending on the player's actions, increasing the diversity of the game. This can increase the diversity of the game.
[0041] The AI Game Master can automatically generate scenarios that correspond to different languages and cultures, making it possible to accommodate international players. The AI Game Master can automatically generate scenarios that correspond to different languages and cultures, for example. It can generate scenarios that correspond to multiple languages, such as English, Japanese, and French, and provide them to international players. The AI Game Master can also automatically generate scenarios that correspond to different cultures, for example. It can generate scenarios that correspond to different cultures and provide them to international players. This makes it possible to accommodate international players.
[0042] AI players can be trained to have specific characters and personalities, allowing them to provide individual stories to players. AI players can be trained to have specific characters and personalities, for example, an AI player could be a brave warrior or a wise wizard, allowing them to provide individual stories to players. AI players can be trained to have specific characters and personalities, allowing them to provide individual stories to players. For example, an AI player could be trained to have specific characters and personalities, allowing them to provide individual stories to players. This allows them to provide individual stories to players.
[0043] The generation AI can automatically generate proposed rule revisions based on the results of test plays and propose them to the designer. The generation AI can, for example, analyze the results of test plays and automatically generate proposed rule revisions. For example, it can identify areas where the balance is off and propose corrections to the designer. The generation AI can also automatically generate proposed rule revisions based on the results of test plays and propose them to the designer. For example, it can analyze the results of test plays and automatically generate proposed rule revisions and propose them to the designer. In this way, proposed rule revisions can be automatically generated.
[0044] It is possible to provide an interface that visualizes play data between AIs and allows designers to intuitively understand it. It is possible to provide an interface that visualizes play data between AIs and allows designers to intuitively understand it. For example, play data can be displayed in graphs or charts, allowing balance issues to be visually grasped. It is also possible to provide an interface that visualizes play data between AIs and allows designers to intuitively understand it. For example, play data can be displayed in graphs or charts, allowing balance issues to be visually grasped. This allows play data to be intuitively understood.
[0045] Play data from the test platform can be shared with other game development projects, allowing them to receive mutual feedback. Play data from the test platform can be shared with other game development projects, allowing them to receive mutual feedback. For example, designers from different projects can share play data and suggest improvements to each other. Play data from the test platform can also be shared with other game development projects, allowing them to receive mutual feedback. For example, designers from different projects can share play data and suggest improvements to each other. This allows them to receive mutual feedback.
[0046] The results of test plays can be applied to different game genres and styles to develop general-purpose game balance adjustment methods. The results of test plays can be applied to different game genres and styles to develop general-purpose game balance adjustment methods. For example, board game balance adjustment methods can be applied to card games and RPGs. The results of test plays can also be applied to different game genres and styles to develop general-purpose game balance adjustment methods. For example, board game balance adjustment methods can be applied to card games and RPGs. This makes it possible to develop general-purpose game balance adjustment methods.
[0047] An interactive function for promoting communication between players can be provided on an online platform. An interactive function for promoting communication between players can be provided on an online platform. For example, a chat function or a voice chat function can be added to enable players to communicate with each other in real time. Also, an interactive function for promoting communication between players can be provided on an online platform. For example, a chat function or a voice chat function can be added to enable players to communicate with each other in real time. This can promote communication between players.
[0048] A replay function can be provided that automatically records the progress of a game, allowing the player to look back on it later. A replay function can be provided that automatically records the progress of a game, allowing the player to look back on it later. For example, it allows the player to save highlight scenes of the game and play them later. Also, a replay function can be provided that automatically records the progress of a game, allowing the player to look back on it later. For example, it allows the player to save highlight scenes of the game and play them later. This allows the player to look back on the progress of the game.
[0049] It is possible to provide a function that allows you to seamlessly continue playing an online game across different devices. It is possible to provide a function that allows you to seamlessly continue playing an online game across different devices. For example, if you start playing on a smartphone and switch to a PC midway through, the game will not be interrupted. It is also possible to provide a function that allows you to seamlessly continue playing an online game across different devices. For example, if you start playing on a smartphone and switch to a PC midway through, the game will not be interrupted. This allows you to seamlessly continue playing an online game across different devices.
[0050] A feature may be provided that allows players to customize their characters and assets while the online game is in progress. A feature may be provided that allows players to customize their characters and assets while the online game is in progress. For example, the player may be allowed to change the appearance or equipment of the character. Also, a feature may be provided that allows players to customize their characters and assets while the online game is in progress. For example, the player may be allowed to change the appearance or equipment of the character. This allows the player to customize their characters and assets.
[0051] The AI player can develop an adaptive AI that changes its behavior depending on the player's play style. For example, the AI player can develop an adaptive AI that changes its behavior depending on the player's play style. For example, if the player plays in an aggressive style, it will make defensive moves, and if the player plays in a cautious style, it will make aggressive moves. The AI player can also develop an adaptive AI that changes its behavior depending on the player's play style. For example, if the player plays in an aggressive style, it will make defensive moves, and if the player plays in a cautious style, it will make aggressive moves. This makes it possible to develop an adaptive AI that changes its behavior depending on the player's play style.
[0052] The generation AI can automatically generate the backstory and personality of an AI player and provide it to the player. The generation AI can, for example, automatically generate the backstory and personality of an AI player. For example, it can automatically generate what kind of past an AI player has and what kind of personality they have and provide it to the player. The generation AI can also automatically generate the backstory and personality of an AI player and provide it to the player. For example, it can automatically generate what kind of past an AI player has and what kind of personality they have and provide it to the player. This makes it possible to automatically generate the backstory and personality of an AI player.
[0053] An AI player with entertainment value can be applied to different game genres and styles to develop a general-purpose entertainment AI. An AI player with entertainment value can be applied to different game genres and styles. For example, an entertainment AI compatible with board games, card games, RPGs, etc. can be developed. An AI player with entertainment value can be applied to different game genres and styles to develop a general-purpose entertainment AI. For example, an entertainment AI compatible with board games, card games, RPGs, etc. can be developed. In this way, a general-purpose entertainment AI can be developed.
[0054] Generative AI can make suggestions to optimize production procedures and costs during the analog game production process. Generative AI can make suggestions to optimize production procedures and costs during the analog game production process, for example, by optimizing material selection and the production process to reduce costs. Generative AI can also make suggestions to optimize production procedures and costs during the analog game production process, for example, by optimizing material selection and the production process to reduce costs. This allows for the optimization of production procedures and costs.
[0055] After an analog game is sold, a feedback loop can be created in which feedback from players is collected and reflected in the next production. After an analog game is sold, a feedback loop can be created in which feedback from players is collected and reflected in the next production. For example, feedback can be collected using online surveys or review functions. Also, after an analog game is sold, a feedback loop can be created in which feedback from players is collected and reflected in the next production. For example, feedback can be collected using online surveys or review functions. This creates a feedback loop in which feedback can be reflected in the next production.
[0056] In the production process of analog games, different materials and techniques can be used to provide higher quality products. In the production process of analog games, different materials and techniques can be used to provide higher quality products. For example, products can be made using highly durable materials and the latest printing techniques. In the production process of analog games, different materials and techniques can be used to provide higher quality products. For example, products can be made using highly durable materials and the latest printing techniques. This allows for higher quality products.
[0057] The system according to the embodiment is not limited to the above-described example, and various modifications are possible, for example, as follows.
