System
A system using AI to generate game ideas, code, and assets, and automate playtesting simplifies game development, enabling users to create high-quality games efficiently.
Patent Information
- Application Number
- JP2024131352
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-07
- Publication Date
- 2026-02-20
AI Technical Summary
Current game development requires advanced programming and design skills, making it difficult for individuals with great ideas to create games efficiently, and existing tools are labor-intensive and time-consuming.
A system utilizing artificial intelligence to generate game ideas, and automated programming, and graphics, and automated playtesting, which includes a means for users to input basic information, allowing AI to automatically generate game ideas, program code, visual and sound assets, and perform playtesting, reducing the need for specialized knowledge.
The system enables users to efficiently develop games without advanced programming or design skills, allowing them to create high-quality games quickly.
Smart Images

Figure 2026028736000001_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] Current game development requires advanced programming and design skills, so many people with great ideas often find it difficult to realize them. Furthermore, existing game development tools require manual coding, asset creation, and test play, which is extremely time-consuming and labor-intensive. This invention aims to reduce the effort required for game development and provide an environment where even users with great ideas but lacking technical background can easily create games. [Means for solving the problem]
[0005] This invention solves the above-mentioned problems by providing a system including a means for a user to input basic information about a game genre and theme, a means for an artificial intelligence to automatically generate game ideas based on the input basic information, and a means for presenting the generated game ideas to the user. Furthermore, game development is further facilitated by providing a system including a means for a user to input information about game rules, operation methods, and character behavior, a means for an artificial intelligence to automatically generate program code based on the input information, and a means for presenting the generated program code to the user. Furthermore, a lack of design skills is also addressed by introducing a system including a means for a user to specify the style and atmosphere of graphics and music, a means for an artificial intelligence to automatically generate visual and sound assets based on the specified style and atmosphere, and a means for presenting the generated visual and sound assets to the user. Furthermore, playtesting to improve game quality is automated by including a means for a user to upload the latest game data, a means for an artificial intelligence to automatically playtest the game based on the uploaded game data to detect problems or bugs, and a means for presenting the detected problems or bugs to the user. This significantly reduces the effort required at each step of game development, enabling a wide range of users, from beginners to professionals, to efficiently develop games.
[0006] "Game genre" refers to the type or category of game, and includes action, adventure, role-playing, etc.
[0007] "Theme" refers to the game's setting, worldview, and story theme, and includes near future, fantasy, horror, etc.
[0008] "User" refers to an individual or organization that intends to develop a game using the System.
[0009] "Basic information" refers to the initial information necessary for generating game ideas and developing them, such as game genre and theme.
[0010] "Artificial intelligence" refers to computer systems that use machine learning and data analysis techniques to perform tasks automatically.
[0011] A "game idea" is a concrete manifestation of the game's overall concept, storyline, setting, etc.
[0012] "Program code" is text that contains instructions for a computer to execute, and is the basic unit that makes up software.
[0013] "Game rules" refers to a set of rules and conditions under which a game must be played.
[0014] "Control method" refers to the input means or procedures that a user uses to control characters and objects in a game.
[0015] "Character behavior" refers to the movements, reactions, and other actions of characters in the game.
[0016] "Style" refers to the design concept and art direction of graphics and music.
[0017] "Atmosphere" refers to the overall feel or mood created by the graphics and music.
[0018] "Visual assets" refers to visual materials such as images and 3D models used in the game.
[0019] "Sound assets" refers to audio materials such as music and sound effects used in the game.
[0020] "Playtesting" refers to the verification of a game through actual play to check its operation, balance, and user experience.
[0021] "Problem or Bug" refers to any glitch, error, or unintended behavior that interferes with the operation of the Game. [Brief explanation of the drawings]
[0022] [Figure 1] 1 is a conceptual diagram showing an example of the configuration of a data processing system according to a first embodiment. [Figure 2] 1 is a conceptual diagram showing an example of main functions of a data processing device and a smart device according to a first embodiment. [Figure 3] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a second embodiment. [Figure 4] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and smart glasses according to a second embodiment. [Figure 5] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a third embodiment. [Figure 6] FIG. 11 is a conceptual diagram showing an example of main functions of a data processing device and a headset-type terminal according to a third embodiment. [Figure 7] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a fourth embodiment. [Figure 8] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and a robot according to a fourth embodiment. [Figure 9] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 10] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 11] FIG. 3 is a sequence diagram showing a processing flow of the data processing system according to the first embodiment. [Figure 12] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 1. [Figure 13] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system according to the second embodiment when an emotion engine is combined. [Figure 14]FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 2 when an emotion engine is combined. DETAILED DESCRIPTION OF THE INVENTION
[0023] 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.
[0024] First, the terms used in the following description will be explained.
[0025] In the following embodiments, a coded processor (hereinafter simply referred to as a "processor") may be a single arithmetic device or a combination of multiple arithmetic devices. Furthermore, a processor may be a single type of arithmetic device or a combination of multiple types of arithmetic devices. Examples of arithmetic devices include a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a GPGPU (General-Purpose computing on Graphics Processing Units), and an APU (Accelerated Processing Unit).
[0026] 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.
[0027] 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.
[0028] In the following embodiments, a communication I / F (Interface) with a symbol is an interface including a communication processor, an antenna, etc. The communication I / F controls communication between multiple computers. Examples of communication standards applied to the communication I / F include wireless communication standards including 5G (5th Generation Mobile Communication System), Wi-Fi (registered trademark), Bluetooth (registered trademark), etc.
[0029] 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."
[0030] [First embodiment]
[0031] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.
[0032] 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.
[0033] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[0034] 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.
[0035] The reception device 38 includes a touch panel 38A, a microphone 38B, and the like, and receives user input. The touch panel 38A detects contact with an indicator (for example, a pen or a finger) to receive user input by the touch of the indicator. The microphone 38B detects the user's voice to receive user input by voice. The control unit 46A transmits data indicating the user input received by the touch panel 38A and the microphone 38B to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the data indicating the user input.
[0036] The output device 40 includes a display 40A and a speaker 40B, and presents data to the user 20 by outputting the data in a form of expression that the user 20 can perceive (for example, audio and / or text). The display 40A displays visible information such as text and images in accordance with instructions from the processor 46. The speaker 40B outputs audio in accordance with instructions from the processor 46. The camera 42 is a compact digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor.
[0037] 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.
[0038] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0039] 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.
[0040] 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.
[0041] In the smart device 14, the processor 46 performs the reception output process. The storage 50 stores a reception output program 60. The reception output program 60 is used in conjunction with the specific processing program 56 by the data processing system 10. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[0042] Next, a description will be given of the specific processing performed by the specific processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0043] This invention, a "game development support system," utilizes AI technology to provide an environment in which users can easily develop games. The system includes a user interface for inputting basic information, an automatic generation module using artificial intelligence, and various means for presenting the generated results.
[0044] Game idea generation
[0045] Embodiment
[0046] User enters basic information
[0047] The user inputs basic information such as the game genre and theme through the device's input interface, such as "action" or "near-future."
[0048] The device sends information to the server
[0049] The terminal transmits the input basic information to the server.
[0050] Server generates game ideas
[0051] The server then launches a game idea generation module, and the AI generates a game idea based on the received basic information. For example, it might generate an idea for a "hero who fights crime in a near-future city."
[0052] Presenting the generated results
[0053] The game idea transmitted from the server to the terminal is presented to the user by the terminal.
[0054] Automatic programming
[0055] Embodiment
[0056] The user inputs the game rules and operation methods.
[0057] The user inputs information about the game rules, operation methods, and character behavior into the device's input interface, such as "jump to avoid obstacles" or "shoot arrows to defeat enemies."
[0058] The device sends information to the server
[0059] The terminal transmits the input information to the server.
[0060] The server generates the program code
[0061] The server then launches a program generation module, which uses the AI to generate appropriate program code based on the received information, such as code for a character's jumping motion or arrow firing process.
[0062] Presenting the generated results
[0063] The generated program code is transmitted from the server to the terminal and confirmed by the user.
[0064] Graphics and music generation
[0065] Embodiment
[0066] User-defined style and atmosphere
[0067] Users specify the style and atmosphere of the graphics and music in the device's input interface, for example, "dark cyberpunk" or "thrilling background music."
[0068] The device sends information to the server
[0069] The terminal transmits the specified information to the server.
[0070] Server generates visual and sound assets
[0071] The server launches visual generation and music generation modules, which generate visual and sound assets based on the specified style and atmosphere, such as dark cyberpunk background images and thrilling background music.
[0072] Presenting the generated results
[0073] The generated visual and sound assets are transmitted from the server to the terminal and presented to the user.
[0074] Providing test players
[0075] Embodiment
[0076] User uploads latest game data
[0077] The user uploads the latest game data through the upload interface of the terminal.
[0078] The device sends game data to the server
[0079] The terminal transmits the uploaded game data to the server.
[0080] The server starts the test player.
[0081] The server will launch the AI test player module, which will automatically run playtests based on the game data, detecting any issues or bugs.
[0082] Presentation of detection results
[0083] Any problems or bugs detected are sent from the server to the device and presented to the user, who can then refer to them and make corrections.
[0084] The above-described embodiments allow users to efficiently develop games even if they do not have advanced programming or design skills. Furthermore, by checking and correcting the automatically generated materials, code, and test player results, it becomes possible to create high-quality games in a short amount of time.
[0085] The processing flow will be explained below.
[0086] Game idea generation
[0087] Processing Steps
[0088] Step 1:
[0089] The user accesses the input interface of the terminal and inputs basic information about the game genre and theme.
[0090] Step 2:
[0091] The terminal receives basic information input by the user and transmits the data to the server.
[0092] Step 3:
[0093] The server analyzes the received basic information and launches a game idea generation module.
[0094] Step 4:
[0095] The server's AI searches for relevant data based on basic information and generates new game ideas.
[0096] Step 5:
[0097] The server transmits the generated game idea to the terminal.
[0098] Step 6:
[0099] The terminal presents the game idea received from the server to the user.
[0100] Automatic programming
[0101] Processing Steps
[0102] Step 1:
[0103] The user uses the input interface of the terminal to input information about the game rules, operation methods, and character behavior.
[0104] Step 2:
[0105] The terminal receives the input information and transmits it to the server.
[0106] Step 3:
[0107] The server starts a program generation module based on the received information.
[0108] Step 4:
[0109] The server's AI generates appropriate program code based on the information.
[0110] Step 5:
[0111] The server transmits the generated program code to the terminal.
[0112] Step 6:
[0113] The terminal presents the received program code to the user.
[0114] Graphics and music generation
[0115] Processing Steps
[0116] Step 1:
[0117] The user specifies the style and mood of the graphics and music using the terminal interface.
[0118] Step 2:
[0119] The terminal receives the input style and atmosphere information and transmits it to the server.
[0120] Step 3:
[0121] Based on the information received by the server, the visual generation module and the music generation module are activated.
[0122] Step 4:
[0123] The server's AI generates visual and sound assets based on a specified style and mood.
[0124] Step 5:
[0125] The server sends generated visual and sound assets to the device.
[0126] Step 6:
[0127] The terminal presents the received visual and sound assets to the user.
[0128] Providing test players
[0129] Processing Steps
[0130] Step 1:
[0131] The user uploads the latest game data using the upload interface of the device.
[0132] Step 2:
[0133] The terminal receives the uploaded game data and transmits it to the server.
[0134] Step 3:
[0135] The server receives the game data and launches the AI test player module.
[0136] Step 4:
[0137] The server's AI test player automatically performs playtests based on game data.
[0138] Step 5:
[0139] The server extracts information about any problems or bugs detected as a result of the test play.
[0140] Step 6:
[0141] The server will send information about any problems or bugs detected to the device.
[0142] Step 7:
[0143] The terminal presents the detection results to the user.
[0144] These are the specific processing steps of the "Game Development Support System." This system allows users to efficiently and effectively materialize their game ideas and advance game development.
[0145] Example 1
[0146] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0147] Game development requires advanced programming and design skills, making it difficult for many users to realize their ideas. Furthermore, the various tasks that arise at each stage of the development process are substantial, placing a time and cost burden on small and medium-sized developers in particular, making it difficult to develop quickly and efficiently.
[0148] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.
[0149] In this invention, the server includes: means for a user to input basic information about a game genre and theme; means for an artificial intelligence to automatically generate a game idea based on the input basic information; means for a user to input information about game rules, operation methods, and character behavior; means for the artificial intelligence to automatically generate program code based on the input information; means for a user to present the generated program code to the user; means for a user to specify a style and atmosphere of graphics and music; means for the artificial intelligence to automatically generate visual and sound assets based on the specified style and atmosphere; means for a user to upload the latest game data; means for automatically playtesting based on the uploaded data; and means for a user to present the results of the playtest to the user. This enables users to efficiently develop games and quickly complete high-quality games without requiring advanced specialized knowledge.
[0150] "User" refers to a person who intends to realize or improve their own game idea by using the game development support system.
[0151] "Terminal" refers to a device in general that includes an input interface and a display device operated by a user.
[0152] "Server" refers to the core part of the game development support system, a computer system that receives data from users, performs various processes, and returns the results.
[0153] "Input means" refers to the interface that allows users to provide the server with information such as the game genre, theme, rules, operation method, graphic and musical style and atmosphere, and the latest game data via their terminal.
[0154] "Artificial intelligence" refers to algorithms or models that perform automated processes such as generating game ideas, generating program code, generating visual and sound assets, and running playtests based on user input.
[0155] "Game Idea" refers to the creative concept of a game's story, setting, characters, etc., which is generated by artificial intelligence based on basic information entered by the user.
[0156] "Program code" refers to the code that enables the AI to automatically generate actions based on the rules, operation methods, and character behavior entered by the user.
[0157] "Visual assets" refers to visual elements such as images and animations that are generated by artificial intelligence based on the style and mood specified by the user.
[0158] "Sound assets" refer to acoustic elements such as background music and sound effects that are generated by artificial intelligence based on the atmosphere specified by the user.
[0159] "Playtesting" refers to the process in which artificial intelligence automatically plays the game based on the latest uploaded game data to detect any problems or bugs.
[0160] The "game development support system" of the present invention provides an environment in which users can easily develop games using artificial intelligence technology. This system mainly includes a terminal, a server, and a user interface.
[0161] First, the user uses the device's input interface to enter basic information such as the game's genre and theme. For example, "Genre: Action" and "Theme: Near-future." The device then sends this information to the server as an HTTP request. Specifically, the entered data is converted into JSON format and sent as a data packet.
[0162] The server generates game ideas using an artificial intelligence model (for example, OpenAI's GPT-4, an example of a generative AI model) based on the received basic information. The generated ideas might be stories such as "a hero who fights crime in a near-future city." The generated ideas are sent from the server to the device and displayed on the user's screen.
[0163] Next, the user inputs information about the game rules, operation methods, and character behavior into the device's input interface. For example, this information might be "jump to avoid obstacles" or "shoot an arrow to defeat an enemy." The device then sends this information back to the server. The server then uses the received information to automatically generate program code. Using an artificial intelligence model (e.g., Codex), it generates code for the character to jump when they press the space bar or to fire an arrow. The generated code is also sent from the server to the device and displayed to the user.
[0164] Additionally, users can specify the style and atmosphere of the graphics and music, such as "dark cyberpunk" or "thrilling background music." The device sends this information to the server, which then uses artificial intelligence models (such as DALL-E or Jukebox) to generate visual and sound assets. The generated assets are also sent to the device and displayed on the user's screen.
[0165] Finally, the user can upload the latest game data. The device then sends the uploaded data to the server, which then activates an AI-powered test player module. This automatically playtests the game and reports any issues or bugs found to the user. These correction instructions are then displayed on the device screen.
[0166] As a concrete example, the input prompt sentence for the generative AI model is as follows:
[0167] Game idea generation prompt:
[0168] Game genre: Action
[0169] Game theme: Near future
[0170] Generate ideas.
[0171] Program code generation prompt:
[0172] Game rule: "Jump to avoid obstacles"
[0173] Controls: "Jump with space bar"
[0174] Generate the code.
[0175] Visual and sound asset generation prompt:
[0176] Style: Dark Cyberpunk
[0177] Atmosphere: Thrilling BGM
[0178] Generate visual and sound assets.
[0179] Playtest prompt:
[0180] Game data: Latest version uploaded
[0181] Test the game to find any issues or bugs.
[0182] In this way, the present invention enables users to efficiently develop games and quickly complete high-quality games without requiring advanced specialized knowledge.
[0183] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0184] Step 1:
[0185] First, the user enters basic information such as the game genre and theme into the device's input interface. Specifically, the user enters information such as "Genre: Action" and "Theme: Near-future" using the keyboard. The input information is then stored in the device's memory.
[0186] Step 2:
[0187] Next, the device converts the input basic information into packet data and sends it to the server using an HTTP request. Specifically, this information is converted into JSON format and sent as a data packet. The transmitted data includes "Genre: Action" and "Theme: Near Future."
[0188] Step 3:
[0189] The server analyzes the received basic information and launches a generative AI model (e.g., OpenAI's GPT-4). To generate a prompt, the server extracts the input information from a database and passes it to the AI as a prompt such as, "Game genre: action, game theme: near-future, please generate an idea." Based on this prompt, the AI generates a game idea, such as "A hero who fights crime in a near-future city."
[0190] Step 4:
[0191] The generated game idea is sent from the server to the device. The server then encodes the result in JSON format and sends it to the device, where it is displayed on the device screen. Specifically, the idea "A hero who fights crime in a near-future city" is displayed as text on the device's display.
[0192] Step 5:
[0193] Next, the user inputs information about the game rules, operation methods, and character behavior into the device's input interface. Specifically, the user inputs rules such as "jump to avoid obstacles" or "shoot arrows to defeat enemies" using the keyboard. This information is also stored in the device's memory.
[0194] Step 6:
[0195] The device converts the input game rules and operation methods back into packet data and sends them to the server using an HTTP request. Specifically, the rule information is converted into JSON format and sent to the server as a data packet. The transmitted data includes instructions such as "jump to avoid obstacles" and "shoot arrows to defeat enemies."
[0196] Step 7:
[0197] The server analyzes the received information and launches a generative AI model (e.g., Codex). To generate a prompt, the server creates a prompt based on the input information, such as "Game rules: Avoid obstacles by jumping. Controls: Press the space bar to jump. Please generate code." This is then passed to the AI. The AI then generates program code based on this. For example, code for a character to press the space bar to jump or to fire an arrow is generated.
[0198] Step 8:
[0199] The generated program code is sent from the server to the terminal and displayed on the terminal screen. The code is displayed as text in the terminal's code editor. As a concrete example, the code editor displays a program that says "The character presses the space bar to jump."
[0200] Step 9:
[0201] Additionally, users can specify the style and atmosphere of the graphics and music, for example, by typing in "dark cyberpunk" or "thrilling background music." This information is also stored in the device's memory.
[0202] Step 10:
[0203] The device converts the specified information into packet data and sends it to the server. Specifically, it converts this information into JSON format and sends it to the server. The transmitted data includes "dark cyberpunk" and "thrilling background music."
[0204] Step 11:
[0205] The server uses the received information to launch a generative AI model (e.g., DALL-E or Jukebox) and generates assets based on the style and atmosphere of the graphics and music. The generation prompt is passed to the model in the form of "Style: Dark Cyberpunk, Atmosphere: Thrilling BGM, Please generate visual and sound assets." This will generate, for example, a dark cyberpunk background image and thrilling BGM.
[0206] Step 12:
[0207] The generated visual and sound assets are sent from the server to the device and displayed on the device screen. Specifically, the background image is displayed on the device display and background music is played.
[0208] Step 13:
[0209] Finally, the user uploads the latest game data by using the upload interface to select the latest game data file and clicking the upload button, which sends the data from the device's storage to the server.
[0210] Step 14:
[0211] The device converts the uploaded data into packet data and sends it to the server as an HTTP request. Specifically, it converts the game data file into binary format and sends it as a data packet. The transmitted data includes the latest game version.
[0212] Step 15:
[0213] The server launches the AI test player module based on the received game data and performs automatic playtesting. Specifically, the server analyzes the game data, and the AI executes the test play to detect anomalies and bugs. For example, the test player may detect anomalies during a jump action.
[0214] Step 16:
[0215] Any problems or bugs detected are sent from the server to the device, and the results are displayed on the device screen. Specifically, a message such as "A bug has occurred in the jump action at level 2" is displayed on the device's display. Users can use this information to make corrections to the game.
[0216] (Application example 1)
[0217] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0218] Conventional game development systems require users to have specialized programming and design skills, and the process of adding developed games to virtual stores is complicated. This makes it difficult for general users to easily develop high-quality games and add them to virtual stores. This has led to the problem of limiting the variety of game content available in virtual stores.
[0219] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.
[0220] In this invention, the server includes means for a user to input basic information about a game genre and theme, means for an artificial intelligence to automatically generate game ideas based on the input basic information, means for presenting the generated game ideas to the user, and means for uploading the generated games to a virtual store, thereby enabling users without specialized knowledge to easily develop games and upload them to a virtual store.
[0221] "User" refers to an individual or organization that uses the service or system.
[0222] "Game genre" refers to the category or type of game, and includes classifications such as action, RPG, and puzzle.
[0223] "Theme" refers to the game's story, setting, background concepts, and worldview.
[0224] "Basic information" refers to the initial input information required to generate game ideas, such as game genre and theme.
[0225] "Artificial intelligence" refers to computer systems that mimic human intelligent behavior and technology that analyzes and automatically generates data.
[0226] "Game idea" refers to the concept and planning content of a game, including its basic elements.
[0227] "Means" refer to the methods or techniques used to achieve a certain goal.
[0228] "Program code" refers to a set of statements that instruct a computer to perform certain operations or functions.
[0229] "Graphics" refers to the visual information and drawing elements within the game.
[0230] "Music" refers to the sound effects and background music in the game.
[0231] "Visual and sound assets" refers to the images and audio data used in the game.
[0232] A "virtual store" is a virtual commercial space operated on the Internet where goods and services are offered.
[0233] "Upload" refers to the act of transferring data from a local device to a server.
[0234] The present invention provides a system that allows users to easily develop games and upload them to a virtual store. The system includes the following series of means:
[0235] Program Generation
[0236] First, the user uses a device such as a smartphone or computer to input basic information such as the game genre and theme. The device then obtains information to specify the genre and theme through an input interface and sends it to the server. Specific examples of input at this time could be genres and themes such as "action" and "near-future."
[0237] The server automatically generates game ideas using a generative AI model based on the received basic information. For example, a game idea such as "a cyber hero who fights crime in a near-future city" may be generated from the input information. This generated idea is sent from the server to the device and presented to the user.
[0238] Next, the user inputs information about the game rules, operation methods, and character behavior. For example, specific operation methods and rules such as "jump to avoid obstacles" or "shoot arrows to defeat enemies" are included. This information is also sent from the device to the server.
[0239] The server automatically generates program code based on the received rules and operation instructions. This program code contains instructions for implementing the game's basic operations and functions. The generated program code is then sent from the server to the terminal and confirmed by the user.
[0240] Generate visual and sound assets
[0241] Users can also specify the style and atmosphere of the graphics and music. For example, they could input "dark cyberpunk" or "thrilling background music." This information is also sent from the device to the server.
[0242] The server automatically generates visual and sound assets based on the user's specified style and atmosphere. Using generative AI models, it generates dark, cyberpunk-inspired background images and thrilling music. The generated assets are then sent from the server to the device and presented to the user.
[0243] Upload to Virtual Store
[0244] When the user is finally satisfied with the game, visual, and sound assets and wants to upload them to the virtual store, they do so via a bulk upload operation on their device, which sends the completed game and its associated assets to the server, which adds them to the virtual store.
[0245] Hardware and software used
[0246] This system allows users to use smartphones (iOS / Android devices) or computers as their terminals. The software uses Python server-side scripts, API integration, and RESTful APIs. The server is located on the cloud and is equipped with functions for implementing generative AI models.