[0058] The analog game development support system may further include a scenario generation unit that automatically generates scenarios that support different languages and cultures. For example, scenarios that support multiple languages, such as English, Japanese, and French, may be generated and provided to international players. Also, scenarios that support different cultures may be generated, allowing players to enjoy the game as characters with different cultural backgrounds. This allows the system to reach an international player base and increase the diversity of the game.
[0059] The analog game development support system may further include a communication unit that provides interactive functions to promote communication between players. For example, a chat function or a voice chat function may be added to enable players to communicate with each other in real time. Furthermore, the enjoyment of the game can be enhanced by providing an interface that allows players to exchange opinions and share strategies during the game. This promotes communication between players and improves the entertainment value of the game.
[0060] The analog game development support system may further include a replay unit that automatically records the progress of the game and provides a replay function that allows the player to review the progress later. For example, the system allows the player to save highlight scenes of the game and replay them later. The system may also provide an interface that displays the progress of the game in graphs and charts, allowing the player to intuitively understand the progress. This allows the player to review the progress of the game and revise their strategy.
[0061] The analog game development support system may also include a device linking unit that provides the ability to seamlessly continue gameplay across different devices. For example, starting a game on a smartphone and then switching to a PC midway through will prevent the game from being interrupted. It also synchronizes play data across multiple devices, such as tablets and console game machines, allowing players to continue the same game experience on any device. This allows gameplay to be seamlessly continued across different devices, improving player convenience.
[0062] The analog game development support system may further include a theme conversion unit that automatically converts assets into different themes and styles and proposes multiple variations. For example, the same character design may be converted into a fantasy, cyberpunk, modern, or other style and proposed to the designer. Furthermore, the system may convert board and card designs into different themes and styles and provide multiple variations, allowing the designer to choose from a variety of designs. This allows the system to propose variations in different themes and styles and broaden the range of designs.
[0063] The processing flow of the first embodiment will be briefly explained below.
[0064] Step 1: The generation AI creates a temporary asset design. For example, the generation AI automatically generates designs for pieces, boards, and cards and proposes them to the designer. The input to the generation AI is a prompt containing instructions on what the designer wants the generation AI to do, and the generation AI generates the asset design based on the prompt. Step 2: The Game Master Training Department and Player Training Department teach the AI the rules created by the game designer and train it to function as a Game Master or player. For example, the generation AI analyzes the game rules and generates a script to fulfill the role of a Game Master. It also learns how to behave as an AI player. Step 3: The test platform allows the AI to play against each other multiple times, modifying the rules and adjusting the game balance. For example, the generation AI analyzes the play data, identifies areas where the balance is unbalanced, and proposes corrections. The AI player is also strengthened, allowing it to learn more advanced strategies. Step 4: The online provider provides the completed game as an online game and plays against regular players together with the AI game master. For example, when playing a game on an online platform, the AI game master supports the progress, and if there are not enough players, AI players will join in. Step 5: The Analog Game Production Department provides a platform for the actual production and sale of analog games, for example, by providing support for the production and sale of physical game sets based on game design data.
[0065] (Example 2) An analog game development support system according to an embodiment of the present invention allows game designers to efficiently develop, test, and provide games. This system uses a generative AI to create temporary asset designs, teaches and trains game masters and players about rules, and allows AIs to play against each other on a test platform, modifying rules and adjusting game balance. The system also provides completed games as online games, allowing AI players to participate when there is a shortage of players. Furthermore, the system also provides a platform for producing and selling analog games, making entertaining AI players available for a fee. This allows game designers to efficiently develop, test, and provide games. For example, the system can shorten development time by quickly creating temporary assets using a generative AI and adjusting balance through AI-to-AI gameplay. Furthermore, providing the game as an online game allows for reaching a wide player base, and providing entertaining AI players for a fee can increase revenue. Furthermore, producing and selling the game as an analog game provides a physical gaming experience and increases player satisfaction.
[0066] An analog game development support system according to an embodiment includes a generation AI, a game master training unit, a player training unit, a test platform, an online provision unit, and an analog game production unit. The generation AI creates temporary asset designs. For example, the generation AI automatically generates designs for pieces, boards, and cards and proposes them to the designer. The generation AI receives input from prompts containing instructions from the designer about what the generation AI wants the AI to do, and the generation AI generates asset designs based on the prompts. The game master training unit and player training unit teach the AI the rules created by the game designer and train it to function as a game master and player. For example, the generation AI analyzes the game rules and generates scripts to fulfill the role of a game master. It also teaches the AI how to behave as an AI player. The test platform allows AIs to play against each other multiple times, correcting the rules and adjusting the game balance. For example, the generation AI analyzes play data, identifies imbalances, and proposes corrections. It also strengthens the AI player, allowing it to learn more advanced strategies. The online provision department offers games that have been developed as online games, and they compete against regular players together with an AI game master. For example, when playing a game on an online platform, an AI game master supports the progress, and if there are not enough players, AI players join in. The analog game production department provides a platform for the actual production and sale of analog games. For example, it supports the production and sale of physical game sets based on game design data. This allows game designers to efficiently develop, test, and provide games. For example, development time can be shortened by quickly creating temporary assets using generative AI and adjusting balance through AI play. Furthermore, by providing games as online games, it is possible to reach a wide player base and generate revenue by offering entertaining AI players for a fee. Furthermore, producing and selling analog games provides a physical gaming experience and increases player satisfaction.
[0067] Generative AI can automatically generate designs for pieces, boards, and cards and propose them to designers. For example, generative AI can automatically generate designs for pieces and propose them to designers. For example, generative AI can automatically generate the shape, color, and size of pieces and propose them to designers. Generative AI can also automatically generate board designs and propose them to designers. For example, generative AI can automatically generate the layout, color, and design of the board and propose them to designers. Generative AI can also automatically generate card designs and propose them to designers. For example, generative AI can automatically generate illustrations, text, and layouts for cards and propose them to designers. This allows designers to create designs efficiently.
[0068] The generation AI can generate scripts to fulfill the role of game master. For example, the generation AI analyzes the rules of the game and generates scripts to fulfill the role of game master. For example, the generation AI generates scripts to support the progress of the game and fulfills the role of game master. The generation AI also generates scripts according to the actions of the player and adjusts the progress of the game. For example, the generation AI generates different scripts according to the player's choices, increasing the variety of the game. This allows the role of game master to be automated.
[0069] The generation AI can analyze play data, identify areas where the balance is out of whack, and propose corrections. The generation AI, for example, analyzes play data and identifies areas where the balance is out of whack. For example, the generation AI analyzes play data and determines whether a particular action is too strong or too weak. The generation AI also identifies areas where the balance is out of whack and proposes corrections. For example, the generation AI proposes corrections to adjust the effect of a particular action. The generation AI also identifies areas where the balance is out of whack and proposes corrections to adjust the balance of the entire game. This allows for efficient adjustments to the game balance.
[0070] When playing games on online platforms, an AI game master supports progress, and AI players can join in if there are insufficient players. When playing games on online platforms, an AI game master supports progress. For example, the AI game master supports game progress and answers player questions. The AI game master also adjusts game progress according to player actions. For example, if a player is confused, the AI game master provides hints to help the game progress smoothly. Also, if there are insufficient players, AI players join in. For example, the AI player joins the game in place of the player and supports game progress. The AI player also adjusts strategy according to player actions to help the game progress. This allows the game to progress even if there are insufficient players.
[0071] It is possible to make entertaining AI players available for a fee. It is possible to make entertaining AI players available for a fee. For example, the generation AI creates an AI player with a specific character or personality and provides it to the player. For example, the generation AI automatically generates a backstory and personality for a specific character and provides it to the player. The generation AI also automatically generates a voice and theme music for a specific character and provides it to the player. In this way, it is possible to provide entertaining AI players for a fee.
[0072] We can provide a platform for the production and sale of analog games. We can provide a platform for the production and sale of analog games. For example, we can support the production and sale of physical game sets based on game design data. For example, we can output the design data using a 3D printer and create a prototype. We can also make proposals to optimize production procedures and costs based on the design data. For example, we can optimize material selection and production processes to reduce costs. This allows us to provide a platform for the production and sale of analog games.
[0073] The generative AI can optimize the design by providing feedback on the user's emotional response to the asset in real time. For example, the generative AI can analyze the user's facial expressions and voice in response to the asset and provide feedback on the emotional response in real time. For example, it can analyze the expressions of joy or surprise when the user views the asset and optimize the design based on that data. The generative AI can also optimize the design based on the user's emotional response. For example, it can prioritize designs that the user prefers and optimize the design. This makes it possible to optimize the design based on the user's emotional response.
[0074] Generative AI can automatically generate backgrounds and stories for designs and provide them to designers. For example, generative AI can automatically generate backgrounds and stories for designed assets. For example, for a character design, it can automatically generate a backstory and setting for that character and provide that to the designer. Generative AI can also automatically generate backgrounds and stories for designs and provide that to the designer. For example, for a designed asset, it can automatically generate a background and story for that character and provide that to the designer. This allows for the automatic generation of backgrounds and stories for designs.
[0075] Generative AI can automatically convert assets into different themes and styles and propose multiple variations. For example, generative AI can automatically convert designed assets into different themes and styles. For example, the same character design can be converted into a fantasy, cyberpunk, modern, etc. style and proposed to the designer. Generative AI can also automatically convert assets into different themes and styles and propose multiple variations. For example, the same design can be converted into different themes and styles and proposed to the designer. This allows for the proposal of variations on different themes and styles.
[0076] The generative AI can physically output assets using a 3D printer and provide them as prototypes. For example, the generative AI can physically output designed assets using a 3D printer. For example, it can output character figures or board game pieces using a 3D printer and provide them to a designer. The generative AI can also physically output assets using a 3D printer and provide them as prototypes. For example, it can physically output designed assets using a 3D printer and provide them as prototypes. This allows for the provision of physical prototypes.
[0077] The emotion estimation function makes design suggestions according to the emotional state of the designer, thereby stimulating creativity. The emotion estimation function makes design suggestions according to the emotional state of the designer, for example. For example, when the designer is relaxed, it proposes a soft design, and when the designer is focused, it proposes a detailed design. The emotion estimation function also makes design suggestions according to the emotional state of the designer, thereby stimulating creativity. For example, when the designer is relaxed, it proposes a soft design, and when the designer is focused, it proposes a detailed design. The emotion estimation function also makes design suggestions according to the emotional state of the designer, thereby stimulating creativity.
[0078] When fulfilling its role as a game master, the generative AI can analyze the player's emotional reactions in real time and adjust the progress of the game. For example, when fulfilling its role as a game master, the generative AI analyzes the player's facial expressions and voice and provides feedback on the emotional reactions in real time. For example, it speeds up the game progress when the player is excited and slows down when the player is calm. The generative AI also adjusts the progress of the game based on the player's emotional reactions. For example, it adjusts the progress of the game based on the player's emotional reactions to optimize the game progress. This makes it possible to adjust the progress of the game based on the player's emotional reactions.
[0079] The AI player can analyze not only play data but also the player's strategy and thought patterns, allowing it to learn more human-like behavior. For example, the AI player can analyze play data to learn the player's strategy and thought patterns. For example, it can analyze the timing at which the player performs a particular action and reflect this in the AI player. The AI player can also analyze the player's strategy and thought patterns to learn more human-like behavior. For example, it can analyze the player's strategy and thought patterns to learn more human-like behavior. This allows it to learn more human-like behavior.
[0080] When generating a script as a game master, the generation AI can automatically generate branching scenarios and random events, thereby increasing the diversity of the game. For example, when generating a script as a game master, the generation AI automatically generates branching scenarios. For example, different story developments can be generated depending on the player's choices, increasing the diversity of the game. The generation AI can also automatically generate random events, increasing the diversity of the game. For example, random events can be generated depending on the player's actions, increasing the diversity of the game. This can increase the diversity of the game.
[0081] The AI Game Master can automatically generate scenarios that correspond to different languages and cultures, making it possible to accommodate international players. The AI Game Master can automatically generate scenarios that correspond to different languages and cultures, for example. It can generate scenarios that correspond to multiple languages, such as English, Japanese, and French, and provide them to international players. The AI Game Master can also automatically generate scenarios that correspond to different cultures, for example. It can generate scenarios that correspond to different cultures and provide them to international players. This makes it possible to accommodate international players.
[0082] AI players can be trained to have specific characters and personalities, allowing them to provide individual stories to players. AI players can be trained to have specific characters and personalities, for example, an AI player could be a brave warrior or a wise wizard, allowing them to provide individual stories to players. AI players can be trained to have specific characters and personalities, allowing them to provide individual stories to players. For example, an AI player could be trained to have specific characters and personalities, allowing them to provide individual stories to players. This allows them to provide individual stories to players.
[0083] The emotion estimation function allows the game to progress in accordance with the player's emotional state, thereby improving the player's satisfaction. The emotion estimation function allows the game to progress in accordance with the player's emotional state, for example. For example, when the player is excited, the game progresses faster, and when the player is calm, the game progresses slower. The emotion estimation function also allows the game to progress in accordance with the player's emotional state, thereby improving the player's satisfaction ...
[0084] When analyzing play data, the generative AI also takes into account the player's emotional responses, making it possible to propose a game balance that is emotionally satisfying. For example, when analyzing play data, the generative AI analyzes the player's facial expressions and voice and takes their emotional responses into account. For example, based on data from when the player is enjoying themselves, the generative AI can propose a game balance that is emotionally satisfying. The generative AI also takes into account the player's emotional responses and proposes a game balance that is emotionally satisfying. For example, based on data from when the player is enjoying themselves, the generative AI can propose a game balance that is emotionally satisfying. This makes it possible to propose a game balance that is emotionally satisfying.
[0085] The generation AI can automatically generate proposed rule revisions based on the results of test plays and propose them to the designer. The generation AI can, for example, analyze the results of test plays and automatically generate proposed rule revisions. For example, it can identify areas where the balance is off and propose corrections to the designer. The generation AI can also automatically generate proposed rule revisions based on the results of test plays and propose them to the designer. For example, it can analyze the results of test plays and automatically generate proposed rule revisions and propose them to the designer. In this way, proposed rule revisions can be automatically generated.
[0086] It is possible to provide an interface that visualizes play data between AIs and allows designers to intuitively understand it. It is possible to provide an interface that visualizes play data between AIs and allows designers to intuitively understand it. For example, play data can be displayed in graphs or charts, allowing balance issues to be visually grasped. It is also possible to provide an interface that visualizes play data between AIs and allows designers to intuitively understand it. For example, play data can be displayed in graphs or charts, allowing balance issues to be visually grasped. This allows play data to be intuitively understood.
[0087] Play data from the test platform can be shared with other game development projects, allowing them to receive mutual feedback. Play data from the test platform can be shared with other game development projects, allowing them to receive mutual feedback. For example, designers from different projects can share play data and suggest improvements to each other. Play data from the test platform can also be shared with other game development projects, allowing them to receive mutual feedback. For example, designers from different projects can share play data and suggest improvements to each other. This allows them to receive mutual feedback.