[0247] Examples of specific examples and prompts
[0248] Specific examples
[0249] User A inputs "action," "near-future," "dark cyberpunk," and "thrilling background music." The server generates a game idea: "A cyber hero who fights crime in a near-future city." The user inputs the rules as "avoid obstacles by jumping" and the controls as "jump with the button," and the server generates the corresponding code and assets.
[0250] Prompt Sentence Examples
[0251] Game idea generation:
[0252] Genre: Action
[0253] Theme: Near Future
[0254] Use this information to generate game ideas.
[0255] Program code generation:
[0256] Rules: Jump to avoid obstacles
[0257] Controls: Jump with button
[0258] Generate the program code based on this information.
[0259] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0260] Step 1:
[0261] The user inputs basic information about the game (genre, theme). Using the device's input interface, the user inputs basic information such as "action" or "near-future." The input information is sent from the device to the server. This provides the basic data needed to generate game ideas.
[0262] Step 2:
[0263] The server generates game ideas based on the basic information entered. The server then activates a generative AI model based on the received information and generates ideas using prompt text. The AI model uses information such as "action" and "near future" to create ideas such as "a cyber hero who fights crime in a near-future city." The generated game ideas are sent from the server to the device and presented to the user.
[0264] Step 3:
[0265] The user inputs the game rules and operation methods. Using the device's input interface, the user inputs specific rules and operation methods, such as "avoid obstacles by jumping" or "jump with the button." This information is also sent from the device to the server.
[0266] Step 4:
[0267] The server generates program code based on the input rules and operation methods. The server then starts the generative AI model again and generates program code according to the prompt. For example, based on the rule "avoid obstacles by jumping," it generates code corresponding to the character's jumping action. This generated code is sent from the server to the terminal and presented to the user.
[0268] Step 5:
[0269] The user specifies the style of graphics and music. The user inputs styles such as "dark cyberpunk" or "thrilling background music" through the input interface on the device. This information is also sent from the device to the server.
[0270] Step 6:
[0271] The server generates visual and sound assets based on the graphic and music style. The server activates the visual generation module and music generation module to generate assets based on the specified style. For example, dark cyberpunk background images and thrilling music are generated. These assets are sent from the server to the device and presented to the user.
[0272] Step 7:
[0273] Users upload their completed games and related assets to the virtual store. Users perform a bulk upload operation on their device, and the device sends the completed games, visual assets, and sound assets to the server. The server adds the received content to the virtual store, making the games provided by the users available to other users.
[0274] Furthermore, an emotion engine that estimates the user's emotion may be combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59 and perform identification processing using the user's emotion.
[0275] This invention, "Game Development Support System," utilizes artificial intelligence (AI) technology to provide an environment in which users can easily develop games. In addition, by combining it with an emotion engine that recognizes the user's emotions, it is possible to adjust each generated result based on the user's emotions.
[0276] Game idea generation
[0277] Embodiment
[0278] User enters basic information
[0279] The user accesses the input interface of the device and inputs basic information about the game genre and theme, such as "action" or "near-future."
[0280] Sending information by the device
[0281] The terminal receives the input basic information and transmits the data to the server.
[0282] Server-based idea generation
[0283] The server analyzes the received basic information and activates a game idea generation module. The AI searches for relevant data based on the basic information and generates new game ideas. For example, it might generate an idea for a "hero who fights crime in a futuristic city."
[0284] Emotional engine regulation
[0285] The server passes the generated game ideas to the emotion engine, which adjusts the ideas based on the user's emotional state. The emotion engine analyzes the user's emotions and generates more appropriate ideas based on the emotions.
[0286] Presenting the generated results
[0287] The adjusted game idea transmitted from the server to the terminal is presented to the user by the terminal.
[0288] Automatic programming
[0289] Embodiment
[0290] User input of information
[0291] The user inputs information about the game rules, operation methods, and character behavior into the device's input interface, such as "jump to avoid obstacles" or "shoot arrows to defeat enemies."
[0292] Sending information by the device
[0293] The terminal receives the input information and transmits it to the server.
[0294] Server-generated code
[0295] The server then launches a program generation module based on the received information. The AI generates appropriate program code based on the information. For example, it generates code for a character's jumping motion or arrow firing process.
[0296] Emotional engine regulation
[0297] The server then passes the generated program code to an emotion engine, which then adjusts the code based on the user's emotional state. The emotion engine analyzes the user's emotions and generates more appropriate code based on the emotions.
[0298] Presenting the generated results
[0299] The adjusted program code is sent from the server to the terminal and confirmed by the user.
[0300] Graphics and music generation
[0301] Embodiment
[0302] Specified by the user
[0303] Users specify the style and atmosphere of the graphics and music in the device's input interface, for example, "dark cyberpunk" or "thrilling background music."
[0304] Sending information by the device
[0305] The terminal receives the specified information and transmits it to the server.
[0306] Server-generated assets
[0307] The server launches visual and music generation modules, which generate visual and sound assets based on the specified style and atmosphere, such as dark cyberpunk background images and thrilling background music.
[0308] Emotional engine regulation
[0309] The server passes the generated visual and sound assets to an emotion engine, which adjusts the assets based on the user's emotional state. The emotion engine analyzes the user's emotions and generates more appropriate assets according to the emotions.
[0310] Presenting the generated results
[0311] The adjusted visual and sound assets are transmitted from the server to the terminal and presented to the user.
[0312] Providing test players
[0313] Embodiment
[0314] User upload of data
[0315] The user uploads the latest game data through the upload interface of the terminal.
[0316] Sending data by the device
[0317] The terminal receives the uploaded game data and transmits it to the server.
[0318] Server-based testing
[0319] The server receives the game data and launches the AI test player module, which automatically performs playtests based on the game data to detect problems and bugs.
[0320] Emotional engine regulation
[0321] The server passes the detected issues and bugs to the emotion engine, which adjusts the detection results based on the user's emotional state. The emotion engine analyzes the user's emotions and generates more appropriate feedback based on their emotions.
[0322] Presentation of detection results
[0323] The adjusted detection results are sent from the server to the terminal and presented to the user.
[0324] This approach allows each stage of game development to be tailored to the user's emotions, providing content that is more suited to the user and lowering the barrier to game development. Users can receive game ideas, program code, visual and sound assets, and test results that are optimized to suit their own emotions, making game development more intuitive and satisfying.
[0325] The processing flow will be explained below.
[0326] Game idea generation
[0327] Processing Steps
[0328] Step 1:
[0329] The user accesses the input interface of the device and inputs basic information about the game genre and theme. For example, the user inputs information such as "action" and "near-future."
[0330] Step 2:
[0331] The terminal receives basic information input by the user and transmits the data to the server.
[0332] Step 3:
[0333] The server analyzes the received basic information and launches a game idea generation module.
[0334] Step 4:
[0335] The server's AI searches for relevant data based on the basic information and generates new game ideas, such as "a hero who fights crime in a futuristic city."
[0336] Step 5:
[0337] The server passes the generated game ideas to the emotion engine, which then adjusts the ideas based on the user's emotional state. The emotion engine then analyzes the user's emotions.
[0338] Step 6:
[0339] The emotion engine adjusts the generated ideas based on the user's emotions, for example, increasing the fun factor if the user is happy.
[0340] Step 7:
[0341] The server sends the adjusted game idea to the device.
[0342] Step 8:
[0343] The terminal presents the game idea received from the server to the user.
[0344] Automatic programming
[0345] Processing Steps
[0346] Step 1:
[0347] The user uses the device's input interface to input information about the game rules, operation methods, and character behavior. For example, the user inputs information such as "jump to avoid obstacles" and "shoot arrows to defeat enemies."
[0348] Step 2:
[0349] The terminal receives the input information and transmits it to the server.
[0350] Step 3:
[0351] The server starts the program generation module based on the information.
[0352] Step 4:
[0353] The server's AI generates appropriate program code based on the information, such as code for a character's jumping motion or firing an arrow.
[0354] Step 5:
[0355] The server passes the generated program code to the emotion engine, which then adjusts the code based on the user's emotional state. The emotion engine then analyzes the user's emotions.
[0356] Step 6:
[0357] The emotion engine adjusts the generated code based on the user's emotions, for example, lowering the difficulty if the user is stressed.
[0358] Step 7:
[0359] The server transmits the adjusted program code to the terminal.
[0360] Step 8:
[0361] The terminal presents the received program code to the user.
[0362] Graphics and music generation
[0363] Processing Steps
[0364] Step 1:
[0365] The user uses the device's input interface to specify the style and atmosphere of the graphics and music, for example, "dark cyberpunk" or "thrilling background music."
[0366] Step 2:
[0367] The terminal receives the specified information and transmits it to the server.
[0368] Step 3:
[0369] Based on the information received by the server, the visual generation module and the music generation module are activated.
[0370] Step 4:
[0371] The server's AI generates visual and sound assets based on the specified style and atmosphere, such as dark cyberpunk background images and thrilling background music.
[0372] Step 5:
[0373] The server passes the generated visual and sound assets to the emotion engine, which then adjusts the assets based on the user's emotional state. The emotion engine analyzes the user's emotions.
[0374] Step 6:
[0375] An emotion engine adjusts the generated assets based on the user's emotions, for example adding calming music if the user is nervous.
[0376] Step 7:
[0377] The server sends the adjusted visual and sound assets to the device.
[0378] Step 8:
[0379] The terminal presents the received visual and sound assets to the user.
[0380] Providing test players
[0381] Processing Steps
[0382] Step 1:
[0383] The user uploads the latest game data using the upload interface of the device.
[0384] Step 2:
[0385] The terminal receives the uploaded game data and transmits it to the server.
[0386] Step 3:
[0387] The server receives the game data and launches the AI test player module.
[0388] Step 4:
[0389] The server's AI test player automatically performs playtests based on game data.
[0390] Step 5:
[0391] The server extracts any problems or bugs discovered as a result of the test play.
[0392] Step 6:
[0393] The server passes the detected issues and bugs to the emotion engine, which then adjusts the detection results based on the user's emotional state. The emotion engine then analyzes the user's emotions.
[0394] Step 7:
[0395] The emotion engine adjusts the detection results based on the user's emotions, for example, if the user is tired, it will provide easy-to-understand feedback.
[0396] Step 8:
[0397] The server sends the adjusted detection results to the terminal.
[0398] Step 9:
[0399] The terminal presents the received detection results to the user.
[0400] These are the specific processing steps of the "Game Development Support System." This system adjusts each generated result based on the user's emotions, providing content that is more suited to the user. This improves the efficiency and quality of game development, enabling users to create satisfying games in a short period of time.
[0401] Example 2
[0402] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0403] In the traditional game development process, there were limited means for designing and developing games based on user-generated ideas and requests, making it particularly difficult to make adjustments based on the user's emotional state. Furthermore, there was a lack of efficient systems for automatically generating program code and visual and sound assets based on user input. This created high barriers to game development, making it difficult for users to quickly create intuitively satisfying content.
[0404] The identification process by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes: means for a user to input basic information about an entertainment genre or theme; means for a generative model to automatically generate an idea based on the input basic information; means for adjusting the generated idea based on the user's emotional state using a sentiment analysis engine; means for presenting the adjusted idea to the user; means for a user to input information about system rules, operation methods, and character behavior; means for a generative model to automatically generate program code based on the input information; means for adjusting the generated program code based on the user's emotional state using a sentiment analysis engine; means for presenting the adjusted program code to the user; means for a user to specify the style and atmosphere of visual or auditory elements; means for a generative model to automatically generate visual and sound elements based on the specified style and atmosphere; means for adjusting the generated visual and sound elements based on the user's emotional state using a sentiment analysis engine; and means for presenting the adjusted visual and sound elements to the user. This makes it possible to provide creative content optimized according to the user's emotional state, thereby improving the efficiency of the entire game development process and increasing user satisfaction.
[0405] "Entertainment genre" refers to the type or category of games or content, including formats such as action, adventure, and puzzle.
[0406] "Theme" refers to the basic concept, setting, and atmosphere of a game or content, and refers to elements such as medieval fantasy or the near future.
[0407] "Generative Model" refers to a computational engine that uses artificial intelligence to automatically generate ideas, program code, visual or sound assets, etc. based on user input.
[0408] "Ingenuity" refers to new game ideas and concepts created by generative models.
[0409] "Sentiment analysis engine" refers to artificial intelligence technology that analyzes a user's emotional state and adjusts generated ideas and elements based on the results.
[0410] "System rules" refer to the standards or instructions that define the behavior or functionality of a game or program.
[0411] "Operation method" refers to the procedures and interface settings that a user uses to operate a game or program.
[0412] "Character behavior" refers to the behavior rules and patterns that define how characters in a game behave.
[0413] "Program code" refers to a set of instructions written to execute a computer program correctly.
[0414] "Visual elements" refers to graphics, images, visual designs, etc. displayed in games and content.
[0415] "Auditory elements" refers to elements related to sound, such as music, sound effects, and voices, used in games and content.
[0416] The "game development support system" of the present invention utilizes artificial intelligence (AI) technology to provide an environment in which users can easily develop games. In particular, it integrates a generative model and a sentiment analysis engine, and has the function of adjusting each generation result based on the user's emotional state. The following describes in detail the mode for carrying out the present invention.
[0417] Game idea generation
[0418] First, the user inputs the entertainment genre or theme (e.g., "action" or "medieval fantasy") through the device's input interface. This input data is sent from the device to the server. The server uses a generative AI model (e.g., OpenAI GPT-4) to generate new game ideas based on the received basic information. The generated ideas are adjusted based on the user's emotional state by a sentiment analysis engine (e.g., Affectiva engine), and then sent back to the device to be presented to the user.
[0419] Examples:
[0420] If a user inputs the themes "action" and "medieval fantasy," the generative AI model generates the idea "an epic adventure to slay a dragon." The sentiment analysis engine analyzes the user's emotional state and refines the idea to "a story about an adventure as a dragon's companion."
[0421] Example prompt sentence:
[0422] Generate new game ideas with an "action" or "medieval fantasy" theme.
[0423] Automatic programming
[0424] Next, the user uses the device's input interface to input information about the game rules, operation methods, and character behavior (e.g., "jump to avoid obstacles" or "shoot arrows to defeat enemies"). The input information is sent to the server, where it is generated as program code by the server's generative model (e.g., OpenAI Codex). The generated code is adjusted based on the user's emotional state using a sentiment analysis engine, and then returned to the device and presented to the user.
[0425] Examples:
[0426] If a user inputs information such as "jump to avoid obstacles" or "shoot an arrow to defeat an enemy," the generative AI model generates code that corresponds to the character's jumping motion and the arrow firing process. The emotion analysis engine analyzes the user's emotional state and may change the code to "double jump."
[0427] Graphics and music generation
[0428] The user specifies the style and mood of the visual or auditory elements (e.g., "dark cyberpunk" or "thrilling background music") using the device's input interface. This information is sent to the server, where a generative AI model (e.g., DALL-E or Jukedeck) generates the graphics and music assets. The generated assets are adjusted based on the user's emotional state using an emotion analysis engine and presented to the user via the device.
[0429] Examples:
[0430] If a user selects "dark cyberpunk," the generative AI model will generate a dark cyberpunk background image, and the sentiment analysis engine will adjust the color tone based on the user's emotional state.
[0431] Providing test players
[0432] Finally, the user uploads the latest game data to the server through the device's upload interface. The server then launches an AI test player module (e.g., Unity ML-Agents) to automatically perform playtests and detect problems and bugs. The detected results are then adjusted based on the user's emotional state by a sentiment analysis engine and presented to the user via their device.
[0433] The system according to the present invention enables a user to quickly and efficiently generate optimal creative content adapted to their emotional state.
[0434] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0435] Step 1: Enter basic information
[0436] The user accesses the input interface of the device and inputs basic information about the entertainment genre or theme, for example, "action" or "medieval fantasy." This operation generates input data.
[0437] Input: Basic information about entertainment genres and themes entered by user.
[0438] Output: Basic information data sent from the device to the server.
[0439] Step 2: Submit your information
[0440] The terminal receives the basic information data entered by the user and transmits this data to the server using a secure communication protocol.
[0441] Input: Basic information data entered by the user.
[0442] Output: Basic information data sent to the server.
[0443] Step 3: Idea generation
[0444] The server analyzes the received basic information data and launches a generative AI model (e.g., OpenAI GPT-4). The generative AI model automatically generates new game ideas based on the basic information, searching for and combining related data.
[0445] Input: Basic information data sent from the device.
[0446] Output: Game ideas generated by the generative AI model.
[0447] Step 4: Adjustment by Sentiment Analysis
[0448] The server passes the generated game ideas to a sentiment analysis engine (e.g., Affectiva engine) that adjusts the ideas based on the user's emotional state. The sentiment analysis engine uses the user's past feedback and current emotional data to make optimal adjustments.
[0449] Input: Generated game ideas and user emotion data.
[0450] Output: A tweaked game idea.
[0451] Step 5: Presenting the generated results
[0452] The server sends the adjusted game idea to the terminal, which displays it to the user, who can confirm the specific game idea and provide further feedback.
[0453] Input: tweaked game ideas.
[0454] Output: The game idea displayed on the user's device.
[0455] Step 6: Enter the game rules and controls
[0456] The user inputs the game rules and operation methods (e.g., "jump to avoid obstacles" or "shoot arrows to defeat enemies") into the device's input interface, which generates input data.
[0457] Input: User input game rules and controls.
[0458] Output: Rules and operation data sent from the device to the server.
[0459] Step 7: Submit your information
[0460] The device sends the entered rules and operation method data to the server via secure communication.
[0461] Input: User-entered rule and instruction data.
[0462] Output: Rules and operation method data sent to the server.
[0463] Step 8: Generate Code
[0464] The server uses the received data to launch a generative AI model (e.g., OpenAI Codex), which automatically generates appropriate program code based on the input information. The generative AI model analyzes the instruction set and generates the necessary code.
[0465] Input: Rules and operation method data.
[0466] Output: The program code generated by the generative AI model.
[0467] Step 9: Adjust with sentiment analysis
[0468] The server passes the generated program code to a sentiment analysis engine, which then adjusts the code based on the user's emotional state. The sentiment analysis engine evaluates whether the content of the code is appropriate for the user's emotions and makes the necessary adjustments.
[0469] Input: Generated program code and user emotion data.
[0470] Output: The adjusted program code.
[0471] Step 10: Presenting the generated results
[0472] The server sends the adjusted program code to the terminal, which displays it to the user, who can review the code and request modifications if necessary.
[0473] Input: The adjusted program code.
[0474] Output: The program code displayed on the user's terminal.
[0475] Step 11: Specify visual and auditory elements
[0476] The user specifies the style and atmosphere of the visual and auditory elements (e.g., "dark cyberpunk" or "thrilling background music") using the device's input interface.
[0477] Input: Style and mood information for the visual and auditory elements of user input.
[0478] Output: Style and mood information sent from the device to the server.
[0479] Step 12: Submit your information
[0480] The terminal transmits the information of the specified visual and auditory elements to the server in a secure manner.
[0481] Input: Visual and auditory information.
[0482] Output: Visual and auditory information sent to the server.
[0483] Step 13: Generate assets
[0484] The server launches visual generation and music generation modules, which generate visual and sound elements using generative AI models (e.g., DALL-E, Jukedeck) based on the specified style and atmosphere.
[0485] Input: Information for the specified visual and auditory elements.
[0486] Output: The visual and sound element data generated by the generative AI model.
[0487] Step 14: Adjustment by Sentiment Analysis
[0488] The server passes the generated visual and sound elements to a sentiment analysis engine that adjusts the assets based on the user's emotional state, so that the assets match the user's emotions.
[0489] Input: Generated visual and sound element data and user emotion data.
[0490] Output: Coordinated visual and sound elements.
[0491] Step 15: Presenting the generated results
[0492] The server sends the adjusted visual and sound elements to the terminal, which displays them to the user, who reviews the generated assets and provides feedback.
[0493] Input: Coordinated visual and sound elements.
[0494] Output: The visual and sound elements displayed on the user's device.
[0495] Step 16: Upload your data
[0496] The user uploads the latest game data through the upload interface of the device, including the game progress and newly added elements.
[0497] Input: Latest game data.
[0498] Output: Game data sent from the device to the server.
[0499] Step 17: Sending Data
[0500] The device then sends the uploaded game data to the server, where it is checked to ensure data integrity.
[0501] Input: Uploaded game data.
[0502] Output: Game data sent to the server.
[0503] Step 18: Testing
[0504] The server launches an AI test player module (e.g., Unity ML-Agents) to automatically perform playtests based on the received game data. The AI test player simulates each scenario in the game and detects problems and bugs.
[0505] Input: Received game data.
[0506] Output: A list of issues and bugs discovered by the AI test player.
[0507] Step 19: Adjustment by Sentiment Analysis
[0508] The server passes the detected issues and bugs to a sentiment analysis engine that adjusts the test results based on the user's emotional state, making the feedback more palatable to the user.
[0509] Input: A list of issues / bugs and user sentiment data.
[0510] Output: Coordinated bug reports and feedback.
[0511] Step 20: Presenting the detection results
[0512] The server sends the adjusted findings to the device, which displays them to the user, who can review the list of bugs and issues and provide feedback for fixes.
[0513] Input: The adjusted detection results.
[0514] Output: Bug reports and feedback displayed on the user's terminal.
[0515] (Application example 2)
[0516] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."
[0517] In recent years, the advertising industry has been seeking to maximize the effectiveness of advertising by providing ads optimized based on the user's emotional state. However, conventional ad generation systems have had difficulty acquiring the user's emotional state in real time and adjusting the ad content accordingly. This has resulted in the inability to provide optimal ads to users, limiting the effectiveness of advertising.
[0518] The identification process by the identification processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes a means for a user to input basic information about the target of the advertisement, a means for an artificial intelligence to automatically generate and adjust advertising ideas based on the input basic information and emotional state, a means for presenting the generated and adjusted advertising ideas to the user, and a means for acquiring and analyzing the user's emotional state using an emotion engine. This makes it possible to provide advertisements optimized for the user's emotional state in real time.
[0519] "Basic target information for advertising" is basic information for generating advertisements, such as categories of interest to the user and purchasing history.
[0520] "Emotional state" is information that indicates the user's current emotion, such as excitement or relaxation.
[0521] "Artificial intelligence" refers to computer programs and technologies for generating and tailoring optimal advertising ideas and content based on user-entered information and the user's emotional state.
[0522] An "advertising idea" is the basic concept of an advertisement to be presented to users, and specifically indicates the theme and concept of the advertisement.
[0523] An "emotion engine" is a system or software that acquires and analyzes a user's emotional state from cameras, sensors, etc.
[0524] "Visual and audio assets" are the image and audio data that make up the visual and audio elements of an advertisement.
[0525] "Real-time" means responding immediately to user operations and situations and processing without delay.
[0526] The advertisement generation system of the present invention is realized by having a user input basic information of the target of the advertisement, and an artificial intelligence automatically generates and adjusts advertisement ideas based on the input basic information and the emotional state of the user. Hereinafter, a specific embodiment of the present invention will be described in detail.
[0527] System Configuration
[0528] Equipment and Hardware
[0529] 1. User Device:
[0530] Devices such as smartphones, smart glasses, and head-mounted displays are used.
[0531] These devices have an input interface, and users can input basic information about the user and information about the advertisement content.
[0532] Cameras and sensors are used to capture the user's emotional state in real time.
[0533] 2. Server:
[0534] A computer system for receiving and analyzing input information.
[0535] Equipped with a high-performance processor and GPU to run the AI models and emotion engine that generate advertising ideas and content.
[0536] software
[0537] 1. Input interface:
[0538] An application that allows users to enter basic information and sentiment information about the target audience of the ad.
[0539] The entered information is sent to the server via API.
[0540] 2. AI Models and Generative Engines:
[0541] It includes an advertising idea generation module and an advertising content generation module.
[0542] It includes algorithms that generate the basic concept and specific content of advertisements based on user input.
[0543] 3. Emotion Engine:
[0544] Software that analyzes the user's emotional state using data obtained from cameras and sensors.