[0088] The results of test plays can be applied to different game genres and styles to develop general-purpose game balance adjustment methods. The results of test plays can be applied to different game genres and styles to develop general-purpose game balance adjustment methods. For example, board game balance adjustment methods can be applied to card games and RPGs. The results of test plays can also be applied to different game genres and styles to develop general-purpose game balance adjustment methods. For example, board game balance adjustment methods can be applied to card games and RPGs. This makes it possible to develop general-purpose game balance adjustment methods.
[0089] The emotion estimation function analyzes the emotional state of an AI player during a test play, allowing it to learn more human-like behavior. The emotion estimation function analyzes the emotional state of an AI player during a test play, for example. It analyzes the joy an AI player feels when they win or the frustration they feel when they lose, and reflects this in their behavior. The emotion estimation function also analyzes the emotional state of an AI player during a test play, allowing it to learn more human-like behavior. For example, it analyzes the joy an AI player feels when they win or the frustration they feel when they lose, and reflects this in their behavior. This allows it to learn more human-like behavior.
[0090] An interactive function for promoting communication between players can be provided on an online platform. An interactive function for promoting communication between players can be provided on an online platform. For example, a chat function or a voice chat function can be added to enable players to communicate with each other in real time. Also, an interactive function for promoting communication between players can be provided on an online platform. For example, a chat function or a voice chat function can be added to enable players to communicate with each other in real time. This can promote communication between players.
[0091] A replay function can be provided that automatically records the progress of a game, allowing the player to look back on it later. A replay function can be provided that automatically records the progress of a game, allowing the player to look back on it later. For example, it allows the player to save highlight scenes of the game and play them later. Also, a replay function can be provided that automatically records the progress of a game, allowing the player to look back on it later. For example, it allows the player to save highlight scenes of the game and play them later. This allows the player to look back on the progress of the game.
[0092] It is possible to provide a function that allows you to seamlessly continue playing an online game across different devices. It is possible to provide a function that allows you to seamlessly continue playing an online game across different devices. For example, if you start playing on a smartphone and switch to a PC midway through, the game will not be interrupted. It is also possible to provide a function that allows you to seamlessly continue playing an online game across different devices. For example, if you start playing on a smartphone and switch to a PC midway through, the game will not be interrupted. This allows you to seamlessly continue playing an online game across different devices.
[0093] A feature may be provided that allows players to customize their characters and assets while the online game is in progress. A feature may be provided that allows players to customize their characters and assets while the online game is in progress. For example, the player may be allowed to change the appearance or equipment of the character. Also, a feature may be provided that allows players to customize their characters and assets while the online game is in progress. For example, the player may be allowed to change the appearance or equipment of the character. This allows the player to customize their characters and assets.
[0094] The emotion estimation function can provide in-game events and rewards according to the player's emotional state, thereby increasing player engagement. The emotion estimation function can, for example, provide in-game events and rewards according to the player's emotional state. For example, when the player is excited, a special event is triggered and a reward is provided. The emotion estimation function can also provide in-game events and rewards according to the player's emotional state, thereby increasing player engagement. For example, when the player is excited, a special event is triggered and a reward is provided. The emotion estimation function can also provide in-game events and rewards according to the player's emotional state, thereby increasing player engagement.
[0095] When creating an AI player with a specific character or personality, the generation AI takes the player's emotional reactions into consideration, allowing it to generate a more attractive character. For example, when creating an AI player with a specific character or personality, the generation AI analyzes the player's facial expressions and voice and takes the player's emotional reactions into consideration. For example, when creating an AI player with a specific character or personality, the generation AI generates a cheerful character when the player is happy, and an encouraging character when the player is depressed. Also, when creating an AI player with a specific character or personality, the generation AI takes the player's emotional reactions into consideration, allowing it to generate a more attractive character. For example, when creating an AI player with a specific character or personality, the generation AI analyzes the player's facial expressions and voice and takes the player's emotional reactions into consideration. For example, when creating an AI player with a specific character or personality, the generation AI generates a more attractive character when the player is happy, allowing it to generate a more attractive character.
[0096] The AI player can develop an adaptive AI that changes its behavior depending on the player's play style. For example, the AI player can develop an adaptive AI that changes its behavior depending on the player's play style. For example, if the player plays in an aggressive style, it will make defensive moves, and if the player plays in a cautious style, it will make aggressive moves. The AI player can also develop an adaptive AI that changes its behavior depending on the player's play style. For example, if the player plays in an aggressive style, it will make defensive moves, and if the player plays in a cautious style, it will make aggressive moves. This makes it possible to develop an adaptive AI that changes its behavior depending on the player's play style.
[0097] The generation AI can automatically generate the backstory and personality of an AI player and provide it to the player. The generation AI can, for example, automatically generate the backstory and personality of an AI player. For example, it can automatically generate what kind of past an AI player has and what kind of personality they have and provide it to the player. The generation AI can also automatically generate the backstory and personality of an AI player and provide it to the player. For example, it can automatically generate what kind of past an AI player has and what kind of personality they have and provide it to the player. This makes it possible to automatically generate the backstory and personality of an AI player.
[0098] An AI player with entertainment value can be applied to different game genres and styles to develop a general-purpose entertainment AI. An AI player with entertainment value can be applied to different game genres and styles. For example, an entertainment AI compatible with board games, card games, RPGs, etc. can be developed. An AI player with entertainment value can be applied to different game genres and styles to develop a general-purpose entertainment AI. For example, an entertainment AI compatible with board games, card games, RPGs, etc. can be developed. In this way, a general-purpose entertainment AI can be developed.
[0099] An AI player can develop an emotion-adaptive AI that changes its behavior depending on the player's emotional state. For example, an AI player can develop an emotion-adaptive AI that changes its behavior depending on the player's emotional state. For example, it can behave aggressively when the player is happy and behave kindly when the player is depressed. An AI player can also develop an emotion-adaptive AI that changes its behavior depending on the player's emotional state. For example, it can behave aggressively when the player is happy and behave kindly when the player is depressed. This makes it possible to develop an emotion-adaptive AI that changes its behavior depending on the player's emotional state.
[0100] The emotion estimation function can adjust the behavior of an AI player in real time according to the player's emotional state, thereby improving player satisfaction. The emotion estimation function can, for example, adjust the behavior of an AI player in real time according to the player's emotional state. For example, when the player is happy, the AI player will behave more aggressively, and when the player is depressed, the AI player will behave more kindly. The emotion estimation function can also adjust the behavior of an AI player in real time according to the player's emotional state, thereby improving player satisfaction. For example, when the player is happy, the AI player will behave more aggressively, and when the player is depressed, the AI player will behave more kindly. This can improve player satisfaction.
[0101] When producing an asset as a physical product, the generative AI can optimize the design by taking into account the player's emotional responses. For example, when producing an asset as a physical product, the generative AI can analyze the player's facial expressions and voice and take their emotional responses into account. For example, it can prioritize the production of designs that make the player happy. Furthermore, when producing an asset as a physical product, the generative AI can optimize the design by taking into account the player's emotional responses. For example, it can prioritize the production of designs that make the player happy. In this way, the generative AI can optimize the design by taking into account the player's emotional responses.