[0545] Based on the results of sentiment analysis, the generated advertising ideas and content are adjusted.
[0546] Operating procedure
[0547] User input
[0548] Users input basic information about the target of the advertisement through the input interface of their device. For example, they input "technology" or "sports" as their "interest category" and register "smartphones" or "running shoes" as their "purchase history."
[0549] Receiving and analyzing information by the server
[0550] The basic information sent from the user's device is received by the server, which then uses this information to activate an AI model and generate advertising ideas and content.
[0551] Emotional engine regulation
[0552] The server acquires user emotional data through cameras and sensors. For example, it analyzes the camera feed to determine whether the user is in an "excited" or "relaxed" state. Based on the analysis results, it generates advertising ideas and optimizes the content of the ads.
[0553] Advertisement presentation
[0554] The adjusted advertising ideas and content are sent from the server to the user's device, which then displays the optimized advertisement in real time.
[0555] Specific examples
[0556] In a specific scenario, if a user likes "technology" related ads and a smartphone uses its camera to analyze the user's emotions and finds that the user is in an "excited" state, the generated ad idea will emphasize the promotion of a newly released smartphone, taking into account the user's excitement.
[0557] Prompt Sentence Examples
[0558] Here is an example prompt:
[0559] "Situation: Generate ads for the latest smartphones for users who are interested and excited about technology."
[0560] In this way, the present invention provides a system that can provide optimized advertisements in real time based on the emotional state of the user.
[0561] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0562] Step 1:
[0563] The user enters basic information about the target of the advertisement. Specifically, the user enters "categories of interest" and "purchase history" through an input interface installed on a device such as a smartphone. Examples of input data at this time include "technology," "sports interests," and "smartphone." The input data is saved in the device in JSON format.
[0564] Step 2:
[0565] The device sends the entered basic information to the server. The input data is sent to the server in JSON format. Specifically, the device sends the data to the server's API endpoint using an HTTP POST request. This allows the server to receive the user's basic information.
[0566] Step 3:
[0567] The server analyzes the received basic information and launches the advertising idea generation module. The AI model generates advertising ideas based on this information. For example, if the user is interested in "technology," advertising ideas for new gadgets and digital products will be generated. The output advertising ideas will be used for emotion regulation in the next step.
[0568] Step 4:
[0569] The device uses cameras and sensors to capture the user's emotional state in real time. The emotion engine uses image analysis algorithms to analyze the user's emotional state, such as "excitement" or "relaxation," from their facial expressions and physical movements. The analysis results are sent to a server and stored as emotional data.
[0570] Step 5:
[0571] The server adjusts the generated advertising ideas based on the received emotional data. The advertising ideas and emotional data are integrated to generate advertising content optimized for the user's emotional state. For example, if the user is in an "excited state," a powerful and eye-catching advertising design will be selected. The adjusted advertising content is then presented to the user in the next step.
[0572] Step 6:
[0573] The adjusted advertising content is sent from the server to the device and displayed at the optimal time for the user. For example, an advertisement for a new smartphone is displayed at the optimal time while the user is using their smartphone. The user's reaction is again captured through the camera and sensors and sent to the server as feedback data.
[0574] In this way, data processing and calculations are carried out based on the input data at each processing step, and ultimately, advertising content optimized for the user's emotional state is provided in real time.
[0575] 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.
[0576] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.
[0577] In the above embodiment, an example in which the specific process is performed by the data processing device 12 has been given, but the technology of the present disclosure is not limited to this, and the specific process may be performed by the smart device 14.
[0578] [Second embodiment]
[0579] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.
[0580] 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.
[0581] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[0582] 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.
[0583] The microphone 238 receives instructions and the like from the user 20 by receiving voice uttered by the user 20. The microphone 238 captures the voice uttered by the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio in accordance with instructions from the processor 46.
[0584] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the surroundings of user 20 (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).
[0585] 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.
[0586] 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.
[0587] The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[0588] 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.
[0589] In the smart glasses 214, the reception output process is performed by the processor 46. A reception output program 60 is stored in the storage 50. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[0590] Next, a description will be given of the identification process performed by the identification processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as the "server" and the smart glasses 214 will be referred to as the "terminal."
[0591] This invention, a "game development support system," utilizes AI technology to provide an environment in which users can easily develop games. The system includes a user interface for inputting basic information, an automatic generation module using artificial intelligence, and various means for presenting the generated results.
[0592] Game idea generation
[0593] Embodiment
[0594] User enters basic information
[0595] The user inputs basic information such as the game genre and theme through the device's input interface, such as "action" or "near-future."
[0596] The device sends information to the server
[0597] The terminal transmits the input basic information to the server.
[0598] Server generates game ideas
[0599] The server then launches a game idea generation module, and the AI generates a game idea based on the received basic information. For example, it might generate an idea for a "hero who fights crime in a near-future city."
[0600] Presenting the generated results
[0601] The game idea transmitted from the server to the terminal is presented to the user by the terminal.
[0602] Automatic programming
[0603] Embodiment
[0604] The user inputs the game rules and operation methods.
[0605] The user inputs information about the game rules, operation methods, and character behavior into the device's input interface, such as "jump to avoid obstacles" or "shoot arrows to defeat enemies."
[0606] The device sends information to the server
[0607] The terminal transmits the input information to the server.
[0608] The server generates the program code
[0609] The server then launches a program generation module, which uses the AI to generate appropriate program code based on the received information, such as code for a character's jumping motion or arrow firing process.
[0610] Presenting the generated results
[0611] The generated program code is transmitted from the server to the terminal and confirmed by the user.
[0612] Graphics and music generation
[0613] Embodiment
[0614] User-defined style and atmosphere
[0615] Users specify the style and atmosphere of the graphics and music in the device's input interface, for example, "dark cyberpunk" or "thrilling background music."
[0616] The device sends information to the server
[0617] The terminal transmits the specified information to the server.
[0618] Server generates visual and sound assets
[0619] The server launches visual generation and music generation modules, which generate visual and sound assets based on the specified style and atmosphere, such as dark cyberpunk background images and thrilling background music.
[0620] Presenting the generated results
[0621] The generated visual and sound assets are transmitted from the server to the terminal and presented to the user.
[0622] Providing test players
[0623] Embodiment
[0624] User uploads latest game data
[0625] The user uploads the latest game data through the upload interface of the terminal.
[0626] The device sends game data to the server
[0627] The terminal transmits the uploaded game data to the server.
[0628] The server starts the test player.
[0629] The server will launch the AI test player module, which will automatically run playtests based on the game data, detecting any issues or bugs.
[0630] Presentation of detection results
[0631] Any problems or bugs detected are sent from the server to the device and presented to the user, who can then refer to them and make corrections.
[0632] The above-described embodiments allow users to efficiently develop games even if they do not have advanced programming or design skills. Furthermore, by checking and correcting the automatically generated materials, code, and test player results, it becomes possible to create high-quality games in a short amount of time.
[0633] The processing flow will be explained below.
[0634] Game idea generation
[0635] Processing Steps
[0636] Step 1:
[0637] The user accesses the input interface of the terminal and inputs basic information about the game genre and theme.
[0638] Step 2:
[0639] The terminal receives basic information input by the user and transmits the data to the server.
[0640] Step 3:
[0641] The server analyzes the received basic information and launches a game idea generation module.
[0642] Step 4:
[0643] The server's AI searches for relevant data based on basic information and generates new game ideas.
[0644] Step 5:
[0645] The server transmits the generated game idea to the terminal.
[0646] Step 6:
[0647] The terminal presents the game idea received from the server to the user.
[0648] Automatic programming
[0649] Processing Steps
[0650] Step 1:
[0651] The user uses the input interface of the terminal to input information about the game rules, operation methods, and character behavior.
[0652] Step 2:
[0653] The terminal receives the input information and transmits it to the server.
[0654] Step 3:
[0655] The server starts a program generation module based on the received information.
[0656] Step 4:
[0657] The server's AI generates appropriate program code based on the information.
[0658] Step 5:
[0659] The server transmits the generated program code to the terminal.
[0660] Step 6:
[0661] The terminal presents the received program code to the user.
[0662] Graphics and music generation
[0663] Processing Steps
[0664] Step 1:
[0665] The user specifies the style and mood of the graphics and music using the terminal interface.
[0666] Step 2:
[0667] The terminal receives the input style and atmosphere information and transmits it to the server.
[0668] Step 3:
[0669] Based on the information received by the server, the visual generation module and the music generation module are activated.
[0670] Step 4:
[0671] The server's AI generates visual and sound assets based on a specified style and mood.
[0672] Step 5:
[0673] The server sends generated visual and sound assets to the device.
[0674] Step 6:
[0675] The terminal presents the received visual and sound assets to the user.
[0676] Providing test players
[0677] Processing Steps
[0678] Step 1:
[0679] The user uploads the latest game data using the upload interface of the device.
[0680] Step 2:
[0681] The terminal receives the uploaded game data and transmits it to the server.
[0682] Step 3:
[0683] The server receives the game data and launches the AI test player module.
[0684] Step 4:
[0685] The server's AI test player automatically performs playtests based on game data.
[0686] Step 5:
[0687] The server extracts information about any problems or bugs detected as a result of the test play.
[0688] Step 6:
[0689] The server will send information about any problems or bugs detected to the device.
[0690] Step 7:
[0691] The terminal presents the detection results to the user.
[0692] These are the specific processing steps of the "Game Development Support System." This system allows users to efficiently and effectively materialize their game ideas and advance game development.
[0693] Example 1
[0694] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."
[0695] Game development requires advanced programming and design skills, making it difficult for many users to realize their ideas. Furthermore, the various tasks that arise at each stage of the development process are substantial, placing a time and cost burden on small and medium-sized developers in particular, making it difficult to develop quickly and efficiently.
[0696] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.
[0697] In this invention, the server includes: means for a user to input basic information about a game genre and theme; means for an artificial intelligence to automatically generate a game idea based on the input basic information; means for a user to input information about game rules, operation methods, and character behavior; means for the artificial intelligence to automatically generate program code based on the input information; means for a user to present the generated program code to the user; means for a user to specify a style and atmosphere of graphics and music; means for the artificial intelligence to automatically generate visual and sound assets based on the specified style and atmosphere; means for a user to upload the latest game data; means for automatically playtesting based on the uploaded data; and means for a user to present the results of the playtest to the user. This enables users to efficiently develop games and quickly complete high-quality games without requiring advanced specialized knowledge.
[0698] "User" refers to a person who intends to realize or improve their own game idea by using the game development support system.
[0699] "Terminal" refers to a device in general that includes an input interface and a display device operated by a user.
[0700] "Server" refers to the core part of the game development support system, a computer system that receives data from users, performs various processes, and returns the results.
[0701] "Input means" refers to the interface that allows users to provide the server with information such as the game genre, theme, rules, operation method, graphic and musical style and atmosphere, and the latest game data via their terminal.
[0702] "Artificial intelligence" refers to algorithms or models that perform automated processes such as generating game ideas, generating program code, generating visual and sound assets, and running playtests based on user input.
[0703] "Game Idea" refers to the creative concept of a game's story, setting, characters, etc., which is generated by artificial intelligence based on basic information entered by the user.
[0704] "Program code" refers to the code that enables the AI to automatically generate actions based on the rules, operation methods, and character behavior entered by the user.
[0705] "Visual assets" refers to visual elements such as images and animations that are generated by artificial intelligence based on the style and mood specified by the user.
[0706] "Sound assets" refer to acoustic elements such as background music and sound effects that are generated by artificial intelligence based on the atmosphere specified by the user.
[0707] "Playtesting" refers to the process in which artificial intelligence automatically plays the game based on the latest uploaded game data to detect any problems or bugs.
[0708] The "game development support system" of the present invention provides an environment in which users can easily develop games using artificial intelligence technology. This system mainly includes a terminal, a server, and a user interface.
[0709] First, the user uses the device's input interface to enter basic information such as the game's genre and theme. For example, "Genre: Action" and "Theme: Near-future." The device then sends this information to the server as an HTTP request. Specifically, the entered data is converted into JSON format and sent as a data packet.
[0710] The server generates game ideas using an artificial intelligence model (for example, OpenAI's GPT-4, an example of a generative AI model) based on the received basic information. The generated ideas might be stories such as "a hero who fights crime in a near-future city." The generated ideas are sent from the server to the device and displayed on the user's screen.
[0711] Next, the user inputs information about the game rules, operation methods, and character behavior into the device's input interface. For example, this information might be "jump to avoid obstacles" or "shoot an arrow to defeat an enemy." The device then sends this information back to the server. The server then uses the received information to automatically generate program code. Using an artificial intelligence model (e.g., Codex), it generates code for the character to jump when they press the space bar or to fire an arrow. The generated code is also sent from the server to the device and displayed to the user.
[0712] Additionally, users can specify the style and atmosphere of the graphics and music, such as "dark cyberpunk" or "thrilling background music." The device sends this information to the server, which then uses artificial intelligence models (such as DALL-E or Jukebox) to generate visual and sound assets. The generated assets are also sent to the device and displayed on the user's screen.
[0713] Finally, the user can upload the latest game data. The device then sends the uploaded data to the server, which then activates an AI-powered test player module. This automatically playtests the game and reports any issues or bugs found to the user. These correction instructions are then displayed on the device screen.
[0714] As a concrete example, the input prompt sentence for the generative AI model is as follows:
[0715] Game idea generation prompt:
[0716] Game genre: Action
[0717] Game theme: Near future
[0718] Generate ideas.
[0719] Program code generation prompt:
[0720] Game rule: "Jump to avoid obstacles"
[0721] Controls: "Jump with space bar"
[0722] Generate the code.
[0723] Visual and sound asset generation prompt:
[0724] Style: Dark Cyberpunk
[0725] Atmosphere: Thrilling BGM
[0726] Generate visual and sound assets.
[0727] Playtest prompt:
[0728] Game data: Latest version uploaded
[0729] Test the game to find any issues or bugs.
[0730] In this way, the present invention enables users to efficiently develop games and quickly complete high-quality games without requiring advanced specialized knowledge.
[0731] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0732] Step 1:
[0733] First, the user enters basic information such as the game genre and theme into the device's input interface. Specifically, the user enters information such as "Genre: Action" and "Theme: Near-future" using the keyboard. The input information is then stored in the device's memory.
[0734] Step 2:
[0735] Next, the device converts the input basic information into packet data and sends it to the server using an HTTP request. Specifically, this information is converted into JSON format and sent as a data packet. The transmitted data includes "Genre: Action" and "Theme: Near Future."
[0736] Step 3:
[0737] The server analyzes the received basic information and launches a generative AI model (e.g., OpenAI's GPT-4). To generate a prompt, the server extracts the input information from a database and passes it to the AI as a prompt such as, "Game genre: action, game theme: near-future, please generate an idea." Based on this prompt, the AI generates a game idea, such as "A hero who fights crime in a near-future city."
[0738] Step 4:
[0739] The generated game idea is sent from the server to the device. The server then encodes the result in JSON format and sends it to the device, where it is displayed on the device screen. Specifically, the idea "A hero who fights crime in a near-future city" is displayed as text on the device's display.
[0740] Step 5:
[0741] Next, the user inputs information about the game rules, operation methods, and character behavior into the device's input interface. Specifically, the user inputs rules such as "jump to avoid obstacles" or "shoot arrows to defeat enemies" using the keyboard. This information is also stored in the device's memory.
[0742] Step 6:
[0743] The device converts the input game rules and operation methods back into packet data and sends them to the server using an HTTP request. Specifically, the rule information is converted into JSON format and sent to the server as a data packet. The transmitted data includes instructions such as "jump to avoid obstacles" and "shoot arrows to defeat enemies."
[0744] Step 7:
[0745] The server analyzes the received information and launches a generative AI model (e.g., Codex). To generate a prompt, the server creates a prompt based on the input information, such as "Game rules: Avoid obstacles by jumping. Controls: Press the space bar to jump. Please generate code." This is then passed to the AI. The AI then generates program code based on this. For example, code for a character to press the space bar to jump or to fire an arrow is generated.
[0746] Step 8:
[0747] The generated program code is sent from the server to the terminal and displayed on the terminal screen. The code is displayed as text in the terminal's code editor. As a concrete example, the code editor displays a program that says "The character presses the space bar to jump."
[0748] Step 9:
[0749] Additionally, users can specify the style and atmosphere of the graphics and music, for example, by typing in "dark cyberpunk" or "thrilling background music." This information is also stored in the device's memory.
[0750] Step 10:
[0751] The device converts the specified information into packet data and sends it to the server. Specifically, it converts this information into JSON format and sends it to the server. The transmitted data includes "dark cyberpunk" and "thrilling background music."
[0752] Step 11:
[0753] The server uses the received information to launch a generative AI model (e.g., DALL-E or Jukebox) and generates assets based on the style and atmosphere of the graphics and music. The generation prompt is passed to the model in the form of "Style: Dark Cyberpunk, Atmosphere: Thrilling BGM, Please generate visual and sound assets." This will generate, for example, a dark cyberpunk background image and thrilling BGM.
[0754] Step 12:
[0755] The generated visual and sound assets are sent from the server to the device and displayed on the device screen. Specifically, the background image is displayed on the device display and background music is played.
[0756] Step 13:
[0757] Finally, the user uploads the latest game data by using the upload interface to select the latest game data file and clicking the upload button, which sends the data from the device's storage to the server.
[0758] Step 14:
[0759] The device converts the uploaded data into packet data and sends it to the server as an HTTP request. Specifically, it converts the game data file into binary format and sends it as a data packet. The transmitted data includes the latest game version.
[0760] Step 15:
[0761] The server launches the AI test player module based on the received game data and performs automatic playtesting. Specifically, the server analyzes the game data, and the AI executes the test play to detect anomalies and bugs. For example, the test player may detect anomalies during a jump action.
[0762] Step 16:
[0763] Any problems or bugs detected are sent from the server to the device, and the results are displayed on the device screen. Specifically, a message such as "A bug has occurred in the jump action at level 2" is displayed on the device's display. Users can use this information to make corrections to the game.
[0764] (Application example 1)
[0765] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."
[0766] Conventional game development systems require users to have specialized programming and design skills, and the process of adding developed games to virtual stores is complicated. This makes it difficult for general users to easily develop high-quality games and add them to virtual stores. This has led to the problem of limiting the variety of game content available in virtual stores.
[0767] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.
[0768] In this invention, the server includes means for a user to input basic information about a game genre and theme, means for an artificial intelligence to automatically generate game ideas based on the input basic information, means for presenting the generated game ideas to the user, and means for uploading the generated games to a virtual store, thereby enabling users without specialized knowledge to easily develop games and upload them to a virtual store.
[0769] "User" refers to an individual or organization that uses the service or system.
[0770] "Game genre" refers to the category or type of game, and includes classifications such as action, RPG, and puzzle.
[0771] "Theme" refers to the game's story, setting, background concepts, and worldview.
[0772] "Basic information" refers to the initial input information required to generate game ideas, such as game genre and theme.
[0773] "Artificial intelligence" refers to computer systems that mimic human intelligent behavior and technology that analyzes and automatically generates data.
[0774] "Game idea" refers to the concept and planning content of a game, including its basic elements.
[0775] "Means" refer to the methods or techniques used to achieve a certain goal.
[0776] "Program code" refers to a set of statements that instruct a computer to perform certain operations or functions.
[0777] "Graphics" refers to the visual information and drawing elements within the game.
[0778] "Music" refers to the sound effects and background music in the game.
[0779] "Visual and sound assets" refers to the images and audio data used in the game.
[0780] A "virtual store" is a virtual commercial space operated on the Internet where goods and services are offered.
[0781] "Upload" refers to the act of transferring data from a local device to a server.
[0782] The present invention provides a system that allows users to easily develop games and upload them to a virtual store. The system includes the following series of means:
[0783] Program Generation
[0784] First, the user uses a device such as a smartphone or computer to input basic information such as the game genre and theme. The device then obtains information to specify the genre and theme through an input interface and sends it to the server. Specific examples of input at this time could be genres and themes such as "action" and "near-future."
[0785] The server automatically generates game ideas using a generative AI model based on the received basic information. For example, a game idea such as "a cyber hero who fights crime in a near-future city" may be generated from the input information. This generated idea is sent from the server to the device and presented to the user.
[0786] Next, the user inputs information about the game rules, operation methods, and character behavior. For example, specific operation methods and rules such as "jump to avoid obstacles" or "shoot arrows to defeat enemies" are included. This information is also sent from the device to the server.
[0787] The server automatically generates program code based on the received rules and operation instructions. This program code contains instructions for implementing the game's basic operations and functions. The generated program code is then sent from the server to the terminal and confirmed by the user.
[0788] Generate visual and sound assets
[0789] Users can also specify the style and atmosphere of the graphics and music. For example, they could input "dark cyberpunk" or "thrilling background music." This information is also sent from the device to the server.
[0790] The server automatically generates visual and sound assets based on the user's specified style and atmosphere. Using generative AI models, it generates dark, cyberpunk-inspired background images and thrilling music. The generated assets are then sent from the server to the device and presented to the user.
[0791] Upload to Virtual Store
[0792] When the user is finally satisfied with the game, visual, and sound assets and wants to upload them to the virtual store, they do so via a bulk upload operation on their device, which sends the completed game and its associated assets to the server, which adds them to the virtual store.
[0793] Hardware and software used
[0794] This system allows users to use smartphones (iOS / Android devices) or computers as their terminals. The software uses Python server-side scripts, API integration, and RESTful APIs. The server is located on the cloud and is equipped with functions for implementing generative AI models.
[0795] Examples of specific examples and prompts
[0796] Specific examples
[0797] User A inputs "action," "near-future," "dark cyberpunk," and "thrilling background music." The server generates a game idea: "A cyber hero who fights crime in a near-future city." The user inputs the rules as "avoid obstacles by jumping" and the controls as "jump with the button," and the server generates the corresponding code and assets.
[0798] Prompt Sentence Examples
[0799] Game idea generation:
[0800] Genre: Action
[0801] Theme: Near Future
[0802] Use this information to generate game ideas.
[0803] Program code generation:
[0804] Rules: Jump to avoid obstacles
[0805] Controls: Jump with button
[0806] Generate the program code based on this information.
[0807] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0808] Step 1:
[0809] The user inputs basic information about the game (genre, theme). Using the device's input interface, the user inputs basic information such as "action" or "near-future." The input information is sent from the device to the server. This provides the basic data needed to generate game ideas.
[0810] Step 2:
[0811] The server generates game ideas based on the basic information entered. The server then activates a generative AI model based on the received information and generates ideas using prompt text. The AI model uses information such as "action" and "near future" to create ideas such as "a cyber hero who fights crime in a near-future city." The generated game ideas are sent from the server to the device and presented to the user.
[0812] Step 3:
[0813] The user inputs the game rules and operation methods. Using the device's input interface, the user inputs specific rules and operation methods, such as "avoid obstacles by jumping" or "jump with the button." This information is also sent from the device to the server.
[0814] Step 4:
[0815] The server generates program code based on the input rules and operation methods. The server then starts the generative AI model again and generates program code according to the prompt. For example, based on the rule "avoid obstacles by jumping," it generates code corresponding to the character's jumping action. This generated code is sent from the server to the terminal and presented to the user.
[0816] Step 5:
[0817] The user specifies the style of graphics and music. The user inputs styles such as "dark cyberpunk" or "thrilling background music" through the input interface on the device. This information is also sent from the device to the server.
[0818] Step 6:
[0819] The server generates visual and sound assets based on the graphic and music style. The server activates the visual generation module and music generation module to generate assets based on the specified style. For example, dark cyberpunk background images and thrilling music are generated. These assets are sent from the server to the device and presented to the user.
[0820] Step 7:
[0821] Users upload their completed games and related assets to the virtual store. Users perform a bulk upload operation on their device, and the device sends the completed games, visual assets, and sound assets to the server. The server adds the received content to the virtual store, making the games provided by the users available to other users.
[0822] Furthermore, an emotion engine that estimates the user's emotion may be further combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59, and perform identification processing using the user's emotion.
[0823] This invention, "Game Development Support System," utilizes artificial intelligence (AI) technology to provide an environment in which users can easily develop games. In addition, by combining it with an emotion engine that recognizes the user's emotions, it is possible to adjust each generated result based on the user's emotions.
[0824] Game idea generation
[0825] Embodiment
[0826] User enters basic information
[0827] The user accesses the input interface of the device and inputs basic information about the game genre and theme, such as "action" or "near-future."
[0828] Sending information by the device
[0829] The terminal receives the input basic information and transmits the data to the server.
[0830] Server-based idea generation
[0831] The server analyzes the received basic information and activates a game idea generation module. The AI searches for relevant data based on the basic information and generates new game ideas. For example, it might generate an idea for a "hero who fights crime in a futuristic city."
[0832] Emotional engine regulation
[0833] The server passes the generated game ideas to the emotion engine, which adjusts the ideas based on the user's emotional state. The emotion engine analyzes the user's emotions and generates more appropriate ideas based on the emotions.
[0834] Presenting the generated results
[0835] The adjusted game idea transmitted from the server to the terminal is presented to the user by the terminal.
[0836] Automatic programming
[0837] Embodiment
[0838] User input of information
[0839] The user inputs information about the game rules, operation methods, and character behavior into the device's input interface, such as "jump to avoid obstacles" or "shoot arrows to defeat enemies."
[0840] Sending information by the device
[0841] The terminal receives the input information and transmits it to the server.
[0842] Server-generated code
[0843] The server then launches a program generation module based on the received information. The AI generates appropriate program code based on the information. For example, it generates code for a character's jumping motion or arrow firing process.
[0844] Emotional engine regulation
[0845] The server then passes the generated program code to an emotion engine, which then adjusts the code based on the user's emotional state. The emotion engine analyzes the user's emotions and generates more appropriate code based on the emotions.
[0846] Presenting the generated results
[0847] The adjusted program code is sent from the server to the terminal and confirmed by the user.
[0848] Graphics and music generation
[0849] Embodiment
[0850] Specified by the user
[0851] Users specify the style and atmosphere of the graphics and music in the device's input interface, for example, "dark cyberpunk" or "thrilling background music."
[0852] Sending information by the device
[0853] The terminal receives the specified information and transmits it to the server.
[0854] Server-generated assets
[0855] The server launches visual and music generation modules, which generate visual and sound assets based on the specified style and atmosphere, such as dark cyberpunk background images and thrilling background music.
[0856] Emotional engine regulation
[0857] The server passes the generated visual and sound assets to an emotion engine, which adjusts the assets based on the user's emotional state. The emotion engine analyzes the user's emotions and generates more appropriate assets according to the emotions.
[0858] Presenting the generated results
[0859] The adjusted visual and sound assets are transmitted from the server to the terminal and presented to the user.
[0860] Providing test players
[0861] Embodiment
[0862] User upload of data
[0863] The user uploads the latest game data through the upload interface of the terminal.
[0864] Sending data by the device
[0865] The terminal receives the uploaded game data and transmits it to the server.
[0866] Server-based testing
[0867] The server receives the game data and launches the AI test player module, which automatically performs playtests based on the game data to detect problems and bugs.
[0868] Emotional engine regulation
[0869] The server passes the detected issues and bugs to the emotion engine, which adjusts the detection results based on the user's emotional state. The emotion engine analyzes the user's emotions and generates more appropriate feedback based on their emotions.
[0870] Presentation of detection results
[0871] The adjusted detection results are sent from the server to the terminal and presented to the user.
[0872] This approach allows each stage of game development to be tailored to the user's emotions, providing content that is more suited to the user and lowering the barrier to game development. Users can receive game ideas, program code, visual and sound assets, and test results that are optimized to suit their own emotions, making game development more intuitive and satisfying.
[0873] The processing flow will be explained below.
[0874] Game idea generation
[0875] Processing Steps
[0876] Step 1:
[0877] The user accesses the input interface of the device and inputs basic information about the game genre and theme. For example, the user inputs information such as "action" and "near-future."
[0878] Step 2:
[0879] The terminal receives basic information input by the user and transmits the data to the server.
[0880] Step 3:
[0881] The server analyzes the received basic information and launches a game idea generation module.
[0882] Step 4:
[0883] The server's AI searches for relevant data based on the basic information and generates new game ideas, such as "a hero who fights crime in a futuristic city."
[0884] Step 5:
[0885] The server passes the generated game ideas to the emotion engine, which then adjusts the ideas based on the user's emotional state. The emotion engine then analyzes the user's emotions.
[0886] Step 6:
[0887] The emotion engine adjusts the generated ideas based on the user's emotions, for example, increasing the fun factor if the user is happy.
[0888] Step 7:
[0889] The server sends the adjusted game idea to the device.
[0890] Step 8:
[0891] The terminal presents the game idea received from the server to the user.
[0892] Automatic programming
[0893] Processing Steps
[0894] Step 1:
[0895] The user uses the device's input interface to input information about the game rules, operation methods, and character behavior. For example, the user inputs information such as "jump to avoid obstacles" and "shoot arrows to defeat enemies."
[0896] Step 2:
[0897] The terminal receives the input information and transmits it to the server.
[0898] Step 3:
[0899] The server starts the program generation module based on the information.
[0900] Step 4:
[0901] The server's AI generates appropriate program code based on the information, such as code for a character's jumping motion or firing an arrow.
[0902] Step 5:
[0903] The server passes the generated program code to the emotion engine, which then adjusts the code based on the user's emotional state. The emotion engine then analyzes the user's emotions.
[0904] Step 6:
[0905] The emotion engine adjusts the generated code based on the user's emotions, for example, lowering the difficulty if the user is stressed.
[0906] Step 7:
[0907] The server transmits the adjusted program code to the terminal.
[0908] Step 8:
[0909] The terminal presents the received program code to the user.
[0910] Graphics and music generation
[0911] Processing Steps
[0912] Step 1:
[0913] The user uses the device's input interface to specify the style and atmosphere of the graphics and music, for example, "dark cyberpunk" or "thrilling background music."
[0914] Step 2:
[0915] The terminal receives the specified information and transmits it to the server.
[0916] Step 3:
[0917] Based on the information received by the server, the visual generation module and the music generation module are activated.
[0918] Step 4:
[0919] The server's AI generates visual and sound assets based on the specified style and atmosphere, such as dark cyberpunk background images and thrilling background music.
[0920] Step 5:
[0921] The server passes the generated visual and sound assets to the emotion engine, which then adjusts the assets based on the user's emotional state. The emotion engine analyzes the user's emotions.
[0922] Step 6:
[0923] An emotion engine adjusts the generated assets based on the user's emotions, for example adding calming music if the user is nervous.
[0924] Step 7:
[0925] The server sends the adjusted visual and sound assets to the device.
[0926] Step 8:
[0927] The terminal presents the received visual and sound assets to the user.
[0928] Providing test players
[0929] Processing Steps
[0930] Step 1:
[0931] The user uploads the latest game data using the upload interface of the device.
[0932] Step 2:
[0933] The terminal receives the uploaded game data and transmits it to the server.
[0934] Step 3:
[0935] The server receives the game data and launches the AI test player module.
[0936] Step 4:
[0937] The server's AI test player automatically performs playtests based on game data.
[0938] Step 5:
[0939] The server extracts any problems or bugs discovered as a result of the test play.
[0940] Step 6:
[0941] The server passes the detected issues and bugs to the emotion engine, which then adjusts the detection results based on the user's emotional state. The emotion engine then analyzes the user's emotions.
[0942] Step 7:
[0943] The emotion engine adjusts the detection results based on the user's emotions, for example, if the user is tired, it will provide easy-to-understand feedback.
[0944] Step 8:
[0945] The server sends the adjusted detection results to the terminal.
[0946] Step 9:
[0947] The terminal presents the received detection results to the user.
[0948] These are the specific processing steps of the "Game Development Support System." This system adjusts each generated result based on the user's emotions, providing content that is more suited to the user. This improves the efficiency and quality of game development, enabling users to create satisfying games in a short period of time.
[0949] Example 2
[0950] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."
[0951] In the traditional game development process, there were limited means for designing and developing games based on user-generated ideas and requests, making it particularly difficult to make adjustments based on the user's emotional state. Furthermore, there was a lack of efficient systems for automatically generating program code and visual and sound assets based on user input. This created high barriers to game development, making it difficult for users to quickly create intuitively satisfying content.
[0952] The identification process by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes: means for a user to input basic information about an entertainment genre or theme; means for a generative model to automatically generate an idea based on the input basic information; means for adjusting the generated idea based on the user's emotional state using a sentiment analysis engine; means for presenting the adjusted idea to the user; means for a user to input information about system rules, operation methods, and character behavior; means for a generative model to automatically generate program code based on the input information; means for adjusting the generated program code based on the user's emotional state using a sentiment analysis engine; means for presenting the adjusted program code to the user; means for a user to specify the style and atmosphere of visual or auditory elements; means for a generative model to automatically generate visual and sound elements based on the specified style and atmosphere; means for adjusting the generated visual and sound elements based on the user's emotional state using a sentiment analysis engine; and means for presenting the adjusted visual and sound elements to the user. This makes it possible to provide creative content optimized according to the user's emotional state, thereby improving the efficiency of the entire game development process and increasing user satisfaction.
[0953] "Entertainment genre" refers to the type or category of games or content, including formats such as action, adventure, and puzzle.
[0954] "Theme" refers to the basic concept, setting, and atmosphere of a game or content, and refers to elements such as medieval fantasy or the near future.
[0955] "Generative Model" refers to a computational engine that uses artificial intelligence to automatically generate ideas, program code, visual or sound assets, etc. based on user input.
[0956] "Ingenuity" refers to new game ideas and concepts created by generative models.
[0957] "Sentiment analysis engine" refers to artificial intelligence technology that analyzes a user's emotional state and adjusts generated ideas and elements based on the results.
[0958] "System rules" refer to the standards or instructions that define the behavior or functionality of a game or program.
[0959] "Operation method" refers to the procedures and interface settings that a user uses to operate a game or program.
[0960] "Character behavior" refers to the behavior rules and patterns that define how characters in a game behave.
[0961] "Program code" refers to a set of instructions written to execute a computer program correctly.
[0962] "Visual elements" refers to graphics, images, visual designs, etc. displayed in games and content.
[0963] "Auditory elements" refers to elements related to sound, such as music, sound effects, and voices, used in games and content.
[0964] The "game development support system" of the present invention utilizes artificial intelligence (AI) technology to provide an environment in which users can easily develop games. In particular, it integrates a generative model and a sentiment analysis engine, and has the function of adjusting each generation result based on the user's emotional state. The following describes in detail the mode for carrying out the present invention.
[0965] Game idea generation
[0966] First, the user inputs the entertainment genre or theme (e.g., "action" or "medieval fantasy") through the device's input interface. This input data is sent from the device to the server. The server uses a generative AI model (e.g., OpenAI GPT-4) to generate new game ideas based on the received basic information. The generated ideas are adjusted based on the user's emotional state by a sentiment analysis engine (e.g., Affectiva engine), and then sent back to the device to be presented to the user.
[0967] Examples:
[0968] If a user inputs the themes "action" and "medieval fantasy," the generative AI model generates the idea "an epic adventure to slay a dragon." The sentiment analysis engine analyzes the user's emotional state and refines the idea to "a story about an adventure as a dragon's companion."
[0969] Example prompt sentence:
[0970] Generate new game ideas with an "action" or "medieval fantasy" theme.
[0971] Automatic programming
[0972] Next, the user uses the device's input interface to input information about the game rules, operation methods, and character behavior (e.g., "jump to avoid obstacles" or "shoot arrows to defeat enemies"). The input information is sent to the server, where it is generated as program code by the server's generative model (e.g., OpenAI Codex). The generated code is adjusted based on the user's emotional state using a sentiment analysis engine, and then returned to the device and presented to the user.
[0973] Examples:
[0974] If a user inputs information such as "jump to avoid obstacles" or "shoot an arrow to defeat an enemy," the generative AI model generates code that corresponds to the character's jumping motion and the arrow firing process. The emotion analysis engine analyzes the user's emotional state and may change the code to "double jump."
[0975] Graphics and music generation
[0976] The user specifies the style and mood of the visual or auditory elements (e.g., "dark cyberpunk" or "thrilling background music") using the device's input interface. This information is sent to the server, where a generative AI model (e.g., DALL-E or Jukedeck) generates the graphics and music assets. The generated assets are adjusted based on the user's emotional state using an emotion analysis engine and presented to the user via the device.
[0977] Examples:
[0978] If a user selects "dark cyberpunk," the generative AI model will generate a dark cyberpunk background image, and the sentiment analysis engine will adjust the color tone based on the user's emotional state.
[0979] Providing test players
[0980] Finally, the user uploads the latest game data to the server through the device's upload interface. The server then launches an AI test player module (e.g., Unity ML-Agents) to automatically perform playtests and detect problems and bugs. The detected results are then adjusted based on the user's emotional state by a sentiment analysis engine and presented to the user via their device.
[0981] The system according to the present invention enables a user to quickly and efficiently generate optimal creative content adapted to their emotional state.
[0982] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0983] Step 1: Enter basic information
[0984] The user accesses the input interface of the device and inputs basic information about the entertainment genre or theme, for example, "action" or "medieval fantasy." This operation generates input data.
[0985] Input: Basic information about entertainment genres and themes entered by user.
[0986] Output: Basic information data sent from the device to the server.
[0987] Step 2: Submit your information
[0988] The terminal receives the basic information data entered by the user and transmits this data to the server using a secure communication protocol.
[0989] Input: Basic information data entered by the user.
[0990] Output: Basic information data sent to the server.
[0991] Step 3: Idea generation
[0992] The server analyzes the received basic information data and launches a generative AI model (e.g., OpenAI GPT-4). The generative AI model automatically generates new game ideas based on the basic information, searching for and combining related data.
[0993] Input: Basic information data sent from the device.
[0994] Output: Game ideas generated by the generative AI model.
[0995] Step 4: Adjustment by Sentiment Analysis
[0996] The server passes the generated game ideas to a sentiment analysis engine (e.g., Affectiva engine) that adjusts the ideas based on the user's emotional state. The sentiment analysis engine uses the user's past feedback and current emotional data to make optimal adjustments.
[0997] Input: Generated game ideas and user emotion data.
[0998] Output: A tweaked game idea.
[0999] Step 5: Presenting the generated results
[1000] The server sends the adjusted game idea to the terminal, which displays it to the user, who can confirm the specific game idea and provide further feedback.
[1001] Input: tweaked game ideas.
[1002] Output: The game idea displayed on the user's device.
[1003] Step 6: Enter the game rules and controls
[1004] The user inputs the game rules and operation methods (e.g., "jump to avoid obstacles" or "shoot arrows to defeat enemies") into the device's input interface, which generates input data.
[1005] Input: User input game rules and controls.
[1006] Output: Rules and operation data sent from the device to the server.
[1007] Step 7: Submit your information
[1008] The device sends the entered rules and operation method data to the server via secure communication.
[1009] Input: User-entered rule and instruction data.
[1010] Output: Rules and operation method data sent to the server.
[1011] Step 8: Generate Code
[1012] The server uses the received data to launch a generative AI model (e.g., OpenAI Codex), which automatically generates appropriate program code based on the input information. The generative AI model analyzes the instruction set and generates the necessary code.
[1013] Input: Rules and operation method data.
[1014] Output: The program code generated by the generative AI model.
[1015] Step 9: Adjust with sentiment analysis
[1016] The server passes the generated program code to a sentiment analysis engine, which then adjusts the code based on the user's emotional state. The sentiment analysis engine evaluates whether the content of the code is appropriate for the user's emotions and makes the necessary adjustments.
[1017] Input: Generated program code and user emotion data.
[1018] Output: The adjusted program code.
[1019] Step 10: Presenting the generated results
[1020] The server sends the adjusted program code to the terminal, which displays it to the user, who can review the code and request modifications if necessary.
[1021] Input: The adjusted program code.
[1022] Output: The program code displayed on the user's terminal.
[1023] Step 11: Specify visual and auditory elements
[1024] The user specifies the style and atmosphere of the visual and auditory elements (e.g., "dark cyberpunk" or "thrilling background music") using the device's input interface.
[1025] Input: Style and mood information for the visual and auditory elements of user input.
[1026] Output: Style and mood information sent from the device to the server.
[1027] Step 12: Submit your information
[1028] The terminal transmits the information of the specified visual and auditory elements to the server in a secure manner.
[1029] Input: Visual and auditory information.
[1030] Output: Visual and auditory information sent to the server.
[1031] Step 13: Generate assets
[1032] The server launches visual generation and music generation modules, which generate visual and sound elements using generative AI models (e.g., DALL-E, Jukedeck) based on the specified style and atmosphere.
[1033] Input: Information for the specified visual and auditory elements.
[1034] Output: The visual and sound element data generated by the generative AI model.
[1035] Step 14: Adjustment by Sentiment Analysis
[1036] The server passes the generated visual and sound elements to a sentiment analysis engine that adjusts the assets based on the user's emotional state, so that the assets match the user's emotions.
[1037] Input: Generated visual and sound element data and user emotion data.
[1038] Output: Coordinated visual and sound elements.
[1039] Step 15: Presenting the generated results
[1040] The server sends the adjusted visual and sound elements to the terminal, which displays them to the user, who reviews the generated assets and provides feedback.
[1041] Input: Coordinated visual and sound elements.
[1042] Output: The visual and sound elements displayed on the user's device.
[1043] Step 16: Upload your data
[1044] The user uploads the latest game data through the upload interface of the device, including the game progress and newly added elements.
[1045] Input: Latest game data.
[1046] Output: Game data sent from the device to the server.
[1047] Step 17: Sending Data
[1048] The device then sends the uploaded game data to the server, where it is checked to ensure data integrity.
[1049] Input: Uploaded game data.
[1050] Output: Game data sent to the server.
[1051] Step 18: Testing
[1052] The server launches an AI test player module (e.g., Unity ML-Agents) to automatically perform playtests based on the received game data. The AI test player simulates each scenario in the game and detects problems and bugs.
[1053] Input: Received game data.
[1054] Output: A list of issues and bugs discovered by the AI test player.
[1055] Step 19: Adjustment by Sentiment Analysis
[1056] The server passes the detected issues and bugs to a sentiment analysis engine that adjusts the test results based on the user's emotional state, making the feedback more palatable to the user.
[1057] Input: A list of issues / bugs and user sentiment data.
[1058] Output: Coordinated bug reports and feedback.
[1059] Step 20: Presenting the detection results
[1060] The server sends the adjusted findings to the device, which displays them to the user, who can review the list of bugs and issues and provide feedback for fixes.
[1061] Input: The adjusted detection results.
[1062] Output: Bug reports and feedback displayed on the user's terminal.
[1063] (Application example 2)
[1064] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."
[1065] In recent years, the advertising industry has been seeking to maximize the effectiveness of advertising by providing ads optimized based on the user's emotional state. However, conventional ad generation systems have had difficulty acquiring the user's emotional state in real time and adjusting the ad content accordingly. This has resulted in the inability to provide optimal ads to users, limiting the effectiveness of advertising.
[1066] The identification process by the identification processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes a means for a user to input basic information about the target of the advertisement, a means for an artificial intelligence to automatically generate and adjust advertising ideas based on the input basic information and emotional state, a means for presenting the generated and adjusted advertising ideas to the user, and a means for acquiring and analyzing the user's emotional state using an emotion engine. This makes it possible to provide advertisements optimized for the user's emotional state in real time.
[1067] "Basic target information for advertising" is basic information for generating advertisements, such as categories of interest to the user and purchasing history.
[1068] "Emotional state" is information that indicates the user's current emotion, such as excitement or relaxation.
[1069] "Artificial intelligence" refers to computer programs and technologies for generating and tailoring optimal advertising ideas and content based on user-entered information and the user's emotional state.
[1070] An "advertising idea" is the basic concept of an advertisement to be presented to users, and specifically indicates the theme and concept of the advertisement.
[1071] An "emotion engine" is a system or software that acquires and analyzes a user's emotional state from cameras, sensors, etc.
[1072] "Visual and audio assets" are the image and audio data that make up the visual and audio elements of an advertisement.
[1073] "Real-time" means responding immediately to user operations and situations and processing without delay.
[1074] The advertisement generation system of the present invention is realized by having a user input basic information of the target of the advertisement, and an artificial intelligence automatically generates and adjusts advertisement ideas based on the input basic information and the emotional state of the user. Hereinafter, a specific embodiment of the present invention will be described in detail.
[1075] System Configuration
[1076] Equipment and Hardware
[1077] 1. User Device:
[1078] Devices such as smartphones, smart glasses, and head-mounted displays are used.
[1079] These devices have an input interface, and users can input basic information about the user and information about the advertisement content.
[1080] Cameras and sensors are used to capture the user's emotional state in real time.
[1081] 2. Server:
[1082] A computer system for receiving and analyzing input information.
[1083] Equipped with a high-performance processor and GPU to run the AI models and emotion engine that generate advertising ideas and content.
[1084] software
[1085] 1. Input interface:
[1086] An application that allows users to enter basic information and sentiment information about the target audience of the ad.
[1087] The entered information is sent to the server via API.
[1088] 2. AI Models and Generative Engines:
[1089] It includes an advertising idea generation module and an advertising content generation module.
[1090] It includes algorithms that generate the basic concept and specific content of advertisements based on user input.
[1091] 3. Emotion Engine:
[1092] Software that analyzes the user's emotional state using data obtained from cameras and sensors.
[1093] Based on the results of sentiment analysis, the generated advertising ideas and content are adjusted.
[1094] Operating procedure
[1095] User input
[1096] Users input basic information about the target of the advertisement through the input interface of their device. For example, they input "technology" or "sports" as their "interest category" and register "smartphones" or "running shoes" as their "purchase history."
[1097] Receiving and analyzing information by the server
[1098] The basic information sent from the user's device is received by the server, which then uses this information to activate an AI model and generate advertising ideas and content.
[1099] Emotional engine regulation
[1100] The server acquires user emotional data through cameras and sensors. For example, it analyzes the camera feed to determine whether the user is in an "excited" or "relaxed" state. Based on the analysis results, it generates advertising ideas and optimizes the content of the ads.
[1101] Advertisement presentation
[1102] The adjusted advertising ideas and content are sent from the server to the user's device, which then displays the optimized advertisement in real time.
[1103] Specific examples
[1104] In a specific scenario, if a user likes "technology" related ads and a smartphone uses its camera to analyze the user's emotions and finds that the user is in an "excited" state, the generated ad idea will emphasize the promotion of a newly released smartphone, taking into account the user's excitement.
[1105] Prompt Sentence Examples
[1106] Here is an example prompt:
[1107] "Situation: Generate ads for the latest smartphones for users who are interested and excited about technology."
[1108] In this way, the present invention provides a system that can provide optimized advertisements in real time based on the emotional state of the user.
[1109] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1110] Step 1:
[1111] The user enters basic information about the target of the advertisement. Specifically, the user enters "categories of interest" and "purchase history" through an input interface installed on a device such as a smartphone. Examples of input data at this time include "technology," "sports interests," and "smartphone." The input data is saved in the device in JSON format.
[1112] Step 2:
[1113] The device sends the entered basic information to the server. The input data is sent to the server in JSON format. Specifically, the device sends the data to the server's API endpoint using an HTTP POST request. This allows the server to receive the user's basic information.
[1114] Step 3:
[1115] The server analyzes the received basic information and launches the advertising idea generation module. The AI model generates advertising ideas based on this information. For example, if the user is interested in "technology," advertising ideas for new gadgets and digital products will be generated. The output advertising ideas will be used for emotion regulation in the next step.
[1116] Step 4:
[1117] The device uses cameras and sensors to capture the user's emotional state in real time. The emotion engine uses image analysis algorithms to analyze the user's emotional state, such as "excitement" or "relaxation," from their facial expressions and physical movements. The analysis results are sent to a server and stored as emotional data.