[0102] Generative AI can make suggestions to optimize production procedures and costs during the analog game production process. Generative AI can make suggestions to optimize production procedures and costs during the analog game production process, for example, by optimizing material selection and the production process to reduce costs. Generative AI can also make suggestions to optimize production procedures and costs during the analog game production process, for example, by optimizing material selection and the production process to reduce costs. This allows for the optimization of production procedures and costs.
[0103] After an analog game is sold, a feedback loop can be created in which feedback from players is collected and reflected in the next production. After an analog game is sold, a feedback loop can be created in which feedback from players is collected and reflected in the next production. For example, feedback can be collected using online surveys or review functions. Also, after an analog game is sold, a feedback loop can be created in which feedback from players is collected and reflected in the next production. For example, feedback can be collected using online surveys or review functions. This creates a feedback loop in which feedback can be reflected in the next production.
[0104] In the production process of analog games, different materials and techniques can be used to provide higher quality products. In the production process of analog games, different materials and techniques can be used to provide higher quality products. For example, products can be made using highly durable materials and the latest printing techniques. In the production process of analog games, different materials and techniques can be used to provide higher quality products. For example, products can be made using highly durable materials and the latest printing techniques. This allows for higher quality products.
[0105] The emotion estimation function provides customization options for analog games according to the emotional state of the player, thereby increasing player satisfaction. The emotion estimation function provides customization options for analog games according to the emotional state of the player, for example. For example, a bright design is provided when the player is happy, and a gentle design is provided when the player is depressed. The emotion estimation function also provides customization options for analog games according to the emotional state of the player, thereby increasing player satisfaction. For example, a bright design is provided when the player is happy, and a gentle design is provided when the player is depressed. This can increase player satisfaction.
[0106] The system according to the embodiment is not limited to the above-described example, and various modifications are possible, for example, as follows.
[0107] The analog game development support system may further include an emotion estimation unit that estimates the user's emotions and proposes designs based on the estimated emotions. For example, the system may analyze the user's facial expressions and voice when viewing a design to detect emotions such as joy or surprise. This allows the system to prioritize and optimize designs by suggesting designs that the user prefers. It may also stimulate the user's creativity by suggesting soft designs when the user is relaxed and detailed designs when the user is concentrating. Furthermore, the quality of designs can be improved by suggesting designs that correspond to the user's emotional state.
[0108] The analog game development support system may further include a scenario generation unit that automatically generates scenarios that support different languages and cultures. For example, scenarios that support multiple languages, such as English, Japanese, and French, may be generated and provided to international players. Also, scenarios that support different cultures may be generated, allowing players to enjoy the game as characters with different cultural backgrounds. This allows the system to reach an international player base and increase the diversity of the game.
[0109] The analog game development support system may further include an emotion adaptation unit that allows the game to proceed according to the player's emotional state. For example, the game may be sped up when the player is excited and slowed down when the player is calm. It may also provide hints to the player when they are unsure, allowing the game to proceed smoothly. This allows the game to proceed according to the player's emotional state, improving player satisfaction.
[0110] The analog game development support system may further include a communication unit that provides interactive functions to promote communication between players. For example, a chat function or a voice chat function may be added to enable players to communicate with each other in real time. Furthermore, the enjoyment of the game can be enhanced by providing an interface that allows players to exchange opinions and share strategies during the game. This promotes communication between players and improves the entertainment value of the game.
[0111] The analog game development support system may further include an emotional adaptation unit that adjusts the AI player's behavior in real time according to the player's emotional state. For example, the AI player may behave aggressively when the player is happy and behave kindly when the player is depressed. The AI player's strategy may also be adjusted according to the player's emotional state, allowing it to learn more human-like behavior. This allows the AI player's behavior to be adjusted in real time according to the player's emotional state, improving player satisfaction.
[0112] The analog game development support system may further include a replay unit that automatically records the progress of the game and provides a replay function that allows the player to review the progress later. For example, the system allows the player to save highlight scenes of the game and replay them later. The system may also provide an interface that displays the progress of the game in graphs and charts, allowing the player to intuitively understand the progress. This allows the player to review the progress of the game and revise their strategy.
[0113] The analog game development support system may further include an emotion adaptation unit that provides in-game events and rewards according to the player's emotional state. For example, when the player is excited, a special event is triggered and a reward is provided. Also, when the player is depressed, an encouraging message or a bonus can be provided to increase player engagement. In this way, in-game events and rewards according to the player's emotional state can be provided, thereby increasing player engagement.
[0114] The analog game development support system may also include a device linking unit that provides the ability to seamlessly continue gameplay across different devices. For example, starting a game on a smartphone and then switching to a PC midway through will prevent the game from being interrupted. It also synchronizes play data across multiple devices, such as tablets and console game machines, allowing players to continue the same game experience on any device. This allows gameplay to be seamlessly continued across different devices, improving player convenience.
[0115] The analog game development support system may further include an emotional adaptation unit that takes into account the player's emotional reactions and proposes a game balance that provides high emotional satisfaction. For example, the system proposes a game balance that provides high emotional satisfaction based on data from when the player is enjoying the game. Also, when the player is feeling stressed, the system may adjust the game difficulty to allow the player to enjoy the game. In this way, the game balance can be optimized by taking into account the player's emotional reactions, thereby improving player satisfaction.
[0116] The analog game development support system may further include a theme conversion unit that automatically converts assets into different themes and styles and proposes multiple variations. For example, the same character design may be converted into a fantasy, cyberpunk, modern, or other style and proposed to the designer. Furthermore, the system may convert board and card designs into different themes and styles and provide multiple variations, allowing the designer to choose from a variety of designs. This allows the system to propose variations in different themes and styles and broaden the range of designs.
[0117] The processing flow of the second embodiment will be briefly explained below.
[0118] Step 1: The generation AI creates a temporary asset design. For example, the generation AI automatically generates designs for pieces, boards, and cards and proposes them to the designer. The input to the generation AI is a prompt containing instructions on what the designer wants the generation AI to do, and the generation AI generates the asset design based on the prompt. Step 2: The Game Master Training Department and Player Training Department teach the AI the rules created by the game designer and train it to function as a Game Master or player. For example, the generation AI analyzes the game rules and generates a script to fulfill the role of a Game Master. It also learns how to behave as an AI player. Step 3: The test platform allows the AI to play against each other multiple times, modifying the rules and adjusting the game balance. For example, the generation AI analyzes the play data, identifies areas where the balance is unbalanced, and proposes corrections. The AI player is also strengthened, allowing it to learn more advanced strategies. Step 4: The online provider provides the completed game as an online game and plays against regular players together with the AI game master. For example, when playing a game on an online platform, the AI game master supports the progress, and if there are not enough players, AI players will join in. Step 5: The Analog Game Production Department provides a platform for the actual production and sale of analog games, for example, by providing support for the production and sale of physical game sets based on game design data.
[0119] The specific processing unit 290 transmits the result of the specific processing to the smart device 14. In the smart device 14, the control unit 46A causes the output device 40 to output the result of the specific processing. The microphone 38B acquires audio indicating a user input regarding the result of the specific processing. The control unit 46A transmits audio data indicating the user input acquired by the microphone 38B to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the audio data.