[1118] Step 5:
[1119] The server adjusts the generated advertising ideas based on the received emotional data. The advertising ideas and emotional data are integrated to generate advertising content optimized for the user's emotional state. For example, if the user is in an "excited state," a powerful and eye-catching advertising design will be selected. The adjusted advertising content is then presented to the user in the next step.
[1120] Step 6:
[1121] The adjusted advertising content is sent from the server to the device and displayed at the optimal time for the user. For example, an advertisement for a new smartphone is displayed at the optimal time while the user is using their smartphone. The user's reaction is again captured through the camera and sensors and sent to the server as feedback data.
[1122] In this way, data processing and calculations are carried out based on the input data at each processing step, and ultimately, advertising content optimized for the user's emotional state is provided in real time.
[1123] 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.
[1124] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.
[1125] In the above embodiment, an example in which the specific processing is performed by the data processing device 12 has been given, but the technology of the present disclosure is not limited to this, and the specific processing may be performed by the smart glasses 214.
[1126] [Third embodiment]
[1127] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.
[1128] 5, the data processing system 310 includes the data processing device 12 and a headset terminal 314. An example of the data processing device 12 is a server.
[1129] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[1130] 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.
[1131] The microphone 238 receives instructions and the like from the user 20 by receiving voice uttered by the user 20. The microphone 238 captures the voice uttered by the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio in accordance with instructions from the processor 46.
[1132] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the surroundings of user 20 (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).
[1133] 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.
[1134] 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.
[1135] The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[1136] 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.
[1137] In the headset type terminal 314, a reception output process is performed by the processor 46. A reception output program 60 is stored in the storage 50. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[1138] Next, a description will be given of the identification process performed by the identification processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as the "server" and the headset type terminal 314 will be referred to as the "terminal."
[1139] This invention, a "game development support system," utilizes AI technology to provide an environment in which users can easily develop games. The system includes a user interface for inputting basic information, an automatic generation module using artificial intelligence, and various means for presenting the generated results.
[1140] Game idea generation
[1141] Embodiment
[1142] User enters basic information
[1143] The user inputs basic information such as the game genre and theme through the device's input interface, such as "action" or "near-future."
[1144] The device sends information to the server
[1145] The terminal transmits the input basic information to the server.
[1146] Server generates game ideas
[1147] The server then launches a game idea generation module, and the AI generates a game idea based on the received basic information. For example, it might generate an idea for a "hero who fights crime in a near-future city."
[1148] Presenting the generated results
[1149] The game idea transmitted from the server to the terminal is presented to the user by the terminal.
[1150] Automatic programming
[1151] Embodiment
[1152] The user inputs the game rules and operation methods.
[1153] The user inputs information about the game rules, operation methods, and character behavior into the device's input interface, such as "jump to avoid obstacles" or "shoot arrows to defeat enemies."
[1154] The device sends information to the server
[1155] The terminal transmits the input information to the server.
[1156] The server generates the program code
[1157] The server then launches a program generation module, which uses the AI to generate appropriate program code based on the received information, such as code for a character's jumping motion or arrow firing process.
[1158] Presenting the generated results
[1159] The generated program code is transmitted from the server to the terminal and confirmed by the user.
[1160] Graphics and music generation
[1161] Embodiment
[1162] User-defined style and atmosphere
[1163] Users specify the style and atmosphere of the graphics and music in the device's input interface, for example, "dark cyberpunk" or "thrilling background music."
[1164] The device sends information to the server
[1165] The terminal transmits the specified information to the server.
[1166] Server generates visual and sound assets
[1167] The server launches visual generation and music generation modules, which generate visual and sound assets based on the specified style and atmosphere, such as dark cyberpunk background images and thrilling background music.
[1168] Presenting the generated results
[1169] The generated visual and sound assets are transmitted from the server to the terminal and presented to the user.
[1170] Providing test players
[1171] Embodiment
[1172] User uploads latest game data
[1173] The user uploads the latest game data through the upload interface of the terminal.
[1174] The device sends game data to the server
[1175] The terminal transmits the uploaded game data to the server.
[1176] The server starts the test player.
[1177] The server will launch the AI test player module, which will automatically run playtests based on the game data, detecting any issues or bugs.
[1178] Presentation of detection results
[1179] Any problems or bugs detected are sent from the server to the device and presented to the user, who can then refer to them and make corrections.
[1180] The above-described embodiments allow users to efficiently develop games even if they do not have advanced programming or design skills. Furthermore, by checking and correcting the automatically generated materials, code, and test player results, it becomes possible to create high-quality games in a short amount of time.
[1181] The processing flow will be explained below.
[1182] Game idea generation
[1183] Processing Steps
[1184] Step 1:
[1185] The user accesses the input interface of the terminal and inputs basic information about the game genre and theme.
[1186] Step 2:
[1187] The terminal receives basic information input by the user and transmits the data to the server.
[1188] Step 3:
[1189] The server analyzes the received basic information and launches a game idea generation module.
[1190] Step 4:
[1191] The server's AI searches for relevant data based on basic information and generates new game ideas.
[1192] Step 5:
[1193] The server transmits the generated game idea to the terminal.
[1194] Step 6:
[1195] The terminal presents the game idea received from the server to the user.
[1196] Automatic programming
[1197] Processing Steps
[1198] Step 1:
[1199] The user uses the input interface of the terminal to input information about the game rules, operation methods, and character behavior.
[1200] Step 2:
[1201] The terminal receives the input information and transmits it to the server.
[1202] Step 3:
[1203] The server starts a program generation module based on the received information.
[1204] Step 4:
[1205] The server's AI generates appropriate program code based on the information.
[1206] Step 5:
[1207] The server transmits the generated program code to the terminal.
[1208] Step 6:
[1209] The terminal presents the received program code to the user.
[1210] Graphics and music generation
[1211] Processing Steps
[1212] Step 1:
[1213] The user specifies the style and mood of the graphics and music using the terminal interface.
[1214] Step 2:
[1215] The terminal receives the input style and atmosphere information and transmits it to the server.
[1216] Step 3:
[1217] Based on the information received by the server, the visual generation module and the music generation module are activated.
[1218] Step 4:
[1219] The server's AI generates visual and sound assets based on a specified style and mood.
[1220] Step 5:
[1221] The server sends generated visual and sound assets to the device.
[1222] Step 6:
[1223] The terminal presents the received visual and sound assets to the user.
[1224] Providing test players
[1225] Processing Steps
[1226] Step 1:
[1227] The user uploads the latest game data using the upload interface of the device.
[1228] Step 2:
[1229] The terminal receives the uploaded game data and transmits it to the server.
[1230] Step 3:
[1231] The server receives the game data and launches the AI test player module.
[1232] Step 4:
[1233] The server's AI test player automatically performs playtests based on game data.
[1234] Step 5:
[1235] The server extracts information about any problems or bugs detected as a result of the test play.
[1236] Step 6:
[1237] The server will send information about any problems or bugs detected to the device.
[1238] Step 7:
[1239] The terminal presents the detection results to the user.
[1240] These are the specific processing steps of the "Game Development Support System." This system allows users to efficiently and effectively materialize their game ideas and advance game development.
[1241] Example 1
[1242] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."
[1243] Game development requires advanced programming and design skills, making it difficult for many users to realize their ideas. Furthermore, the various tasks that arise at each stage of the development process are substantial, placing a time and cost burden on small and medium-sized developers in particular, making it difficult to develop quickly and efficiently.
[1244] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.
[1245] In this invention, the server includes: means for a user to input basic information about a game genre and theme; means for an artificial intelligence to automatically generate a game idea based on the input basic information; means for a user to input information about game rules, operation methods, and character behavior; means for the artificial intelligence to automatically generate program code based on the input information; means for a user to present the generated program code to the user; means for a user to specify a style and atmosphere of graphics and music; means for the artificial intelligence to automatically generate visual and sound assets based on the specified style and atmosphere; means for a user to upload the latest game data; means for automatically playtesting based on the uploaded data; and means for a user to present the results of the playtest to the user. This enables users to efficiently develop games and quickly complete high-quality games without requiring advanced specialized knowledge.
[1246] "User" refers to a person who intends to realize or improve their own game idea by using the game development support system.
[1247] "Terminal" refers to a device in general that includes an input interface and a display device operated by a user.
[1248] "Server" refers to the core part of the game development support system, a computer system that receives data from users, performs various processes, and returns the results.
[1249] "Input means" refers to the interface that allows users to provide the server with information such as the game genre, theme, rules, operation method, graphic and musical style and atmosphere, and the latest game data via their terminal.
[1250] "Artificial intelligence" refers to algorithms or models that perform automated processes such as generating game ideas, generating program code, generating visual and sound assets, and running playtests based on user input.
[1251] "Game Idea" refers to the creative concept of a game's story, setting, characters, etc., which is generated by artificial intelligence based on basic information entered by the user.
[1252] "Program code" refers to the code that enables the AI to automatically generate actions based on the rules, operation methods, and character behavior entered by the user.
[1253] "Visual assets" refers to visual elements such as images and animations that are generated by artificial intelligence based on the style and mood specified by the user.
[1254] "Sound assets" refer to acoustic elements such as background music and sound effects that are generated by artificial intelligence based on the atmosphere specified by the user.
[1255] "Playtesting" refers to the process in which artificial intelligence automatically plays the game based on the latest uploaded game data to detect any problems or bugs.
[1256] The "game development support system" of the present invention provides an environment in which users can easily develop games using artificial intelligence technology. This system mainly includes a terminal, a server, and a user interface.
[1257] First, the user uses the device's input interface to enter basic information such as the game's genre and theme. For example, "Genre: Action" and "Theme: Near-future." The device then sends this information to the server as an HTTP request. Specifically, the entered data is converted into JSON format and sent as a data packet.
[1258] The server generates game ideas using an artificial intelligence model (for example, OpenAI's GPT-4, an example of a generative AI model) based on the received basic information. The generated ideas might be stories such as "a hero who fights crime in a near-future city." The generated ideas are sent from the server to the device and displayed on the user's screen.
[1259] Next, the user inputs information about the game rules, operation methods, and character behavior into the device's input interface. For example, this information might be "jump to avoid obstacles" or "shoot an arrow to defeat an enemy." The device then sends this information back to the server. The server then uses the received information to automatically generate program code. Using an artificial intelligence model (e.g., Codex), it generates code for the character to jump when they press the space bar or to fire an arrow. The generated code is also sent from the server to the device and displayed to the user.
[1260] Additionally, users can specify the style and atmosphere of the graphics and music, such as "dark cyberpunk" or "thrilling background music." The device sends this information to the server, which then uses artificial intelligence models (such as DALL-E or Jukebox) to generate visual and sound assets. The generated assets are also sent to the device and displayed on the user's screen.
[1261] Finally, the user can upload the latest game data. The device then sends the uploaded data to the server, which then activates an AI-powered test player module. This automatically playtests the game and reports any issues or bugs found to the user. These correction instructions are then displayed on the device screen.
[1262] As a concrete example, the input prompt sentence for the generative AI model is as follows:
[1263] Game idea generation prompt:
[1264] Game genre: Action
[1265] Game theme: Near future
[1266] Generate ideas.
[1267] Program code generation prompt:
[1268] Game rule: "Jump to avoid obstacles"
[1269] Controls: "Jump with space bar"
[1270] Generate the code.
[1271] Visual and sound asset generation prompt:
[1272] Style: Dark Cyberpunk
[1273] Atmosphere: Thrilling BGM
[1274] Generate visual and sound assets.
[1275] Playtest prompt:
[1276] Game data: Latest version uploaded
[1277] Test the game to find any issues or bugs.
[1278] In this way, the present invention enables users to efficiently develop games and quickly complete high-quality games without requiring advanced specialized knowledge.
[1279] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1280] Step 1:
[1281] First, the user enters basic information such as the game genre and theme into the device's input interface. Specifically, the user enters information such as "Genre: Action" and "Theme: Near-future" using the keyboard. The input information is then stored in the device's memory.
[1282] Step 2:
[1283] Next, the device converts the input basic information into packet data and sends it to the server using an HTTP request. Specifically, this information is converted into JSON format and sent as a data packet. The transmitted data includes "Genre: Action" and "Theme: Near Future."
[1284] Step 3:
[1285] The server analyzes the received basic information and launches a generative AI model (e.g., OpenAI's GPT-4). To generate a prompt, the server extracts the input information from a database and passes it to the AI as a prompt such as, "Game genre: action, game theme: near-future, please generate an idea." Based on this prompt, the AI generates a game idea, such as "A hero who fights crime in a near-future city."
[1286] Step 4:
[1287] The generated game idea is sent from the server to the device. The server then encodes the result in JSON format and sends it to the device, where it is displayed on the device screen. Specifically, the idea "A hero who fights crime in a near-future city" is displayed as text on the device's display.
[1288] Step 5:
[1289] Next, the user inputs information about the game rules, operation methods, and character behavior into the device's input interface. Specifically, the user inputs rules such as "jump to avoid obstacles" or "shoot arrows to defeat enemies" using the keyboard. This information is also stored in the device's memory.
[1290] Step 6:
[1291] The device converts the input game rules and operation methods back into packet data and sends them to the server using an HTTP request. Specifically, the rule information is converted into JSON format and sent to the server as a data packet. The transmitted data includes instructions such as "jump to avoid obstacles" and "shoot arrows to defeat enemies."
[1292] Step 7:
[1293] The server analyzes the received information and launches a generative AI model (e.g., Codex). To generate a prompt, the server creates a prompt based on the input information, such as "Game rules: Avoid obstacles by jumping. Controls: Press the space bar to jump. Please generate code." This is then passed to the AI. The AI then generates program code based on this. For example, code for a character to press the space bar to jump or to fire an arrow is generated.
[1294] Step 8:
[1295] The generated program code is sent from the server to the terminal and displayed on the terminal screen. The code is displayed as text in the terminal's code editor. As a concrete example, the code editor displays a program that says "The character presses the space bar to jump."
[1296] Step 9:
[1297] Additionally, users can specify the style and atmosphere of the graphics and music, for example, by typing in "dark cyberpunk" or "thrilling background music." This information is also stored in the device's memory.
[1298] Step 10:
[1299] The device converts the specified information into packet data and sends it to the server. Specifically, it converts this information into JSON format and sends it to the server. The transmitted data includes "dark cyberpunk" and "thrilling background music."
[1300] Step 11:
[1301] The server uses the received information to launch a generative AI model (e.g., DALL-E or Jukebox) and generates assets based on the style and atmosphere of the graphics and music. The generation prompt is passed to the model in the form of "Style: Dark Cyberpunk, Atmosphere: Thrilling BGM, Please generate visual and sound assets." This will generate, for example, a dark cyberpunk background image and thrilling BGM.
[1302] Step 12:
[1303] The generated visual and sound assets are sent from the server to the device and displayed on the device screen. Specifically, the background image is displayed on the device display and background music is played.
[1304] Step 13:
[1305] Finally, the user uploads the latest game data by using the upload interface to select the latest game data file and clicking the upload button, which sends the data from the device's storage to the server.
[1306] Step 14:
[1307] The device converts the uploaded data into packet data and sends it to the server as an HTTP request. Specifically, it converts the game data file into binary format and sends it as a data packet. The transmitted data includes the latest game version.
[1308] Step 15:
[1309] The server launches the AI test player module based on the received game data and performs automatic playtesting. Specifically, the server analyzes the game data, and the AI executes the test play to detect anomalies and bugs. For example, the test player may detect anomalies during a jump action.
[1310] Step 16:
[1311] Any problems or bugs detected are sent from the server to the device, and the results are displayed on the device screen. Specifically, a message such as "A bug has occurred in the jump action at level 2" is displayed on the device's display. Users can use this information to make corrections to the game.
[1312] (Application example 1)
[1313] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."
[1314] Conventional game development systems require users to have specialized programming and design skills, and the process of adding developed games to virtual stores is complicated. This makes it difficult for general users to easily develop high-quality games and add them to virtual stores. This has led to the problem of limiting the variety of game content available in virtual stores.
[1315] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.
[1316] In this invention, the server includes means for a user to input basic information about a game genre and theme, means for an artificial intelligence to automatically generate game ideas based on the input basic information, means for presenting the generated game ideas to the user, and means for uploading the generated games to a virtual store, thereby enabling users without specialized knowledge to easily develop games and upload them to a virtual store.
[1317] "User" refers to an individual or organization that uses the service or system.
[1318] "Game genre" refers to the category or type of game, and includes classifications such as action, RPG, and puzzle.
[1319] "Theme" refers to the game's story, setting, background concepts, and worldview.
[1320] "Basic information" refers to the initial input information required to generate game ideas, such as game genre and theme.
[1321] "Artificial intelligence" refers to computer systems that mimic human intelligent behavior and technology that analyzes and automatically generates data.
[1322] "Game idea" refers to the concept and planning content of a game, including its basic elements.
[1323] "Means" refer to the methods or techniques used to achieve a certain goal.
[1324] "Program code" refers to a set of statements that instruct a computer to perform certain operations or functions.
[1325] "Graphics" refers to the visual information and drawing elements within the game.
[1326] "Music" refers to the sound effects and background music in the game.
[1327] "Visual and sound assets" refers to the images and audio data used in the game.
[1328] A "virtual store" is a virtual commercial space operated on the Internet where goods and services are offered.
[1329] "Upload" refers to the act of transferring data from a local device to a server.
[1330] The present invention provides a system that allows users to easily develop games and upload them to a virtual store. The system includes the following series of means:
[1331] Program Generation
[1332] First, the user uses a device such as a smartphone or computer to input basic information such as the game genre and theme. The device then obtains information to specify the genre and theme through an input interface and sends it to the server. Specific examples of input at this time could be genres and themes such as "action" and "near-future."
[1333] The server automatically generates game ideas using a generative AI model based on the received basic information. For example, a game idea such as "a cyber hero who fights crime in a near-future city" may be generated from the input information. This generated idea is sent from the server to the device and presented to the user.
[1334] Next, the user inputs information about the game rules, operation methods, and character behavior. For example, specific operation methods and rules such as "jump to avoid obstacles" or "shoot arrows to defeat enemies" are included. This information is also sent from the device to the server.
[1335] The server automatically generates program code based on the received rules and operation instructions. This program code contains instructions for implementing the game's basic operations and functions. The generated program code is then sent from the server to the terminal and confirmed by the user.
[1336] Generate visual and sound assets
[1337] Users can also specify the style and atmosphere of the graphics and music. For example, they could input "dark cyberpunk" or "thrilling background music." This information is also sent from the device to the server.
[1338] The server automatically generates visual and sound assets based on the user's specified style and atmosphere. Using generative AI models, it generates dark, cyberpunk-inspired background images and thrilling music. The generated assets are then sent from the server to the device and presented to the user.
[1339] Upload to Virtual Store
[1340] When the user is finally satisfied with the game, visual, and sound assets and wants to upload them to the virtual store, they do so via a bulk upload operation on their device, which sends the completed game and its associated assets to the server, which adds them to the virtual store.
[1341] Hardware and software used
[1342] This system allows users to use smartphones (iOS / Android devices) or computers as their terminals. The software uses Python server-side scripts, API integration, and RESTful APIs. The server is located on the cloud and is equipped with functions for implementing generative AI models.
[1343] Examples of specific examples and prompts
[1344] Specific examples
[1345] User A inputs "action," "near-future," "dark cyberpunk," and "thrilling background music." The server generates a game idea: "A cyber hero who fights crime in a near-future city." The user inputs the rules as "avoid obstacles by jumping" and the controls as "jump with the button," and the server generates the corresponding code and assets.
[1346] Prompt Sentence Examples
[1347] Game idea generation:
[1348] Genre: Action
[1349] Theme: Near Future
[1350] Use this information to generate game ideas.
[1351] Program code generation:
[1352] Rules: Jump to avoid obstacles
[1353] Controls: Jump with button
[1354] Generate the program code based on this information.
[1355] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1356] Step 1:
[1357] The user inputs basic information about the game (genre, theme). Using the device's input interface, the user inputs basic information such as "action" or "near-future." The input information is sent from the device to the server. This provides the basic data needed to generate game ideas.
[1358] Step 2:
[1359] The server generates game ideas based on the basic information entered. The server then activates a generative AI model based on the received information and generates ideas using prompt text. The AI model uses information such as "action" and "near future" to create ideas such as "a cyber hero who fights crime in a near-future city." The generated game ideas are sent from the server to the device and presented to the user.
[1360] Step 3:
[1361] The user inputs the game rules and operation methods. Using the device's input interface, the user inputs specific rules and operation methods, such as "avoid obstacles by jumping" or "jump with the button." This information is also sent from the device to the server.
[1362] Step 4:
[1363] The server generates program code based on the input rules and operation methods. The server then starts the generative AI model again and generates program code according to the prompt. For example, based on the rule "avoid obstacles by jumping," it generates code corresponding to the character's jumping action. This generated code is sent from the server to the terminal and presented to the user.
[1364] Step 5:
[1365] The user specifies the style of graphics and music. The user inputs styles such as "dark cyberpunk" or "thrilling background music" through the input interface on the device. This information is also sent from the device to the server.
[1366] Step 6:
[1367] The server generates visual and sound assets based on the graphic and music style. The server activates the visual generation module and music generation module to generate assets based on the specified style. For example, dark cyberpunk background images and thrilling music are generated. These assets are sent from the server to the device and presented to the user.
[1368] Step 7:
[1369] Users upload their completed games and related assets to the virtual store. Users perform a bulk upload operation on their device, and the device sends the completed games, visual assets, and sound assets to the server. The server adds the received content to the virtual store, making the games provided by the users available to other users.
[1370] Furthermore, an emotion engine that estimates the user's emotion may be further combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59, and perform identification processing using the user's emotion.
[1371] This invention, "Game Development Support System," utilizes artificial intelligence (AI) technology to provide an environment in which users can easily develop games. In addition, by combining it with an emotion engine that recognizes the user's emotions, it is possible to adjust each generated result based on the user's emotions.
[1372] Game idea generation
[1373] Embodiment
[1374] User enters basic information
[1375] The user accesses the input interface of the device and inputs basic information about the game genre and theme, such as "action" or "near-future."
[1376] Sending information by the device
[1377] The terminal receives the input basic information and transmits the data to the server.
[1378] Server-based idea generation
[1379] The server analyzes the received basic information and activates a game idea generation module. The AI searches for relevant data based on the basic information and generates new game ideas. For example, it might generate an idea for a "hero who fights crime in a futuristic city."
[1380] Emotional engine regulation
[1381] The server passes the generated game ideas to the emotion engine, which adjusts the ideas based on the user's emotional state. The emotion engine analyzes the user's emotions and generates more appropriate ideas based on the emotions.
[1382] Presenting the generated results
[1383] The adjusted game idea transmitted from the server to the terminal is presented to the user by the terminal.
[1384] Automatic programming
[1385] Embodiment
[1386] User input of information
[1387] The user inputs information about the game rules, operation methods, and character behavior into the device's input interface, such as "jump to avoid obstacles" or "shoot arrows to defeat enemies."
[1388] Sending information by the device
[1389] The terminal receives the input information and transmits it to the server.
[1390] Server-generated code
[1391] The server then launches a program generation module based on the received information. The AI generates appropriate program code based on the information. For example, it generates code for a character's jumping motion or arrow firing process.
[1392] Emotional engine regulation
[1393] The server then passes the generated program code to an emotion engine, which then adjusts the code based on the user's emotional state. The emotion engine analyzes the user's emotions and generates more appropriate code based on the emotions.
[1394] Presenting the generated results
[1395] The adjusted program code is sent from the server to the terminal and confirmed by the user.
[1396] Graphics and music generation
[1397] Embodiment
[1398] Specified by the user
[1399] Users specify the style and atmosphere of the graphics and music in the device's input interface, for example, "dark cyberpunk" or "thrilling background music."
[1400] Sending information by the device
[1401] The terminal receives the specified information and transmits it to the server.