[0120] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> Examples of generative AIs include the data generation model 58, such as a neural network model (e.g., a neural network model), and a neural network model (e.g., a neural network model). The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating speech, text data indicating text, and image data indicating an image is also input to the data generation model 58. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization. The specification processing unit 290 performs the above-mentioned specification processing using the data generation model 58. The data generation model 58 may be a fine-tuned model so as to output an inference result from a prompt that does not include an instruction. In this case, the data generation model 58 can output an inference result from a prompt that does not include an instruction. The data processing device 12 and the like include multiple types of data generation models 58, and the data generation model 58 includes AIs other than the generative AI. The AI other than the generative AI may be, for example, linear regression, logistic regression, decision tree, random forest, support vector machine (SVM), k-means clustering, convolutional neural network (CNN), recurrent neural network (RNN), generative adversarial network (GAN), or naive Bayes, and can perform various processes, but is not limited to these examples. The AI may also be an AI agent. When the processes of each of the above-mentioned parts are performed by AI, the processes may be performed in part or entirely by AI, but are not limited to these examples. The processes performed by AI, including the generative AI, may be replaced with rule-based processes.
[0121] Furthermore, the processing by the data processing system 10 described above is executed by the specific processing unit 290 of the data processing device 12 or the control unit 46A of the smart device 14, but may also be executed by the specific processing unit 290 of the data processing device 12 and the control unit 46A of the smart device 14. Furthermore, the specific processing unit 290 of the data processing device 12 acquires or collects information necessary for processing from the smart device 14 or an external device, and the smart device 14 acquires or collects information necessary for processing from the data processing device 12 or an external device.
[0122] [Second embodiment] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.
[0123] 3, the data processing system 210 includes the data processing device 12 and smart glasses 214. An example of the data processing device 12 is a server.
[0124] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, RAM 30, and storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN and / or a LAN.
[0125] The smart glasses 214 include a computer 36, a microphone 238, a speaker 240, a camera 42, and a communication I / F 44. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The microphone 238, the speaker 240, and the camera 42 are also connected to the bus 52.
[0126] The microphone 238 receives instructions and the like from the user by receiving voice uttered by the user. The microphone 238 captures the voice uttered by the user, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio according to instructions from the processor 46.
[0127] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the user's surroundings (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).
[0128] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.
[0129] Fig. 4 shows an example of the main functions of the data processing device 12 and the smart glasses 214. As shown in Fig. 4, in the data processing device 12, a specific process is performed by the processor 28. A specific process program 56 is stored in the storage 32.
[0130] The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[0131] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290. The identification processing unit 290 can estimate the user's emotion using the emotion identification model 59 and perform identification processing using the user's emotion.
[0132] In the smart glasses 214, the specific processing is performed by the processor 46. A specific processing program 60 is stored in the storage 50. The processor 46 reads the specific processing program 60 from the storage 50 and executes the read specific processing program 60 on the RAM 48. The specific processing is realized by the processor 46 operating as the control unit 46A in accordance with the specific processing program 60 executed on the RAM 48. Note that the smart glasses 214 may have a data generation model and an emotion identification model similar to the data generation model 58 and the emotion identification model 59.
[0133] Note that a device other than the data processing device 12 may have the data generation model 58. For example, a server device may have the data generation model 58. In this case, the data processing device 12 communicates with the server device having the data generation model 58 to obtain a processing result (such as a prediction result) using the data generation model 58. Furthermore, the data processing device 12 may be a server device, or may be a terminal device (for example, a mobile phone, a robot, a home appliance, etc.) owned by a user.
[0134] The specific processing unit 290 transmits the result of the specific processing to the smart glasses 214. In the smart glasses 214, the control unit 46A causes the speaker 240 to output the result of the specific processing. The microphone 238 acquires audio indicating a user input regarding the result of the specific processing. The control unit 46A transmits audio data indicating the user input acquired by the microphone 238 to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the audio data.
[0135] The data generation model 58 is a so-called generative AI. An example of the data generation model 58 is a generative AI such as ChatGPT. The data generation model 58 is obtained by performing deep learning on a neural network. The data generation model 58 receives a prompt containing an instruction, as well as inference data such as voice data representing speech, text data representing text, and image data representing an image. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization. The identification processing unit 290 performs the above-mentioned identification processing using the data generation model 58. The data generation model 58 may be a fine-tuned model so as to output an inference result from a prompt that does not include an instruction. In this case, the data generation model 58 can output an inference result from a prompt that does not include an instruction. The data processing device 12 and the like include multiple types of data generation models 58, and the data generation model 58 includes AIs other than the generative AI. The AI other than the generative AI may be, for example, linear regression, logistic regression, decision tree, random forest, support vector machine (SVM), k-means clustering, convolutional neural network (CNN), recurrent neural network (RNN), generative adversarial network (GAN), or naive Bayes, and can perform various processes, but is not limited to these examples. The AI may also be an AI agent. When the processes of each of the above-mentioned parts are performed by AI, the processes may be performed in part or entirely by AI, but are not limited to these examples. The processes performed by AI, including the generative AI, may be replaced with rule-based processes.
[0136] The data processing system 210 according to the second embodiment performs the same processing as the data processing system 10 according to the first embodiment. The processing by the data processing system 210 is executed by the specific processing unit 290 of the data processing device 12 or the control unit 46A of the smart glasses 214, but may also be executed by the specific processing unit 290 of the data processing device 12 and the control unit 46A of the smart glasses 214. Furthermore, the specific processing unit 290 of the data processing device 12 acquires or collects information required for processing from the smart glasses 214 or an external device, etc., and the smart glasses 214 acquires or collects information required for processing from the data processing device 12 or an external device, etc.
[0137] [Third embodiment] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.
[0138] 5, the data processing system 310 includes the data processing device 12 and a headset type terminal 314. An example of the data processing device 12 is a server.
[0139] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, RAM 30, and storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN and / or a LAN.
[0140] The headset type terminal 314 includes a computer 36, a microphone 238, a speaker 240, a camera 42, a communication I / F 44, and a display 343. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The microphone 238, the speaker 240, the camera 42, and the display 343 are also connected to the bus 52.
[0141] The microphone 238 receives instructions and the like from the user by receiving voice uttered by the user. The microphone 238 captures the voice uttered by the user, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio according to instructions from the processor 46.
[0142] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the user's surroundings (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).
[0143] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.
[0144] Fig. 6 shows an example of the main functions of the data processing device 12 and the headset type terminal 314. As shown in Fig. 6, in the data processing device 12, a specific process is performed by the processor 28. A specific process program 56 is stored in the storage 32.
[0145] The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[0146] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290. The identification processing unit 290 can estimate the user's emotion using the emotion identification model 59 and perform identification processing using the user's emotion.
[0147] In the headset type terminal 314, the identification process is performed by the processor 46. A identification program 60 is stored in the storage 50. The processor 46 reads the identification program 60 from the storage 50 and executes the read identification program 60 on the RAM 48. The identification process is realized by the processor 46 operating as a control unit 46A in accordance with the identification program 60 executed on the RAM 48. Note that the headset type terminal 314 may also have a data generation model and an emotion identification model similar to the data generation model 58 and the emotion identification model 59.
[0148] Note that a device other than the data processing device 12 may have the data generation model 58. For example, a server device may have the data generation model 58. In this case, the data processing device 12 communicates with the server device having the data generation model 58 to obtain a processing result (such as a prediction result) using the data generation model 58. Furthermore, the data processing device 12 may be a server device, or may be a terminal device (for example, a mobile phone, a robot, a home appliance, etc.) owned by a user.
[0149] The specific processing unit 290 transmits the result of the specific processing to the headset type terminal 314. In the headset type terminal 314, the control unit 46A causes the speaker 240 and the display 343 to output the result of the specific processing. The microphone 238 acquires audio indicating a user input regarding the result of the specific processing. The control unit 46A transmits audio data indicating the user input acquired by the microphone 238 to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the audio data.