[1402] Server-generated assets
[1403] The server launches visual and music generation modules, which generate visual and sound assets based on the specified style and atmosphere, such as dark cyberpunk background images and thrilling background music.
[1404] Emotional engine regulation
[1405] The server passes the generated visual and sound assets to an emotion engine, which adjusts the assets based on the user's emotional state. The emotion engine analyzes the user's emotions and generates more appropriate assets according to the emotions.
[1406] Presenting the generated results
[1407] The adjusted visual and sound assets are transmitted from the server to the terminal and presented to the user.
[1408] Providing test players
[1409] Embodiment
[1410] User upload of data
[1411] The user uploads the latest game data through the upload interface of the terminal.
[1412] Sending data by the device
[1413] The terminal receives the uploaded game data and transmits it to the server.
[1414] Server-based testing
[1415] The server receives the game data and launches the AI test player module, which automatically performs playtests based on the game data to detect problems and bugs.
[1416] Emotional engine regulation
[1417] The server passes the detected issues and bugs to the emotion engine, which adjusts the detection results based on the user's emotional state. The emotion engine analyzes the user's emotions and generates more appropriate feedback based on their emotions.
[1418] Presentation of detection results
[1419] The adjusted detection results are sent from the server to the terminal and presented to the user.
[1420] This approach allows each stage of game development to be tailored to the user's emotions, providing content that is more suited to the user and lowering the barrier to game development. Users can receive game ideas, program code, visual and sound assets, and test results that are optimized to suit their own emotions, making game development more intuitive and satisfying.
[1421] The processing flow will be explained below.
[1422] Game idea generation
[1423] Processing Steps
[1424] Step 1:
[1425] The user accesses the input interface of the device and inputs basic information about the game genre and theme. For example, the user inputs information such as "action" and "near-future."
[1426] Step 2:
[1427] The terminal receives basic information input by the user and transmits the data to the server.
[1428] Step 3:
[1429] The server analyzes the received basic information and launches a game idea generation module.
[1430] Step 4:
[1431] The server's AI searches for relevant data based on the basic information and generates new game ideas, such as "a hero who fights crime in a futuristic city."
[1432] Step 5:
[1433] The server passes the generated game ideas to the emotion engine, which then adjusts the ideas based on the user's emotional state. The emotion engine then analyzes the user's emotions.
[1434] Step 6:
[1435] The emotion engine adjusts the generated ideas based on the user's emotions, for example, increasing the fun factor if the user is happy.
[1436] Step 7:
[1437] The server sends the adjusted game idea to the device.
[1438] Step 8:
[1439] The terminal presents the game idea received from the server to the user.
[1440] Automatic programming
[1441] Processing Steps
[1442] Step 1:
[1443] The user uses the device's input interface to input information about the game rules, operation methods, and character behavior. For example, the user inputs information such as "jump to avoid obstacles" and "shoot arrows to defeat enemies."
[1444] Step 2:
[1445] The terminal receives the input information and transmits it to the server.
[1446] Step 3:
[1447] The server starts the program generation module based on the information.
[1448] Step 4:
[1449] The server's AI generates appropriate program code based on the information, such as code for a character's jumping motion or firing an arrow.
[1450] Step 5:
[1451] The server passes the generated program code to the emotion engine, which then adjusts the code based on the user's emotional state. The emotion engine then analyzes the user's emotions.
[1452] Step 6:
[1453] The emotion engine adjusts the generated code based on the user's emotions, for example, lowering the difficulty if the user is stressed.
[1454] Step 7:
[1455] The server transmits the adjusted program code to the terminal.
[1456] Step 8:
[1457] The terminal presents the received program code to the user.
[1458] Graphics and music generation
[1459] Processing Steps
[1460] Step 1:
[1461] The user uses the device's input interface to specify the style and atmosphere of the graphics and music, for example, "dark cyberpunk" or "thrilling background music."
[1462] Step 2:
[1463] The terminal receives the specified information and transmits it to the server.
[1464] Step 3:
[1465] Based on the information received by the server, the visual generation module and the music generation module are activated.
[1466] Step 4:
[1467] The server's AI generates visual and sound assets based on the specified style and atmosphere, such as dark cyberpunk background images and thrilling background music.
[1468] Step 5:
[1469] The server passes the generated visual and sound assets to the emotion engine, which then adjusts the assets based on the user's emotional state. The emotion engine analyzes the user's emotions.
[1470] Step 6:
[1471] An emotion engine adjusts the generated assets based on the user's emotions, for example adding calming music if the user is nervous.
[1472] Step 7:
[1473] The server sends the adjusted visual and sound assets to the device.
[1474] Step 8:
[1475] The terminal presents the received visual and sound assets to the user.
[1476] Providing test players
[1477] Processing Steps
[1478] Step 1:
[1479] The user uploads the latest game data using the upload interface of the device.
[1480] Step 2:
[1481] The terminal receives the uploaded game data and transmits it to the server.
[1482] Step 3:
[1483] The server receives the game data and launches the AI test player module.
[1484] Step 4:
[1485] The server's AI test player automatically performs playtests based on game data.
[1486] Step 5:
[1487] The server extracts any problems or bugs discovered as a result of the test play.
[1488] Step 6:
[1489] The server passes the detected issues and bugs to the emotion engine, which then adjusts the detection results based on the user's emotional state. The emotion engine then analyzes the user's emotions.
[1490] Step 7:
[1491] The emotion engine adjusts the detection results based on the user's emotions, for example, if the user is tired, it will provide easy-to-understand feedback.
[1492] Step 8:
[1493] The server sends the adjusted detection results to the terminal.
[1494] Step 9:
[1495] The terminal presents the received detection results to the user.
[1496] These are the specific processing steps of the "Game Development Support System." This system adjusts each generated result based on the user's emotions, providing content that is more suited to the user. This improves the efficiency and quality of game development, enabling users to create satisfying games in a short period of time.
[1497] Example 2
[1498] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."
[1499] In the traditional game development process, there were limited means for designing and developing games based on user-generated ideas and requests, making it particularly difficult to make adjustments based on the user's emotional state. Furthermore, there was a lack of efficient systems for automatically generating program code and visual and sound assets based on user input. This created high barriers to game development, making it difficult for users to quickly create intuitively satisfying content.
[1500] The identification process by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes: means for a user to input basic information about an entertainment genre or theme; means for a generative model to automatically generate an idea based on the input basic information; means for adjusting the generated idea based on the user's emotional state using a sentiment analysis engine; means for presenting the adjusted idea to the user; means for a user to input information about system rules, operation methods, and character behavior; means for a generative model to automatically generate program code based on the input information; means for adjusting the generated program code based on the user's emotional state using a sentiment analysis engine; means for presenting the adjusted program code to the user; means for a user to specify the style and atmosphere of visual or auditory elements; means for a generative model to automatically generate visual and sound elements based on the specified style and atmosphere; means for adjusting the generated visual and sound elements based on the user's emotional state using a sentiment analysis engine; and means for presenting the adjusted visual and sound elements to the user. This makes it possible to provide creative content optimized according to the user's emotional state, thereby improving the efficiency of the entire game development process and increasing user satisfaction.
[1501] "Entertainment genre" refers to the type or category of games or content, including formats such as action, adventure, and puzzle.
[1502] "Theme" refers to the basic concept, setting, and atmosphere of a game or content, and refers to elements such as medieval fantasy or the near future.
[1503] "Generative Model" refers to a computational engine that uses artificial intelligence to automatically generate ideas, program code, visual or sound assets, etc. based on user input.
[1504] "Ingenuity" refers to new game ideas and concepts created by generative models.
[1505] "Sentiment analysis engine" refers to artificial intelligence technology that analyzes a user's emotional state and adjusts generated ideas and elements based on the results.
[1506] "System rules" refer to the standards or instructions that define the behavior or functionality of a game or program.
[1507] "Operation method" refers to the procedures and interface settings that a user uses to operate a game or program.
[1508] "Character behavior" refers to the behavior rules and patterns that define how characters in a game behave.
[1509] "Program code" refers to a set of instructions written to execute a computer program correctly.
[1510] "Visual elements" refers to graphics, images, visual designs, etc. displayed in games and content.
[1511] "Auditory elements" refers to elements related to sound, such as music, sound effects, and voices, used in games and content.
[1512] The "game development support system" of the present invention utilizes artificial intelligence (AI) technology to provide an environment in which users can easily develop games. In particular, it integrates a generative model and a sentiment analysis engine, and has the function of adjusting each generation result based on the user's emotional state. The following describes in detail the mode for carrying out the present invention.
[1513] Game idea generation
[1514] First, the user inputs the entertainment genre or theme (e.g., "action" or "medieval fantasy") through the device's input interface. This input data is sent from the device to the server. The server uses a generative AI model (e.g., OpenAI GPT-4) to generate new game ideas based on the received basic information. The generated ideas are adjusted based on the user's emotional state by a sentiment analysis engine (e.g., Affectiva engine), and then sent back to the device to be presented to the user.
[1515] Examples:
[1516] If a user inputs the themes "action" and "medieval fantasy," the generative AI model generates the idea "an epic adventure to slay a dragon." The sentiment analysis engine analyzes the user's emotional state and refines the idea to "a story about an adventure as a dragon's companion."
[1517] Example prompt sentence:
[1518] Generate new game ideas with an "action" or "medieval fantasy" theme.
[1519] Automatic programming
[1520] Next, the user uses the device's input interface to input information about the game rules, operation methods, and character behavior (e.g., "jump to avoid obstacles" or "shoot arrows to defeat enemies"). The input information is sent to the server, where it is generated as program code by the server's generative model (e.g., OpenAI Codex). The generated code is adjusted based on the user's emotional state using a sentiment analysis engine, and then returned to the device and presented to the user.
[1521] Examples:
[1522] If a user inputs information such as "jump to avoid obstacles" or "shoot an arrow to defeat an enemy," the generative AI model generates code that corresponds to the character's jumping motion and the arrow firing process. The emotion analysis engine analyzes the user's emotional state and may change the code to "double jump."
[1523] Graphics and music generation
[1524] The user specifies the style and mood of the visual or auditory elements (e.g., "dark cyberpunk" or "thrilling background music") using the device's input interface. This information is sent to the server, where a generative AI model (e.g., DALL-E or Jukedeck) generates the graphics and music assets. The generated assets are adjusted based on the user's emotional state using an emotion analysis engine and presented to the user via the device.
[1525] Examples:
[1526] If a user selects "dark cyberpunk," the generative AI model will generate a dark cyberpunk background image, and the sentiment analysis engine will adjust the color tone based on the user's emotional state.
[1527] Providing test players
[1528] Finally, the user uploads the latest game data to the server through the device's upload interface. The server then launches an AI test player module (e.g., Unity ML-Agents) to automatically perform playtests and detect problems and bugs. The detected results are then adjusted based on the user's emotional state by a sentiment analysis engine and presented to the user via their device.
[1529] The system according to the present invention enables a user to quickly and efficiently generate optimal creative content adapted to their emotional state.
[1530] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1531] Step 1: Enter basic information
[1532] The user accesses the input interface of the device and inputs basic information about the entertainment genre or theme, for example, "action" or "medieval fantasy." This operation generates input data.
[1533] Input: Basic information about entertainment genres and themes entered by user.
[1534] Output: Basic information data sent from the device to the server.
[1535] Step 2: Submit your information
[1536] The terminal receives the basic information data entered by the user and transmits this data to the server using a secure communication protocol.
[1537] Input: Basic information data entered by the user.
[1538] Output: Basic information data sent to the server.
[1539] Step 3: Idea generation
[1540] The server analyzes the received basic information data and launches a generative AI model (e.g., OpenAI GPT-4). The generative AI model automatically generates new game ideas based on the basic information, searching for and combining related data.
[1541] Input: Basic information data sent from the device.
[1542] Output: Game ideas generated by the generative AI model.
[1543] Step 4: Adjustment by Sentiment Analysis
[1544] The server passes the generated game ideas to a sentiment analysis engine (e.g., Affectiva engine) that adjusts the ideas based on the user's emotional state. The sentiment analysis engine uses the user's past feedback and current emotional data to make optimal adjustments.
[1545] Input: Generated game ideas and user emotion data.
[1546] Output: A tweaked game idea.
[1547] Step 5: Presenting the generated results
[1548] The server sends the adjusted game idea to the terminal, which displays it to the user, who can confirm the specific game idea and provide further feedback.
[1549] Input: tweaked game ideas.
[1550] Output: The game idea displayed on the user's device.
[1551] Step 6: Enter the game rules and controls
[1552] The user inputs the game rules and operation methods (e.g., "jump to avoid obstacles" or "shoot arrows to defeat enemies") into the device's input interface, which generates input data.
[1553] Input: User input game rules and controls.
[1554] Output: Rules and operation data sent from the device to the server.
[1555] Step 7: Submit your information
[1556] The device sends the entered rules and operation method data to the server via secure communication.
[1557] Input: User-entered rule and instruction data.
[1558] Output: Rules and operation method data sent to the server.
[1559] Step 8: Generate Code
[1560] The server uses the received data to launch a generative AI model (e.g., OpenAI Codex), which automatically generates appropriate program code based on the input information. The generative AI model analyzes the instruction set and generates the necessary code.
[1561] Input: Rules and operation method data.
[1562] Output: The program code generated by the generative AI model.
[1563] Step 9: Adjust with sentiment analysis
[1564] The server passes the generated program code to a sentiment analysis engine, which then adjusts the code based on the user's emotional state. The sentiment analysis engine evaluates whether the content of the code is appropriate for the user's emotions and makes the necessary adjustments.
[1565] Input: Generated program code and user emotion data.
[1566] Output: The adjusted program code.
[1567] Step 10: Presenting the generated results
[1568] The server sends the adjusted program code to the terminal, which displays it to the user, who can review the code and request modifications if necessary.
[1569] Input: The adjusted program code.
[1570] Output: The program code displayed on the user's terminal.
[1571] Step 11: Specify visual and auditory elements
[1572] The user specifies the style and atmosphere of the visual and auditory elements (e.g., "dark cyberpunk" or "thrilling background music") using the device's input interface.
[1573] Input: Style and mood information for the visual and auditory elements of user input.
[1574] Output: Style and mood information sent from the device to the server.
[1575] Step 12: Submit your information
[1576] The terminal transmits the information of the specified visual and auditory elements to the server in a secure manner.
[1577] Input: Visual and auditory information.
[1578] Output: Visual and auditory information sent to the server.
[1579] Step 13: Generate assets
[1580] The server launches visual generation and music generation modules, which generate visual and sound elements using generative AI models (e.g., DALL-E, Jukedeck) based on the specified style and atmosphere.
[1581] Input: Information for the specified visual and auditory elements.
[1582] Output: The visual and sound element data generated by the generative AI model.
[1583] Step 14: Adjustment by Sentiment Analysis
[1584] The server passes the generated visual and sound elements to a sentiment analysis engine that adjusts the assets based on the user's emotional state, so that the assets match the user's emotions.
[1585] Input: Generated visual and sound element data and user emotion data.
[1586] Output: Coordinated visual and sound elements.
[1587] Step 15: Presenting the generated results
[1588] The server sends the adjusted visual and sound elements to the terminal, which displays them to the user, who reviews the generated assets and provides feedback.
[1589] Input: Coordinated visual and sound elements.
[1590] Output: The visual and sound elements displayed on the user's device.
[1591] Step 16: Upload your data
[1592] The user uploads the latest game data through the upload interface of the device, including the game progress and newly added elements.
[1593] Input: Latest game data.
[1594] Output: Game data sent from the device to the server.
[1595] Step 17: Sending Data
[1596] The device then sends the uploaded game data to the server, where it is checked to ensure data integrity.
[1597] Input: Uploaded game data.
[1598] Output: Game data sent to the server.
[1599] Step 18: Testing
[1600] The server launches an AI test player module (e.g., Unity ML-Agents) to automatically perform playtests based on the received game data. The AI test player simulates each scenario in the game and detects problems and bugs.
[1601] Input: Received game data.
[1602] Output: A list of issues and bugs discovered by the AI test player.
[1603] Step 19: Adjustment by Sentiment Analysis
[1604] The server passes the detected issues and bugs to a sentiment analysis engine that adjusts the test results based on the user's emotional state, making the feedback more palatable to the user.
[1605] Input: A list of issues / bugs and user sentiment data.
[1606] Output: Coordinated bug reports and feedback.
[1607] Step 20: Presenting the detection results
[1608] The server sends the adjusted findings to the device, which displays them to the user, who can review the list of bugs and issues and provide feedback for fixes.
[1609] Input: The adjusted detection results.
[1610] Output: Bug reports and feedback displayed on the user's terminal.
[1611] (Application example 2)
[1612] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."
[1613] In recent years, the advertising industry has been seeking to maximize the effectiveness of advertising by providing ads optimized based on the user's emotional state. However, conventional ad generation systems have had difficulty acquiring the user's emotional state in real time and adjusting the ad content accordingly. This has resulted in the inability to provide optimal ads to users, limiting the effectiveness of advertising.
[1614] The identification process by the identification processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes a means for a user to input basic information about the target of the advertisement, a means for an artificial intelligence to automatically generate and adjust advertising ideas based on the input basic information and emotional state, a means for presenting the generated and adjusted advertising ideas to the user, and a means for acquiring and analyzing the user's emotional state using an emotion engine. This makes it possible to provide advertisements optimized for the user's emotional state in real time.
[1615] "Basic target information for advertising" is basic information for generating advertisements, such as categories of interest to the user and purchasing history.
[1616] "Emotional state" is information that indicates the user's current emotion, such as excitement or relaxation.
[1617] "Artificial intelligence" refers to computer programs and technologies for generating and tailoring optimal advertising ideas and content based on user-entered information and the user's emotional state.
[1618] An "advertising idea" is the basic concept of an advertisement to be presented to users, and specifically indicates the theme and concept of the advertisement.
[1619] An "emotion engine" is a system or software that acquires and analyzes a user's emotional state from cameras, sensors, etc.
[1620] "Visual and audio assets" are the image and audio data that make up the visual and audio elements of an advertisement.
[1621] "Real-time" means responding immediately to user operations and situations and processing without delay.
[1622] The advertisement generation system of the present invention is realized by having a user input basic information of the target of the advertisement, and an artificial intelligence automatically generates and adjusts advertisement ideas based on the input basic information and the emotional state of the user. Hereinafter, a specific embodiment of the present invention will be described in detail.
[1623] System Configuration
[1624] Equipment and Hardware
[1625] 1. User Device:
[1626] Devices such as smartphones, smart glasses, and head-mounted displays are used.
[1627] These devices have an input interface, and users can input basic information about the user and information about the advertisement content.
[1628] Cameras and sensors are used to capture the user's emotional state in real time.
[1629] 2. Server:
[1630] A computer system for receiving and analyzing input information.
[1631] Equipped with a high-performance processor and GPU to run the AI models and emotion engine that generate advertising ideas and content.
[1632] software
[1633] 1. Input interface:
[1634] An application that allows users to enter basic information and sentiment information about the target audience of the ad.
[1635] The entered information is sent to the server via API.
[1636] 2. AI Models and Generative Engines:
[1637] It includes an advertising idea generation module and an advertising content generation module.
[1638] It includes algorithms that generate the basic concept and specific content of advertisements based on user input.
[1639] 3. Emotion Engine:
[1640] Software that analyzes the user's emotional state using data obtained from cameras and sensors.
[1641] Based on the results of sentiment analysis, the generated advertising ideas and content are adjusted.
[1642] Operating procedure
[1643] User input
[1644] Users input basic information about the target of the advertisement through the input interface of their device. For example, they input "technology" or "sports" as their "interest category" and register "smartphones" or "running shoes" as their "purchase history."
[1645] Receiving and analyzing information by the server
[1646] The basic information sent from the user's device is received by the server, which then uses this information to activate an AI model and generate advertising ideas and content.
[1647] Emotional engine regulation
[1648] The server acquires user emotional data through cameras and sensors. For example, it analyzes the camera feed to determine whether the user is in an "excited" or "relaxed" state. Based on the analysis results, it generates advertising ideas and optimizes the content of the ads.
[1649] Advertisement presentation
[1650] The adjusted advertising ideas and content are sent from the server to the user's device, which then displays the optimized advertisement in real time.
[1651] Specific examples
[1652] In a specific scenario, if a user likes "technology" related ads and a smartphone uses its camera to analyze the user's emotions and finds that the user is in an "excited" state, the generated ad idea will emphasize the promotion of a newly released smartphone, taking into account the user's excitement.
[1653] Prompt Sentence Examples
[1654] Here is an example prompt:
[1655] "Situation: Generate ads for the latest smartphones for users who are interested and excited about technology."
[1656] In this way, the present invention provides a system that can provide optimized advertisements in real time based on the emotional state of the user.
[1657] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1658] Step 1:
[1659] The user enters basic information about the target of the advertisement. Specifically, the user enters "categories of interest" and "purchase history" through an input interface installed on a device such as a smartphone. Examples of input data at this time include "technology," "sports interests," and "smartphone." The input data is saved in the device in JSON format.
[1660] Step 2:
[1661] The device sends the entered basic information to the server. The input data is sent to the server in JSON format. Specifically, the device sends the data to the server's API endpoint using an HTTP POST request. This allows the server to receive the user's basic information.
[1662] Step 3:
[1663] The server analyzes the received basic information and launches the advertising idea generation module. The AI model generates advertising ideas based on this information. For example, if the user is interested in "technology," advertising ideas for new gadgets and digital products will be generated. The output advertising ideas will be used for emotion regulation in the next step.
[1664] Step 4:
[1665] The device uses cameras and sensors to capture the user's emotional state in real time. The emotion engine uses image analysis algorithms to analyze the user's emotional state, such as "excitement" or "relaxation," from their facial expressions and physical movements. The analysis results are sent to a server and stored as emotional data.
[1666] Step 5:
[1667] The server adjusts the generated advertising ideas based on the received emotional data. The advertising ideas and emotional data are integrated to generate advertising content optimized for the user's emotional state. For example, if the user is in an "excited state," a powerful and eye-catching advertising design will be selected. The adjusted advertising content is then presented to the user in the next step.
[1668] Step 6:
[1669] The adjusted advertising content is sent from the server to the device and displayed at the optimal time for the user. For example, an advertisement for a new smartphone is displayed at the optimal time while the user is using their smartphone. The user's reaction is again captured through the camera and sensors and sent to the server as feedback data.
[1670] In this way, data processing and calculations are carried out based on the input data at each processing step, and ultimately, advertising content optimized for the user's emotional state is provided in real time.
[1671] 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.
[1672] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.
[1673] In the above embodiment, an example was given in which the specific processing is performed by the data processing device 12, but the technology of the present disclosure is not limited to this, and the specific processing may be performed by the headset type terminal 314.
[1674] [Fourth embodiment]
[1675] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.
[1676] 7, a data processing system 410 includes a data processing device 12 and a robot 414. An example of the data processing device 12 is a server.
[1677] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).
[1678] 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.
[1679] The microphone 238 receives instructions and the like from the user 20 by receiving voice uttered by the user 20. The microphone 238 captures the voice uttered by the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio in accordance with instructions from the processor 46.
[1680] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the surroundings of user 20 (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).
[1681] 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.
[1682] The control object 443 includes a display device, LEDs in the eyes, and motors for driving the arms, hands, and feet. The posture and gestures of the robot 414 are controlled by controlling the motors of the arms, hands, and feet. Some of the emotions of the robot 414 can be expressed by controlling these motors. In addition, the facial expressions of the robot 414 can also be expressed by controlling the light emission state of the LEDs in the eyes of the robot 414.
[1683] 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.
[1684] The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.
[1685] 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.
[1686] In the robot 414, the processor 46 performs the reception output process. A reception output program 60 is stored in the storage 50. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.
[1687] Next, a description will be given of the specific processing performed by the specific processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[1688] This invention, a "game development support system," utilizes AI technology to provide an environment in which users can easily develop games. The system includes a user interface for inputting basic information, an automatic generation module using artificial intelligence, and various means for presenting the generated results.