[0150] The data generation model 58 is a so-called generative AI. An example of the data generation model 58 is a generative AI such as ChatGPT. The data generation model 58 is obtained by performing deep learning on a neural network. The data generation model 58 receives a prompt containing an instruction, as well as inference data such as voice data representing speech, text data representing text, and image data representing an image. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization. The identification processing unit 290 performs the above-mentioned identification processing using the data generation model 58. The data generation model 58 may be a fine-tuned model so as to output an inference result from a prompt that does not include an instruction. In this case, the data generation model 58 can output an inference result from a prompt that does not include an instruction. The data processing device 12 and the like include multiple types of data generation models 58, and the data generation model 58 includes AIs other than the generative AI. The AI other than the generative AI may be, for example, linear regression, logistic regression, decision tree, random forest, support vector machine (SVM), k-means clustering, convolutional neural network (CNN), recurrent neural network (RNN), generative adversarial network (GAN), or naive Bayes, and can perform various processes, but is not limited to these examples. The AI may also be an AI agent. When the processes of each of the above-mentioned parts are performed by AI, the processes may be performed in part or entirely by AI, but are not limited to these examples. The processes performed by AI, including the generative AI, may be replaced with rule-based processes.
[0151] The data processing system 310 according to the third embodiment performs the same processing as the data processing system 10 according to the first embodiment. The processing by the data processing system 310 is executed by the specific processing unit 290 of the data processing device 12 or the control unit 46A of the headset type terminal 314, but may also be executed by the specific processing unit 290 of the data processing device 12 and the control unit 46A of the headset type terminal 314. Furthermore, the specific processing unit 290 of the data processing device 12 acquires or collects information required for processing from the headset type terminal 314 or an external device, etc., and the headset type terminal 314 acquires or collects information required for processing from the data processing device 12 or an external device, etc.
[0152] [Fourth embodiment] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.
[0153] 7, the data processing system 410 includes a data processing device 12 and a robot 414. An example of the data processing device 12 is a server.
[0154] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, RAM 30, and storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN and / or a LAN.
[0155] The robot 414 includes a computer 36, a microphone 238, a speaker 240, a camera 42, a communication I / F 44, and a control target 443. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The microphone 238, the speaker 240, the camera 42, and the control target 443 are also connected to the bus 52.
[0156] The microphone 238 receives instructions and the like from the user by receiving voice uttered by the user. The microphone 238 captures the voice uttered by the user, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio according to instructions from the processor 46.
[0157] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS image sensor or a CCD image sensor, and captures images of the user's surroundings (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).
[0158] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 are responsible for the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.
[0159] The control object 443 includes a display device, LEDs in the eyes, and motors that drive the arms, hands, and feet. The posture and gestures of the robot 414 are controlled by controlling the motors of the arms, hands, and feet. Some of the emotions of the robot 414 can be expressed by controlling these motors. In addition, the facial expressions of the robot 414 can also be expressed by controlling the light emission state of the LEDs in the eyes of the robot 414.
[0160] Fig. 8 shows an example of the main functions of the data processing device 12 and the robot 414. As shown in Fig. 8, in the data processing device 12, a specific process is performed by the processor 28. A specific process program 56 is stored in the storage 32.
[0161] The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[0162] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290. The identification processing unit 290 can estimate the user's emotion using the emotion identification model 59 and perform identification processing using the user's emotion.
[0163] In the robot 414, the processor 46 performs the identification process. A identification program 60 is stored in the storage 50. The processor 46 reads the identification program 60 from the storage 50 and executes the read identification program 60 on the RAM 48. The identification process is realized by the processor 46 operating as a control unit 46A in accordance with the identification program 60 executed on the RAM 48. The robot 414 may have a data generation model and an emotion identification model similar to the data generation model 58 and the emotion identification model 59.
[0164] Note that a device other than the data processing device 12 may have the data generation model 58. For example, a server device may have the data generation model 58. In this case, the data processing device 12 communicates with the server device having the data generation model 58 to obtain a processing result (such as a prediction result) using the data generation model 58. Furthermore, the data processing device 12 may be a server device, or may be a terminal device (for example, a mobile phone, a robot, a home appliance, etc.) owned by a user.
[0165] The specific processing unit 290 transmits the result of the specific processing to the robot 414. In the robot 414, the control unit 46A causes the speaker 240 and the control target 443 to output the result of the specific processing. The microphone 238 acquires voice indicating a user input regarding the result of the specific processing. The control unit 46A transmits voice data indicating the user input acquired by the microphone 238 to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the voice data.
[0166] The data generation model 58 is a so-called generative AI. An example of the data generation model 58 is a generative AI such as ChatGPT. The data generation model 58 is obtained by performing deep learning on a neural network. The data generation model 58 receives a prompt containing an instruction, as well as inference data such as voice data representing speech, text data representing text, and image data representing an image. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization. The identification processing unit 290 performs the above-mentioned identification processing using the data generation model 58. The data generation model 58 may be a fine-tuned model so as to output an inference result from a prompt that does not include an instruction. In this case, the data generation model 58 can output an inference result from a prompt that does not include an instruction. The data processing device 12 and the like include multiple types of data generation models 58, and the data generation model 58 includes AIs other than the generative AI. The AI other than the generative AI may be, for example, linear regression, logistic regression, decision tree, random forest, support vector machine (SVM), k-means clustering, convolutional neural network (CNN), recurrent neural network (RNN), generative adversarial network (GAN), or naive Bayes, and can perform various processes, but is not limited to these examples. The AI may also be an AI agent. When the processes of each of the above-mentioned parts are performed by AI, the processes may be performed in part or entirely by AI, but are not limited to these examples. The processes performed by AI, including the generative AI, may be replaced with rule-based processes.
[0167] The data processing system 410 according to the fourth embodiment performs the same processing as the data processing system 10 according to the first embodiment. The processing by the data processing system 410 is executed by the specific processing unit 290 of the data processing device 12 or the control unit 46A of the robot 414, but may also be executed by the specific processing unit 290 of the data processing device 12 and the control unit 46A of the robot 414. Furthermore, the specific processing unit 290 of the data processing device 12 acquires or collects information required for processing from the robot 414 or an external device, etc., and the robot 414 acquires or collects information required for processing from the data processing device 12 or an external device, etc.
[0168] The emotion identification model 59 as an emotion engine may determine the user's emotion according to a specific mapping. Specifically, the emotion identification model 59 may determine the user's emotion according to an emotion map (see FIG. 9), which is a specific mapping. Similarly, the emotion identification model 59 may determine the robot's emotion, and the identification processing unit 290 may perform identification processing using the robot's emotion.
[0169] FIG. 9 illustrates an emotion map 400 on which multiple emotions are mapped. In the emotion map 400, emotions are arranged in concentric circles radiating from the center. Emotions closer to the center of the concentric circles are more primitive. Emotions representing states and behaviors arising from a state of mind are arranged on the outer edges of the concentric circles. The concept of emotion encompasses both emotions and mental states. Emotions generally generated from reactions occurring in the brain are arranged on the left side of the concentric circles. Emotions generally induced by situational judgment are arranged on the right side of the concentric circles. Emotions generally generated from reactions occurring in the brain and induced by situational judgment are arranged on the upper and lower sides of the concentric circles. Furthermore, the emotion of "pleasure" is arranged on the upper side of the concentric circles, and the emotion of "discomfort" is arranged on the lower side. In this way, in the emotion map 400, multiple emotions are mapped based on the structure by which emotions are generated, and emotions that tend to occur simultaneously are mapped close to each other.