[1689] Game idea generation
[1690] Embodiment
[1691] User enters basic information
[1692] The user inputs basic information such as the game genre and theme through the device's input interface, such as "action" or "near-future."
[1693] The device sends information to the server
[1694] The terminal transmits the input basic information to the server.
[1695] Server generates game ideas
[1696] The server then launches a game idea generation module, and the AI generates a game idea based on the received basic information. For example, it might generate an idea for a "hero who fights crime in a near-future city."
[1697] Presenting the generated results
[1698] The game idea transmitted from the server to the terminal is presented to the user by the terminal.
[1699] Automatic programming
[1700] Embodiment
[1701] The user inputs the game rules and operation methods.
[1702] The user inputs information about the game rules, operation methods, and character behavior into the device's input interface, such as "jump to avoid obstacles" or "shoot arrows to defeat enemies."
[1703] The device sends information to the server
[1704] The terminal transmits the input information to the server.
[1705] The server generates the program code
[1706] The server then launches a program generation module, which uses the AI to generate appropriate program code based on the received information, such as code for a character's jumping motion or arrow firing process.
[1707] Presenting the generated results
[1708] The generated program code is transmitted from the server to the terminal and confirmed by the user.
[1709] Graphics and music generation
[1710] Embodiment
[1711] User-defined style and atmosphere
[1712] Users specify the style and atmosphere of the graphics and music in the device's input interface, for example, "dark cyberpunk" or "thrilling background music."
[1713] The device sends information to the server
[1714] The terminal transmits the specified information to the server.
[1715] Server generates visual and sound assets
[1716] The server launches visual generation and music generation modules, which generate visual and sound assets based on the specified style and atmosphere, such as dark cyberpunk background images and thrilling background music.
[1717] Presenting the generated results
[1718] The generated visual and sound assets are transmitted from the server to the terminal and presented to the user.
[1719] Providing test players
[1720] Embodiment
[1721] User uploads latest game data
[1722] The user uploads the latest game data through the upload interface of the terminal.
[1723] The device sends game data to the server
[1724] The terminal transmits the uploaded game data to the server.
[1725] The server starts the test player.
[1726] The server will launch the AI test player module, which will automatically run playtests based on the game data, detecting any issues or bugs.
[1727] Presentation of detection results
[1728] Any problems or bugs detected are sent from the server to the device and presented to the user, who can then refer to them and make corrections.
[1729] The above-described embodiments allow users to efficiently develop games even if they do not have advanced programming or design skills. Furthermore, by checking and correcting the automatically generated materials, code, and test player results, it becomes possible to create high-quality games in a short amount of time.
[1730] The processing flow will be explained below.
[1731] Game idea generation
[1732] Processing Steps
[1733] Step 1:
[1734] The user accesses the input interface of the terminal and inputs basic information about the game genre and theme.
[1735] Step 2:
[1736] The terminal receives basic information input by the user and transmits the data to the server.
[1737] Step 3:
[1738] The server analyzes the received basic information and launches a game idea generation module.
[1739] Step 4:
[1740] The server's AI searches for relevant data based on basic information and generates new game ideas.
[1741] Step 5:
[1742] The server transmits the generated game idea to the terminal.
[1743] Step 6:
[1744] The terminal presents the game idea received from the server to the user.
[1745] Automatic programming
[1746] Processing Steps
[1747] Step 1:
[1748] The user uses the input interface of the terminal to input information about the game rules, operation methods, and character behavior.
[1749] Step 2:
[1750] The terminal receives the input information and transmits it to the server.
[1751] Step 3:
[1752] The server starts a program generation module based on the received information.
[1753] Step 4:
[1754] The server's AI generates appropriate program code based on the information.
[1755] Step 5:
[1756] The server transmits the generated program code to the terminal.
[1757] Step 6:
[1758] The terminal presents the received program code to the user.
[1759] Graphics and music generation
[1760] Processing Steps
[1761] Step 1:
[1762] The user specifies the style and mood of the graphics and music using the terminal interface.
[1763] Step 2:
[1764] The terminal receives the input style and atmosphere information and transmits it to the server.
[1765] Step 3:
[1766] Based on the information received by the server, the visual generation module and the music generation module are activated.
[1767] Step 4:
[1768] The server's AI generates visual and sound assets based on a specified style and mood.
[1769] Step 5:
[1770] The server sends generated visual and sound assets to the device.
[1771] Step 6:
[1772] The terminal presents the received visual and sound assets to the user.
[1773] Providing test players
[1774] Processing Steps
[1775] Step 1:
[1776] The user uploads the latest game data using the upload interface of the device.
[1777] Step 2:
[1778] The terminal receives the uploaded game data and transmits it to the server.
[1779] Step 3:
[1780] The server receives the game data and launches the AI test player module.
[1781] Step 4:
[1782] The server's AI test player automatically performs playtests based on game data.
[1783] Step 5:
[1784] The server extracts information about any problems or bugs detected as a result of the test play.
[1785] Step 6:
[1786] The server will send information about any problems or bugs detected to the device.
[1787] Step 7:
[1788] The terminal presents the detection results to the user.
[1789] These are the specific processing steps of the "Game Development Support System." This system allows users to efficiently and effectively materialize their game ideas and advance game development.
[1790] Example 1
[1791] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[1792] Game development requires advanced programming and design skills, making it difficult for many users to realize their ideas. Furthermore, the various tasks that arise at each stage of the development process are substantial, placing a time and cost burden on small and medium-sized developers in particular, making it difficult to develop quickly and efficiently.
[1793] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.
[1794] In this invention, the server includes: means for a user to input basic information about a game genre and theme; means for an artificial intelligence to automatically generate a game idea based on the input basic information; means for a user to input information about game rules, operation methods, and character behavior; means for the artificial intelligence to automatically generate program code based on the input information; means for a user to present the generated program code to the user; means for a user to specify a style and atmosphere of graphics and music; means for the artificial intelligence to automatically generate visual and sound assets based on the specified style and atmosphere; means for a user to upload the latest game data; means for automatically playtesting based on the uploaded data; and means for a user to present the results of the playtest to the user. This enables users to efficiently develop games and quickly complete high-quality games without requiring advanced specialized knowledge.
[1795] "User" refers to a person who intends to realize or improve their own game idea by using the game development support system.
[1796] "Terminal" refers to a device in general that includes an input interface and a display device operated by a user.
[1797] "Server" refers to the core part of the game development support system, a computer system that receives data from users, performs various processes, and returns the results.
[1798] "Input means" refers to the interface that allows users to provide the server with information such as the game genre, theme, rules, operation method, graphic and musical style and atmosphere, and the latest game data via their terminal.
[1799] "Artificial intelligence" refers to algorithms or models that perform automated processes such as generating game ideas, generating program code, generating visual and sound assets, and running playtests based on user input.
[1800] "Game Idea" refers to the creative concept of a game's story, setting, characters, etc., which is generated by artificial intelligence based on basic information entered by the user.
[1801] "Program code" refers to the code that enables the AI to automatically generate actions based on the rules, operation methods, and character behavior entered by the user.
[1802] "Visual assets" refers to visual elements such as images and animations that are generated by artificial intelligence based on the style and mood specified by the user.
[1803] "Sound assets" refer to acoustic elements such as background music and sound effects that are generated by artificial intelligence based on the atmosphere specified by the user.
[1804] "Playtesting" refers to the process in which artificial intelligence automatically plays the game based on the latest uploaded game data to detect any problems or bugs.
[1805] The "game development support system" of the present invention provides an environment in which users can easily develop games using artificial intelligence technology. This system mainly includes a terminal, a server, and a user interface.
[1806] First, the user uses the device's input interface to enter basic information such as the game's genre and theme. For example, "Genre: Action" and "Theme: Near-future." The device then sends this information to the server as an HTTP request. Specifically, the entered data is converted into JSON format and sent as a data packet.
[1807] The server generates game ideas using an artificial intelligence model (for example, OpenAI's GPT-4, an example of a generative AI model) based on the received basic information. The generated ideas might be stories such as "a hero who fights crime in a near-future city." The generated ideas are sent from the server to the device and displayed on the user's screen.
[1808] Next, the user inputs information about the game rules, operation methods, and character behavior into the device's input interface. For example, this information might be "jump to avoid obstacles" or "shoot an arrow to defeat an enemy." The device then sends this information back to the server. The server then uses the received information to automatically generate program code. Using an artificial intelligence model (e.g., Codex), it generates code for the character to jump when they press the space bar or to fire an arrow. The generated code is also sent from the server to the device and displayed to the user.
[1809] Additionally, users can specify the style and atmosphere of the graphics and music, such as "dark cyberpunk" or "thrilling background music." The device sends this information to the server, which then uses artificial intelligence models (such as DALL-E or Jukebox) to generate visual and sound assets. The generated assets are also sent to the device and displayed on the user's screen.
[1810] Finally, the user can upload the latest game data. The device then sends the uploaded data to the server, which then activates an AI-powered test player module. This automatically playtests the game and reports any issues or bugs found to the user. These correction instructions are then displayed on the device screen.
[1811] As a concrete example, the input prompt sentence for the generative AI model is as follows:
[1812] Game idea generation prompt:
[1813] Game genre: Action
[1814] Game theme: Near future
[1815] Generate ideas.
[1816] Program code generation prompt:
[1817] Game rule: "Jump to avoid obstacles"
[1818] Controls: "Jump with space bar"
[1819] Generate the code.
[1820] Visual and sound asset generation prompt:
[1821] Style: Dark Cyberpunk
[1822] Atmosphere: Thrilling BGM
[1823] Generate visual and sound assets.
[1824] Playtest prompt:
[1825] Game data: Latest version uploaded
[1826] Test the game to find any issues or bugs.
[1827] In this way, the present invention enables users to efficiently develop games and quickly complete high-quality games without requiring advanced specialized knowledge.
[1828] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1829] Step 1:
[1830] First, the user enters basic information such as the game genre and theme into the device's input interface. Specifically, the user enters information such as "Genre: Action" and "Theme: Near-future" using the keyboard. The input information is then stored in the device's memory.
[1831] Step 2:
[1832] Next, the device converts the input basic information into packet data and sends it to the server using an HTTP request. Specifically, this information is converted into JSON format and sent as a data packet. The transmitted data includes "Genre: Action" and "Theme: Near Future."
[1833] Step 3:
[1834] The server analyzes the received basic information and launches a generative AI model (e.g., OpenAI's GPT-4). To generate a prompt, the server extracts the input information from a database and passes it to the AI as a prompt such as, "Game genre: action, game theme: near-future, please generate an idea." Based on this prompt, the AI generates a game idea, such as "A hero who fights crime in a near-future city."
[1835] Step 4:
[1836] The generated game idea is sent from the server to the device. The server then encodes the result in JSON format and sends it to the device, where it is displayed on the device screen. Specifically, the idea "A hero who fights crime in a near-future city" is displayed as text on the device's display.
[1837] Step 5:
[1838] Next, the user inputs information about the game rules, operation methods, and character behavior into the device's input interface. Specifically, the user inputs rules such as "jump to avoid obstacles" or "shoot arrows to defeat enemies" using the keyboard. This information is also stored in the device's memory.
[1839] Step 6:
[1840] The device converts the input game rules and operation methods back into packet data and sends them to the server using an HTTP request. Specifically, the rule information is converted into JSON format and sent to the server as a data packet. The transmitted data includes instructions such as "jump to avoid obstacles" and "shoot arrows to defeat enemies."
[1841] Step 7:
[1842] The server analyzes the received information and launches a generative AI model (e.g., Codex). To generate a prompt, the server creates a prompt based on the input information, such as "Game rules: Avoid obstacles by jumping. Controls: Press the space bar to jump. Please generate code." This is then passed to the AI. The AI then generates program code based on this. For example, code for a character to press the space bar to jump or to fire an arrow is generated.
[1843] Step 8:
[1844] The generated program code is sent from the server to the terminal and displayed on the terminal screen. The code is displayed as text in the terminal's code editor. As a concrete example, the code editor displays a program that says "The character presses the space bar to jump."
[1845] Step 9:
[1846] Additionally, users can specify the style and atmosphere of the graphics and music, for example, by typing in "dark cyberpunk" or "thrilling background music." This information is also stored in the device's memory.
[1847] Step 10:
[1848] The device converts the specified information into packet data and sends it to the server. Specifically, it converts this information into JSON format and sends it to the server. The transmitted data includes "dark cyberpunk" and "thrilling background music."
[1849] Step 11:
[1850] The server uses the received information to launch a generative AI model (e.g., DALL-E or Jukebox) and generates assets based on the style and atmosphere of the graphics and music. The generation prompt is passed to the model in the form of "Style: Dark Cyberpunk, Atmosphere: Thrilling BGM, Please generate visual and sound assets." This will generate, for example, a dark cyberpunk background image and thrilling BGM.
[1851] Step 12:
[1852] The generated visual and sound assets are sent from the server to the device and displayed on the device screen. Specifically, the background image is displayed on the device display and background music is played.
[1853] Step 13:
[1854] Finally, the user uploads the latest game data by using the upload interface to select the latest game data file and clicking the upload button, which sends the data from the device's storage to the server.
[1855] Step 14:
[1856] The device converts the uploaded data into packet data and sends it to the server as an HTTP request. Specifically, it converts the game data file into binary format and sends it as a data packet. The transmitted data includes the latest game version.
[1857] Step 15:
[1858] The server launches the AI test player module based on the received game data and performs automatic playtesting. Specifically, the server analyzes the game data, and the AI executes the test play to detect anomalies and bugs. For example, the test player may detect anomalies during a jump action.
[1859] Step 16:
[1860] Any problems or bugs detected are sent from the server to the device, and the results are displayed on the device screen. Specifically, a message such as "A bug has occurred in the jump action at level 2" is displayed on the device's display. Users can use this information to make corrections to the game.
[1861] (Application example 1)
[1862] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[1863] Conventional game development systems require users to have specialized programming and design skills, and the process of adding developed games to virtual stores is complicated. This makes it difficult for general users to easily develop high-quality games and add them to virtual stores. This has led to the problem of limiting the variety of game content available in virtual stores.
[1864] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.
[1865] In this invention, the server includes means for a user to input basic information about a game genre and theme, means for an artificial intelligence to automatically generate game ideas based on the input basic information, means for presenting the generated game ideas to the user, and means for uploading the generated games to a virtual store, thereby enabling users without specialized knowledge to easily develop games and upload them to a virtual store.
[1866] "User" refers to an individual or organization that uses the service or system.
[1867] "Game genre" refers to the category or type of game, and includes classifications such as action, RPG, and puzzle.
[1868] "Theme" refers to the game's story, setting, background concepts, and worldview.
[1869] "Basic information" refers to the initial input information required to generate game ideas, such as game genre and theme.
[1870] "Artificial intelligence" refers to computer systems that mimic human intelligent behavior and technology that analyzes and automatically generates data.
[1871] "Game idea" refers to the concept and planning content of a game, including its basic elements.
[1872] "Means" refer to the methods or techniques used to achieve a certain goal.
[1873] "Program code" refers to a set of statements that instruct a computer to perform certain operations or functions.
[1874] "Graphics" refers to the visual information and drawing elements within the game.
[1875] "Music" refers to the sound effects and background music in the game.
[1876] "Visual and sound assets" refers to the images and audio data used in the game.
[1877] A "virtual store" is a virtual commercial space operated on the Internet where goods and services are offered.
[1878] "Upload" refers to the act of transferring data from a local device to a server.
[1879] The present invention provides a system that allows users to easily develop games and upload them to a virtual store. The system includes the following series of means:
[1880] Program Generation
[1881] First, the user uses a device such as a smartphone or computer to input basic information such as the game genre and theme. The device then obtains information to specify the genre and theme through an input interface and sends it to the server. Specific examples of input at this time could be genres and themes such as "action" and "near-future."
[1882] The server automatically generates game ideas using a generative AI model based on the received basic information. For example, a game idea such as "a cyber hero who fights crime in a near-future city" may be generated from the input information. This generated idea is sent from the server to the device and presented to the user.
[1883] Next, the user inputs information about the game rules, operation methods, and character behavior. For example, specific operation methods and rules such as "jump to avoid obstacles" or "shoot arrows to defeat enemies" are included. This information is also sent from the device to the server.
[1884] The server automatically generates program code based on the received rules and operation instructions. This program code contains instructions for implementing the game's basic operations and functions. The generated program code is then sent from the server to the terminal and confirmed by the user.
[1885] Generate visual and sound assets
[1886] Users can also specify the style and atmosphere of the graphics and music. For example, they could input "dark cyberpunk" or "thrilling background music." This information is also sent from the device to the server.
[1887] The server automatically generates visual and sound assets based on the user's specified style and atmosphere. Using generative AI models, it generates dark, cyberpunk-inspired background images and thrilling music. The generated assets are then sent from the server to the device and presented to the user.
[1888] Upload to Virtual Store
[1889] When the user is finally satisfied with the game, visual, and sound assets and wants to upload them to the virtual store, they do so via a bulk upload operation on their device, which sends the completed game and its associated assets to the server, which adds them to the virtual store.
[1890] Hardware and software used
[1891] This system allows users to use smartphones (iOS / Android devices) or computers as their terminals. The software uses Python server-side scripts, API integration, and RESTful APIs. The server is located on the cloud and is equipped with functions for implementing generative AI models.
[1892] Examples of specific examples and prompts
[1893] Specific examples
[1894] User A inputs "action," "near-future," "dark cyberpunk," and "thrilling background music." The server generates a game idea: "A cyber hero who fights crime in a near-future city." The user inputs the rules as "avoid obstacles by jumping" and the controls as "jump with the button," and the server generates the corresponding code and assets.
[1895] Prompt Sentence Examples
[1896] Game idea generation:
[1897] Genre: Action
[1898] Theme: Near Future
[1899] Use this information to generate game ideas.
[1900] Program code generation:
[1901] Rules: Jump to avoid obstacles
[1902] Controls: Jump with button
[1903] Generate the program code based on this information.
[1904] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1905] Step 1:
[1906] The user inputs basic information about the game (genre, theme). Using the device's input interface, the user inputs basic information such as "action" or "near-future." The input information is sent from the device to the server. This provides the basic data needed to generate game ideas.
[1907] Step 2:
[1908] The server generates game ideas based on the basic information entered. The server then activates a generative AI model based on the received information and generates ideas using prompt text. The AI model uses information such as "action" and "near future" to create ideas such as "a cyber hero who fights crime in a near-future city." The generated game ideas are sent from the server to the device and presented to the user.
[1909] Step 3:
[1910] The user inputs the game rules and operation methods. Using the device's input interface, the user inputs specific rules and operation methods, such as "avoid obstacles by jumping" or "jump with the button." This information is also sent from the device to the server.
[1911] Step 4:
[1912] The server generates program code based on the input rules and operation methods. The server then starts the generative AI model again and generates program code according to the prompt. For example, based on the rule "avoid obstacles by jumping," it generates code corresponding to the character's jumping action. This generated code is sent from the server to the terminal and presented to the user.
[1913] Step 5:
[1914] The user specifies the style of graphics and music. The user inputs styles such as "dark cyberpunk" or "thrilling background music" through the input interface on the device. This information is also sent from the device to the server.
[1915] Step 6:
[1916] The server generates visual and sound assets based on the graphic and music style. The server activates the visual generation module and music generation module to generate assets based on the specified style. For example, dark cyberpunk background images and thrilling music are generated. These assets are sent from the server to the device and presented to the user.
[1917] Step 7:
[1918] Users upload their completed games and related assets to the virtual store. Users perform a bulk upload operation on their device, and the device sends the completed games, visual assets, and sound assets to the server. The server adds the received content to the virtual store, making the games provided by the users available to other users.
[1919] Furthermore, an emotion engine that estimates the user's emotion may be further combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59, and perform identification processing using the user's emotion.
[1920] This invention, "Game Development Support System," utilizes artificial intelligence (AI) technology to provide an environment in which users can easily develop games. In addition, by combining it with an emotion engine that recognizes the user's emotions, it is possible to adjust each generated result based on the user's emotions.
[1921] Game idea generation
[1922] Embodiment
[1923] User enters basic information
[1924] The user accesses the input interface of the device and inputs basic information about the game genre and theme, such as "action" or "near-future."
[1925] Sending information by the device
[1926] The terminal receives the input basic information and transmits the data to the server.
[1927] Server-based idea generation
[1928] The server analyzes the received basic information and activates a game idea generation module. The AI searches for relevant data based on the basic information and generates new game ideas. For example, it might generate an idea for a "hero who fights crime in a futuristic city."
[1929] Emotional engine regulation
[1930] The server passes the generated game ideas to the emotion engine, which adjusts the ideas based on the user's emotional state. The emotion engine analyzes the user's emotions and generates more appropriate ideas based on the emotions.
[1931] Presenting the generated results
[1932] The adjusted game idea transmitted from the server to the terminal is presented to the user by the terminal.
[1933] Automatic programming
[1934] Embodiment
[1935] User input of information
[1936] The user inputs information about the game rules, operation methods, and character behavior into the device's input interface, such as "jump to avoid obstacles" or "shoot arrows to defeat enemies."
[1937] Sending information by the device
[1938] The terminal receives the input information and transmits it to the server.
[1939] Server-generated code
[1940] The server then launches a program generation module based on the received information. The AI generates appropriate program code based on the information. For example, it generates code for a character's jumping motion or arrow firing process.
[1941] Emotional engine regulation
[1942] The server then passes the generated program code to an emotion engine, which then adjusts the code based on the user's emotional state. The emotion engine analyzes the user's emotions and generates more appropriate code based on the emotions.
[1943] Presenting the generated results
[1944] The adjusted program code is sent from the server to the terminal and confirmed by the user.
[1945] Graphics and music generation
[1946] Embodiment
[1947] Specified by the user
[1948] Users specify the style and atmosphere of the graphics and music in the device's input interface, for example, "dark cyberpunk" or "thrilling background music."
[1949] Sending information by the device
[1950] The terminal receives the specified information and transmits it to the server.
[1951] Server-generated assets
[1952] The server launches visual and music generation modules, which generate visual and sound assets based on the specified style and atmosphere, such as dark cyberpunk background images and thrilling background music.
[1953] Emotional engine regulation
[1954] The server passes the generated visual and sound assets to an emotion engine, which adjusts the assets based on the user's emotional state. The emotion engine analyzes the user's emotions and generates more appropriate assets according to the emotions.
[1955] Presenting the generated results
[1956] The adjusted visual and sound assets are transmitted from the server to the terminal and presented to the user.
[1957] Providing test players
[1958] Embodiment
[1959] User upload of data
[1960] The user uploads the latest game data through the upload interface of the terminal.
[1961] Sending data by the device
[1962] The terminal receives the uploaded game data and transmits it to the server.
[1963] Server-based testing
[1964] The server receives the game data and launches the AI test player module, which automatically performs playtests based on the game data to detect problems and bugs.
[1965] Emotional engine regulation
[1966] The server passes the detected issues and bugs to the emotion engine, which adjusts the detection results based on the user's emotional state. The emotion engine analyzes the user's emotions and generates more appropriate feedback based on their emotions.
[1967] Presentation of detection results
[1968] The adjusted detection results are sent from the server to the terminal and presented to the user.
[1969] This approach allows each stage of game development to be tailored to the user's emotions, providing content that is more suited to the user and lowering the barrier to game development. Users can receive game ideas, program code, visual and sound assets, and test results that are optimized to suit their own emotions, making game development more intuitive and satisfying.
[1970] The processing flow will be explained below.
[1971] Game idea generation
[1972] Processing Steps
[1973] Step 1:
[1974] The user accesses the input interface of the device and inputs basic information about the game genre and theme. For example, the user inputs information such as "action" and "near-future."
[1975] Step 2:
[1976] The terminal receives basic information input by the user and transmits the data to the server.
[1977] Step 3:
[1978] The server analyzes the received basic information and launches a game idea generation module.
[1979] Step 4:
[1980] The server's AI searches for relevant data based on the basic information and generates new game ideas, such as "a hero who fights crime in a futuristic city."
[1981] Step 5:
[1982] The server passes the generated game ideas to the emotion engine, which then adjusts the ideas based on the user's emotional state. The emotion engine then analyzes the user's emotions.
[1983] Step 6:
[1984] The emotion engine adjusts the generated ideas based on the user's emotions, for example, increasing the fun factor if the user is happy.
[1985] Step 7:
[1986] The server sends the adjusted game idea to the device.
[1987] Step 8:
[1988] The terminal presents the game idea received from the server to the user.
[1989] Automatic programming
[1990] Processing Steps
[1991] Step 1:
[1992] The user uses the device's input interface to input information about the game rules, operation methods, and character behavior. For example, the user inputs information such as "jump to avoid obstacles" and "shoot arrows to defeat enemies."
[1993] Step 2:
[1994] The terminal receives the input information and transmits it to the server.
[1995] Step 3:
[1996] The server starts the program generation module based on the information.
[1997] Step 4:
[1998] The server's AI generates appropriate program code based on the information, such as code for a character's jumping motion or firing an arrow.
[1999] Step 5:
[2000] The server passes the generated program code to the emotion engine, which then adjusts the code based on the user's emotional state. The emotion engine then analyzes the user's emotions.
[2001] Step 6:
[2002] The emotion engine adjusts the generated code based on the user's emotions, for example, lowering the difficulty if the user is stressed.
[2003] Step 7:
[2004] The server transmits the adjusted program code to the terminal.
[2005] Step 8:
[2006] The terminal presents the received program code to the user.
[2007] Graphics and music generation
[2008] Processing Steps
[2009] Step 1:
[2010] The user uses the device's input interface to specify the style and atmosphere of the graphics and music, for example, "dark cyberpunk" or "thrilling background music."
[2011] Step 2:
[2012] The terminal receives the specified information and transmits it to the server.
[2013] Step 3:
[2014] Based on the information received by the server, the visual generation module and the music generation module are activated.
[2015] Step 4:
[2016] The server's AI generates visual and sound assets based on the specified style and atmosphere, such as dark cyberpunk background images and thrilling background music.
[2017] Step 5:
[2018] The server passes the generated visual and sound assets to the emotion engine, which then adjusts the assets based on the user's emotional state. The emotion engine analyzes the user's emotions.
[2019] Step 6:
[2020] An emotion engine adjusts the generated assets based on the user's emotions, for example adding calming music if the user is nervous.
[2021] Step 7:
[2022] The server sends the adjusted visual and sound assets to the device.
[2023] Step 8:
[2024] The terminal presents the received visual and sound assets to the user.
[2025] Providing test players
[2026] Processing Steps
[2027] Step 1:
[2028] The user uploads the latest game data using the upload interface of the device.
[2029] Step 2:
[2030] The terminal receives the uploaded game data and transmits it to the server.
[2031] Step 3:
[2032] The server receives the game data and launches the AI test player module.
[2033] Step 4:
[2034] The server's AI test player automatically performs playtests based on game data.
[2035] Step 5:
[2036] The server extracts any problems or bugs discovered as a result of the test play.
[2037] Step 6:
[2038] The server passes the detected issues and bugs to the emotion engine, which then adjusts the detection results based on the user's emotional state. The emotion engine then analyzes the user's emotions.
[2039] Step 7:
[2040] The emotion engine adjusts the detection results based on the user's emotions, for example, if the user is tired, it will provide easy-to-understand feedback.
[2041] Step 8:
[2042] The server sends the adjusted detection results to the terminal.
[2043] Step 9:
[2044] The terminal presents the received detection results to the user.
[2045] These are the specific processing steps of the "Game Development Support System." This system adjusts each generated result based on the user's emotions, providing content that is more suited to the user. This improves the efficiency and quality of game development, enabling users to create satisfying games in a short period of time.
[2046] Example 2
[2047] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[2048] In the traditional game development process, there were limited means for designing and developing games based on user-generated ideas and requests, making it particularly difficult to make adjustments based on the user's emotional state. Furthermore, there was a lack of efficient systems for automatically generating program code and visual and sound assets based on user input. This created high barriers to game development, making it difficult for users to quickly create intuitively satisfying content.
[2049] The identification process by the identification processing unit 290 of the data processing device 12 in Example 2 is realized by the following means. In this invention, the server includes: means for a user to input basic information about an entertainment genre or theme; means for a generative model to automatically generate an idea based on the input basic information; means for adjusting the generated idea based on the user's emotional state using a sentiment analysis engine; means for presenting the adjusted idea to the user; means for a user to input information about system rules, operation methods, and character behavior; means for a generative model to automatically generate program code based on the input information; means for adjusting the generated program code based on the user's emotional state using a sentiment analysis engine; means for presenting the adjusted program code to the user; means for a user to specify the style and atmosphere of visual or auditory elements; means for a generative model to automatically generate visual and sound elements based on the specified style and atmosphere; means for adjusting the generated visual and sound elements based on the user's emotional state using a sentiment analysis engine; and means for presenting the adjusted visual and sound elements to the user. This makes it possible to provide creative content optimized according to the user's emotional state, thereby improving the efficiency of the entire game development process and increasing user satisfaction.
[2050] "Entertainment genre" refers to the type or category of games or content, including formats such as action, adventure, and puzzle.
[2051] "Theme" refers to the basic concept, setting, and atmosphere of a game or content, and refers to elements such as medieval fantasy or the near future.
[2052] "Generative Model" refers to a computational engine that uses artificial intelligence to automatically generate ideas, program code, visual or sound assets, etc. based on user input.
[2053] "Ingenuity" refers to new game ideas and concepts created by generative models.
[2054] "Sentiment analysis engine" refers to artificial intelligence technology that analyzes a user's emotional state and adjusts generated ideas and elements based on the results.
[2055] "System rules" refer to the standards or instructions that define the behavior or functionality of a game or program.
[2056] "Operation method" refers to the procedures and interface settings that a user uses to operate a game or program.
[2057] "Character behavior" refers to the behavior rules and patterns that define how characters in a game behave.
[2058] "Program code" refers to a set of instructions written to execute a computer program correctly.
[2059] "Visual elements" refers to graphics, images, visual designs, etc. displayed in games and content.
[2060] "Auditory elements" refers to elements related to sound, such as music, sound effects, and voices, used in games and content.
[2061] The "game development support system" of the present invention utilizes artificial intelligence (AI) technology to provide an environment in which users can easily develop games. In particular, it integrates a generative model and a sentiment analysis engine, and has the function of adjusting each generation result based on the user's emotional state. The following describes in detail the mode for carrying out the present invention.
[2062] Game idea generation
[2063] First, the user inputs the entertainment genre or theme (e.g., "action" or "medieval fantasy") through the device's input interface. This input data is sent from the device to the server. The server uses a generative AI model (e.g., OpenAI GPT-4) to generate new game ideas based on the received basic information. The generated ideas are adjusted based on the user's emotional state by a sentiment analysis engine (e.g., Affectiva engine), and then sent back to the device to be presented to the user.
[2064] Examples:
[2065] If a user inputs the themes "action" and "medieval fantasy," the generative AI model generates the idea "an epic adventure to slay a dragon." The sentiment analysis engine analyzes the user's emotional state and refines the idea to "a story about an adventure as a dragon's companion."
[2066] Example prompt sentence:
[2067] Generate new game ideas with an "action" or "medieval fantasy" theme.
[2068] Automatic programming
[2069] Next, the user uses the device's input interface to input information about the game rules, operation methods, and character behavior (e.g., "jump to avoid obstacles" or "shoot arrows to defeat enemies"). The input information is sent to the server, where it is generated as program code by the server's generative model (e.g., OpenAI Codex). The generated code is adjusted based on the user's emotional state using a sentiment analysis engine, and then returned to the device and presented to the user.
[2070] Examples:
[2071] If a user inputs information such as "jump to avoid obstacles" or "shoot an arrow to defeat an enemy," the generative AI model generates code that corresponds to the character's jumping motion and the arrow firing process. The emotion analysis engine analyzes the user's emotional state and may change the code to "double jump."
[2072] Graphics and music generation
[2073] The user specifies the style and mood of the visual or auditory elements (e.g., "dark cyberpunk" or "thrilling background music") using the device's input interface. This information is sent to the server, where a generative AI model (e.g., DALL-E or Jukedeck) generates the graphics and music assets. The generated assets are adjusted based on the user's emotional state using an emotion analysis engine and presented to the user via the device.
[2074] Examples:
[2075] If a user selects "dark cyberpunk," the generative AI model will generate a dark cyberpunk background image, and the sentiment analysis engine will adjust the color tone based on the user's emotional state.
[2076] Providing test players
[2077] Finally, the user uploads the latest game data to the server through the device's upload interface. The server then launches an AI test player module (e.g., Unity ML-Agents) to automatically perform playtests and detect problems and bugs. The detected results are then adjusted based on the user's emotional state by a sentiment analysis engine and presented to the user via their device.
[2078] The system according to the present invention enables a user to quickly and efficiently generate optimal creative content adapted to their emotional state.
[2079] The flow of the identification process in the second embodiment will be described with reference to FIG.
[2080] Step 1: Enter basic information
[2081] The user accesses the input interface of the device and inputs basic information about the entertainment genre or theme, for example, "action" or "medieval fantasy." This operation generates input data.
[2082] Input: Basic information about entertainment genres and themes entered by user.
[2083] Output: Basic information data sent from the device to the server.
[2084] Step 2: Submit your information
[2085] The terminal receives the basic information data entered by the user and transmits this data to the server using a secure communication protocol.
[2086] Input: Basic information data entered by the user.
[2087] Output: Basic information data sent to the server.
[2088] Step 3: Idea generation
[2089] The server analyzes the received basic information data and launches a generative AI model (e.g., OpenAI GPT-4). The generative AI model automatically generates new game ideas based on the basic information, searching for and combining related data.
[2090] Input: Basic information data sent from the device.
[2091] Output: Game ideas generated by the generative AI model.
[2092] Step 4: Adjustment by Sentiment Analysis
[2093] The server passes the generated game ideas to a sentiment analysis engine (e.g., Affectiva engine) that adjusts the ideas based on the user's emotional state. The sentiment analysis engine uses the user's past feedback and current emotional data to make optimal adjustments.
[2094] Input: Generated game ideas and user emotion data.
[2095] Output: A tweaked game idea.
[2096] Step 5: Presenting the generated results
[2097] The server sends the adjusted game idea to the terminal, which displays it to the user, who can confirm the specific game idea and provide further feedback.
[2098] Input: tweaked game ideas.
[2099] Output: The game idea displayed on the user's device.
[2100] Step 6: Enter the game rules and controls
[2101] The user inputs the game rules and operation methods (e.g., "jump to avoid obstacles" or "shoot arrows to defeat enemies") into the device's input interface, which generates input data.
[2102] Input: User input game rules and controls.
[2103] Output: Rules and operation data sent from the device to the server.
[2104] Step 7: Submit your information
[2105] The device sends the entered rules and operation method data to the server via secure communication.
[2106] Input: User-entered rule and instruction data.
[2107] Output: Rules and operation method data sent to the server.
[2108] Step 8: Generate Code
[2109] The server uses the received data to launch a generative AI model (e.g., OpenAI Codex), which automatically generates appropriate program code based on the input information. The generative AI model analyzes the instruction set and generates the necessary code.
[2110] Input: Rules and operation method data.
[2111] Output: The program code generated by the generative AI model.
[2112] Step 9: Adjust with sentiment analysis
[2113] The server passes the generated program code to a sentiment analysis engine, which then adjusts the code based on the user's emotional state. The sentiment analysis engine evaluates whether the content of the code is appropriate for the user's emotions and makes the necessary adjustments.
[2114] Input: Generated program code and user emotion data.
[2115] Output: The adjusted program code.
[2116] Step 10: Presenting the generated results
[2117] The server sends the adjusted program code to the terminal, which displays it to the user, who can review the code and request modifications if necessary.
[2118] Input: The adjusted program code.
[2119] Output: The program code displayed on the user's terminal.
[2120] Step 11: Specify visual and auditory elements
[2121] The user specifies the style and atmosphere of the visual and auditory elements (e.g., "dark cyberpunk" or "thrilling background music") using the device's input interface.
[2122] Input: Style and mood information for the visual and auditory elements of user input.
[2123] Output: Style and mood information sent from the device to the server.
[2124] Step 12: Submit your information
[2125] The terminal transmits the information of the specified visual and auditory elements to the server in a secure manner.
[2126] Input: Visual and auditory information.
[2127] Output: Visual and auditory information sent to the server.
[2128] Step 13: Generate assets
[2129] The server launches visual generation and music generation modules, which generate visual and sound elements using generative AI models (e.g., DALL-E, Jukedeck) based on the specified style and atmosphere.
[2130] Input: Information for the specified visual and auditory elements.
[2131] Output: The visual and sound element data generated by the generative AI model.
[2132] Step 14: Adjustment by Sentiment Analysis
[2133] The server passes the generated visual and sound elements to a sentiment analysis engine that adjusts the assets based on the user's emotional state, so that the assets match the user's emotions.
[2134] Input: Generated visual and sound element data and user emotion data.
[2135] Output: Coordinated visual and sound elements.
[2136] Step 15: Presenting the generated results
[2137] The server sends the adjusted visual and sound elements to the terminal, which displays them to the user, who reviews the generated assets and provides feedback.
[2138] Input: Coordinated visual and sound elements.
[2139] Output: The visual and sound elements displayed on the user's device.
[2140] Step 16: Upload your data
[2141] The user uploads the latest game data through the upload interface of the device, including the game progress and newly added elements.
[2142] Input: Latest game data.
[2143] Output: Game data sent from the device to the server.
[2144] Step 17: Sending Data
[2145] The device then sends the uploaded game data to the server, where it is checked to ensure data integrity.
[2146] Input: Uploaded game data.
[2147] Output: Game data sent to the server.
[2148] Step 18: Testing
[2149] The server launches an AI test player module (e.g., Unity ML-Agents) to automatically perform playtests based on the received game data. The AI test player simulates each scenario in the game and detects problems and bugs.
[2150] Input: Received game data.
[2151] Output: A list of issues and bugs discovered by the AI test player.
[2152] Step 19: Adjustment by Sentiment Analysis
[2153] The server passes the detected issues and bugs to a sentiment analysis engine that adjusts the test results based on the user's emotional state, making the feedback more palatable to the user.
[2154] Input: A list of issues / bugs and user sentiment data.
[2155] Output: Coordinated bug reports and feedback.
[2156] Step 20: Presenting the detection results
[2157] The server sends the adjusted findings to the device, which displays them to the user, who can review the list of bugs and issues and provide feedback for fixes.
[2158] Input: The adjusted detection results.
[2159] Output: Bug reports and feedback displayed on the user's terminal.
[2160] (Application example 2)
[2161] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."
[2162] In recent years, the advertising industry has been seeking to maximize the effectiveness of advertising by providing ads optimized based on the user's emotional state. However, conventional ad generation systems have had difficulty acquiring the user's emotional state in real time and adjusting the ad content accordingly. This has resulted in the inability to provide optimal ads to users, limiting the effectiveness of advertising.
[2163] The identification process by the identification processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes a means for a user to input basic information about the target of the advertisement, a means for an artificial intelligence to automatically generate and adjust advertising ideas based on the input basic information and emotional state, a means for presenting the generated and adjusted advertising ideas to the user, and a means for acquiring and analyzing the user's emotional state using an emotion engine. This makes it possible to provide advertisements optimized for the user's emotional state in real time.
[2164] "Basic target information for advertising" is basic information for generating advertisements, such as categories of interest to the user and purchasing history.
[2165] "Emotional state" is information that indicates the user's current emotion, such as excitement or relaxation.
[2166] "Artificial intelligence" refers to computer programs and technologies for generating and tailoring optimal advertising ideas and content based on user-entered information and the user's emotional state.
[2167] An "advertising idea" is the basic concept of an advertisement to be presented to users, and specifically indicates the theme and concept of the advertisement.
[2168] An "emotion engine" is a system or software that acquires and analyzes a user's emotional state from cameras, sensors, etc.
[2169] "Visual and audio assets" are the image and audio data that make up the visual and audio elements of an advertisement.
[2170] "Real-time" means responding immediately to user operations and situations and processing without delay.
[2171] The advertisement generation system of the present invention is realized by having a user input basic information of the target of the advertisement, and an artificial intelligence automatically generates and adjusts advertisement ideas based on the input basic information and the emotional state of the user. Hereinafter, a specific embodiment of the present invention will be described in detail.
[2172] System Configuration
[2173] Equipment and Hardware
[2174] 1. User Device:
[2175] Devices such as smartphones, smart glasses, and head-mounted displays are used.
[2176] These devices have an input interface, and users can input basic information about the user and information about the advertisement content.
[2177] Cameras and sensors are used to capture the user's emotional state in real time.
[2178] 2. Server:
[2179] A computer system for receiving and analyzing input information.
[2180] Equipped with a high-performance processor and GPU to run the AI models and emotion engine that generate advertising ideas and content.
[2181] software
[2182] 1. Input interface:
[2183] An application that allows users to enter basic information and sentiment information about the target audience of the ad.
[2184] The entered information is sent to the server via API.
[2185] 2. AI Models and Generative Engines:
[2186] It includes an advertising idea generation module and an advertising content generation module.
[2187] It includes algorithms that generate the basic concept and specific content of advertisements based on user input.
[2188] 3. Emotion Engine:
[2189] Software that analyzes the user's emotional state using data obtained from cameras and sensors.
[2190] Based on the results of sentiment analysis, the generated advertising ideas and content are adjusted.
[2191] Operating procedure
[2192] User input
[2193] Users input basic information about the target of the advertisement through the input interface of their device. For example, they input "technology" or "sports" as their "interest category" and register "smartphones" or "running shoes" as their "purchase history."
[2194] Receiving and analyzing information by the server
[2195] The basic information sent from the user's device is received by the server, which then uses this information to activate an AI model and generate advertising ideas and content.
[2196] Emotional engine regulation
[2197] The server acquires user emotional data through cameras and sensors. For example, it analyzes the camera feed to determine whether the user is in an "excited" or "relaxed" state. Based on the analysis results, it generates advertising ideas and optimizes the content of the ads.
[2198] Advertisement presentation
[2199] The adjusted advertising ideas and content are sent from the server to the user's device, which then displays the optimized advertisement in real time.
[2200] Specific examples
[2201] In a specific scenario, if a user likes "technology" related ads and a smartphone uses its camera to analyze the user's emotions and finds that the user is in an "excited" state, the generated ad idea will emphasize the promotion of a newly released smartphone, taking into account the user's excitement.
[2202] Prompt Sentence Examples
[2203] Here is an example prompt:
[2204] "Situation: Generate ads for the latest smartphones for users who are interested and excited about technology."
[2205] In this way, the present invention provides a system that can provide optimized advertisements in real time based on the emotional state of the user.
[2206] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[2207] Step 1:
[2208] The user enters basic information about the target of the advertisement. Specifically, the user enters "categories of interest" and "purchase history" through an input interface installed on a device such as a smartphone. Examples of input data at this time include "technology," "sports interests," and "smartphone." The input data is saved in the device in JSON format.
[2209] Step 2:
[2210] The device sends the entered basic information to the server. The input data is sent to the server in JSON format. Specifically, the device sends the data to the server's API endpoint using an HTTP POST request. This allows the server to receive the user's basic information.
[2211] Step 3:
[2212] The server analyzes the received basic information and launches the advertising idea generation module. The AI model generates advertising ideas based on this information. For example, if the user is interested in "technology," advertising ideas for new gadgets and digital products will be generated. The output advertising ideas will be used for emotion regulation in the next step.
[2213] Step 4:
[2214] The device uses cameras and sensors to capture the user's emotional state in real time. The emotion engine uses image analysis algorithms to analyze the user's emotional state, such as "excitement" or "relaxation," from their facial expressions and physical movements. The analysis results are sent to a server and stored as emotional data.
[2215] Step 5:
[2216] The server adjusts the generated advertising ideas based on the received emotional data. The advertising ideas and emotional data are integrated to generate advertising content optimized for the user's emotional state. For example, if the user is in an "excited state," a powerful and eye-catching advertising design will be selected. The adjusted advertising content is then presented to the user in the next step.
[2217] Step 6:
[2218] The adjusted advertising content is sent from the server to the device and displayed at the optimal time for the user. For example, an advertisement for a new smartphone is displayed at the optimal time while the user is using their smartphone. The user's reaction is again captured through the camera and sensors and sent to the server as feedback data.
[2219] In this way, data processing and calculations are carried out based on the input data at each processing step, and ultimately, advertising content optimized for the user's emotional state is provided in real time.
[2220] 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.
[2221] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.
[2222] In the above embodiment, an example in which the specific processing is performed by the data processing device 12 has been given, but the technology of the present disclosure is not limited to this, and the specific processing may be performed by the robot 414.
[2223] 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.
[2224] FIG. 9 is a diagram illustrating an emotion map 400 on which multiple emotions are mapped. In the emotion map 400, emotions are arranged in concentric circles radiating from the center. Emotions closer to the center of the concentric circles are more primitive. Emotions representing states and actions arising from a state of mind are arranged on the outer edges of the concentric circles. The concept of emotion includes both affect and mental states. Emotions generally generated from reactions occurring in the brain are arranged on the left side of the concentric circles. Emotions generally induced by situational judgment are arranged on the right side of the concentric circles. Emotions generally generated from reactions occurring in the brain and induced by situational judgment are arranged on the upper and lower sides of the concentric circles. Furthermore, the emotion of "pleasure" is arranged on the upper side of the concentric circles, and the emotion of "discomfort" is arranged on the lower side. In this way, in the emotion map 400, multiple emotions are mapped based on the structure by which emotions are generated, and emotions that tend to occur simultaneously are mapped close to each other.
[2225] 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.
[2226] 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).
[2227] Human emotions are based on various balances, such as posture and blood sugar levels. When these balances deviate from the ideal, a state of discomfort is indicated, and when they approach the ideal, a state of pleasure is indicated. Emotions can also be created for robots, automobiles, and motorcycles, based on various balances, such as posture and remaining battery life. When these balances deviate from the ideal, a state of discomfort is indicated, and when they approach the ideal, a state of pleasure is indicated. An emotion map can be generated, for example, based on Dr. Mitsuyoshi's emotion map (Research on Voice Emotion Recognition and Emotional Brain Physiological Signal Analysis Systems, Tokushima University, Doctoral Dissertation: https: / / ci.nii.ac.jp / naid / 500000375379). The left half of the emotion map lists emotions belonging to the "reaction" domain, where sensation is dominant. The right half of the emotion map lists emotions belonging to the "situation" domain, where situational awareness is dominant.
[2228] 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."
[2229] 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.
[2230] The system according to the present disclosure has been described above mainly with respect to the functions of the data processing device 12, but the system according to the present disclosure is not necessarily implemented on a server. The system according to the present disclosure may be implemented as a general information processing system. The present disclosure may be implemented, for example, as a software program running on a personal computer or an application running on a smartphone, etc. The method according to the present disclosure may be provided to users in the form of SaaS (Software as a Service).
[2231] In the above embodiment, an example...
Claims
1. A way for users to input basic information about the game genre and theme, A means for AI to automatically generate game ideas based on input basic information; A means for presenting the generated game ideas to a user; A system including:
2. A means for users to input information about the game rules, controls, and character behavior; A means for automatically generating program code by artificial intelligence based on input information; means for presenting the generated program code to a user; The system of claim 1 , comprising:
3. A means for the user to specify the style and mood of the graphics and music; A means for artificial intelligence to automatically generate visual and sound assets based on a specified style and mood; a means for presenting the generated visual and sound assets to a user; and The system of claim 1 , comprising:
4. A means for users to upload the latest game data, A means for an artificial intelligence to automatically playtest the game based on uploaded game data to detect any issues or bugs; A means of presenting detected issues or bugs to the user; and The system of claim 1 , comprising:
5. 5. The system according to claim 1, A system in which each means is provided as a cloud service.
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A