[0170] These emotions are distributed in the 3 o'clock direction on emotion map 400, and typically fluctuate between relief and anxiety. In the right half of emotion map 400, situational awareness dominates over internal sensations, resulting in a sense of calm.
[0171] The inside of emotion map 400 represents what is going on in the mind, and the outside of emotion map 400 represents behavior, so the further you go outside emotion map 400, the more visible the emotions become (the more they are expressed in behavior).
[0172] Human emotions are based on various balances, such as posture and blood sugar levels. When these balances deviate from the ideal, a state of discomfort is expressed, and when they approach the ideal, a state of pleasure is expressed. Emotions can also be created for robots, cars, and motorcycles, based on various balances, such as posture and remaining battery life. When these balances deviate from the ideal, a state of discomfort is expressed, and when they approach the ideal, a state of pleasure is expressed. An emotion map can be generated, for example, based on Dr. Mitsuyoshi's emotion map (Research on speech emotion recognition and brain physiological signal analysis systems for emotions, Tokushima University, doctoral dissertation: https: / / ci.nii.ac.jp / naid / 500000375379). The left half of the emotion map lists emotions belonging to the area called "reaction," where sensation is dominant. The right half of the emotion map lists emotions belonging to the area called "situation," where situational awareness is dominant.
[0173] The emotion map defines two emotions that promote learning. One is a negative emotion on the situation side, around the middle of "repentance" or "reflection." In other words, this occurs when the robot experiences negative emotions such as "I never want to feel this way again" or "I don't want to be scolded again." The other is a positive emotion on the response side, around "desire." In other words, this occurs when the robot experiences positive feelings such as "I want more" or "I want to know more."
[0174] The emotion identification model 59 inputs user input into a pre-trained neural network, obtains emotion values indicating each emotion shown in the emotion map 400, and determines the user's emotion. This neural network is pre-trained based on multiple pieces of training data that are combinations of user input and emotion values indicating each emotion shown in the emotion map 400. Furthermore, this neural network is trained so that emotions that are located close to each other have similar values, as in the emotion map 900 shown in FIG. 10. FIG. 10 shows an example in which multiple emotions, "relieved," "calm," and "reassuring," have similar emotion values.
[0175] In the above embodiment, an example was given in which a specific process is performed by one computer 22, but the technology disclosed herein is not limited to this, and distributed processing of the specific process may be performed by multiple computers including computer 22.
[0176] In the above embodiment, an example in which the specific processing program 56 is stored in the storage 32 has been described, but the technology of the present disclosure is not limited to this. For example, the specific processing program 56 may be stored in a portable, computer-readable, non-transitory storage medium such as a USB (Universal Serial Bus) memory. The specific processing program 56 stored in the non-transitory storage medium is installed in the computer 22 of the data processing device 12. The processor 28 executes the specific processing in accordance with the specific processing program 56.
[0177] Alternatively, the specific processing program 56 may be stored in a storage device such as a server connected to the data processing device 12 via the network 54, and the specific processing program 56 may be downloaded and installed on the computer 22 in response to a request from the data processing device 12.
[0178] It is not necessary to store all of the specific processing program 56 in a storage device such as a server connected to the data processing device 12 via the network 54, or to store all of the specific processing program 56 in the storage 32; only a portion of the specific processing program 56 may be stored.
[0179] The hardware resource for executing a specific process can be any of the following types of processors: A processor, for example, is a CPU, which is a general-purpose processor that functions as a hardware resource for executing a specific process by executing software, i.e., a program. A processor also includes a dedicated electrical circuit, such as an FPGA (Field-Programmable Gate Array), a PLD (Programmable Logic Device), or an ASIC (Application Specific Integrated Circuit), which is a processor with a circuit configuration designed specifically for executing a specific process. Each processor has built-in or connected memory, and each processor uses the memory to execute the specific process.
[0180] The hardware resource that executes the specific process may be configured with one of these various processors, or may be configured with a combination of two or more processors of the same or different types (for example, a combination of multiple FPGAs, or a combination of a CPU and an FPGA). Also, the hardware resource that executes the specific process may be a single processor.
[0181] As an example of a system configured with a single processor, first, one processor is configured by combining one or more CPUs and software, and this processor functions as a hardware resource that executes a specific process. Second, there is a system that uses a processor that realizes the functions of an entire system including multiple hardware resources that execute a specific process on a single IC chip, as typified by SoC (System-on-a-chip). In this way, a specific process is realized using one or more of the above-mentioned various processors as hardware resources.
[0182] Furthermore, the hardware structure of these various processors can be, more specifically, an electric circuit that combines circuit elements such as semiconductor devices. The specific processing described above is merely an example. Therefore, it goes without saying that unnecessary steps may be deleted, new steps may be added, or the processing order may be rearranged, without departing from the spirit of the invention.
[0183] In the above example, the first to fourth embodiments have been described separately, but some or all of these embodiments may be combined. The smart device 14, smart glasses 214, headset terminal 314, and robot 414 are merely examples, and they may be combined, or other devices may be used. In the above example, the first and second embodiments have been described separately, but they may be combined.
[0184] The above-described description and illustrations are a detailed explanation of the parts related to the technology of the present disclosure and are merely an example of the technology of the present disclosure. For example, the above description of the configuration, functions, actions, and effects is an explanation of an example of the configuration, functions, actions, and effects of the parts related to the technology of the present disclosure. Therefore, it goes without saying that unnecessary parts may be deleted, new elements may be added, or replacements may be made to the above-described description and illustrations within the scope of the gist of the technology of the present disclosure. Furthermore, to avoid confusion and facilitate understanding of the parts related to the technology of the present disclosure, the above-described description and illustrations omit explanations of common technical knowledge that do not require particular explanation to enable the implementation of the technology of the present disclosure.
[0185] All publications, patent applications, and technical standards mentioned in this specification are herein incorporated by reference to the same extent as if each individual publication, patent application, or technical standard was specifically and individually indicated to be incorporated by reference. [Explanation of symbols]
[0186] 10, 210, 310, 410 Data Processing Systems 12 Data Processing Device 14 Smart Devices 214 Smart Glasses 314 Headset-type terminal 414 Robot
Claims
1. A generative AI that creates temporary asset designs using generative AI; The Game Master Training Department and Player Training Department teach the rules to the Game Masters and players and train them. A test platform where AIs play against each other, and rules are revised and game balance is adjusted. An online game provider that provides games that have been developed as online games; An analog game production department for producing and selling analog games. A system characterized by:
2. The generated AI is Automatically generate designs for the pieces, board, and cards and propose them to designers 2. The system of claim 1.
3. When playing a game on an online platform, the AI game master supports the progress, and if there are insufficient players, the AI players join in.
2. The system of claim 1.
4. Provide a platform for creating and selling analog games 2. The system of claim 1.
5. The generated AI is When fulfilling the role of the game master, analyze the emotional responses of the players in real time and adjust the progress.
2. The system of claim 1.
6. The generated AI is When analyzing gameplay data, the emotional reactions of the player are also taken into consideration, and a game balance that provides emotional satisfaction is proposed.
2. The system of claim 1.
7. The generated AI is When creating the AI player with a specific character or personality, the player's emotional responses are taken into consideration to create a more appealing character.
2. The system of claim 1.
8. The generated AI is When producing the asset as a physical product, optimize the design by considering the player's emotional response.
2. The system of claim 1.
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A