System
The system addresses inefficiencies in analog game development by using AI to simulate, test, and distribute games online, ensuring high-quality and interactive experiences.
Patent Information
- Application Number
- JP2024131557
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-07
- Publication Date
- 2026-02-20
AI Technical Summary
Developing analog games such as board games and tabletop games requires significant time and effort, and there is a lack of efficient methods for identifying game balance issues and distributing games online, especially when player numbers are insufficient, which hinders high-quality game development and distribution.
A system utilizing AI to simulate game play, generate asset designs, conduct test plays, and publish games online, with AI game masters and players to manage and enhance gameplay, allowing for efficient development and distribution of analog games.
Enables efficient game development and high-quality gameplay experiences by automating game balance adjustments and providing interactive online platforms with AI-enhanced gameplay.
Smart Images

Figure 2026028940000001_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] Developing analog games such as board games and tabletop games requires players to gather together and play for long periods of time, which poses challenges in identifying errors in game balance and rules. It is also difficult to provide a comfortable gaming experience when the number of players is insufficient. Another problem is the lack of a platform for efficiently distributing developed games online and selling them as physical analog games. It is necessary to solve these challenges and achieve more efficient game development and distribution. [Means for solving the problem]
[0005] To solve these problems, the present invention provides the following means: a means for inputting game rules and assets through a design tool, and a means for having an AI perform a simulation based on the rules and assets. It also includes a means for generating a tentative asset design using a generating AI, and a means for conducting test plays between AIs to modify the rules and adjust the game balance. It also provides a means for publishing a game that has been fully developed on an online platform, and a means for allowing AI game masters and AI players to participate in the game. The system further includes a means for providing entertaining AI players for a fee, and a means for preparing data for creating and selling analog games.
[0006] "Design Tool" means software that allows game designers to input game rules and assets.
[0007] "Rules" are instructions and regulations that govern how the game is played and the actions of players.
[0008] "Assets" are physical or digital materials used in the game, such as the board, pieces, and cards.
[0009] "Having an AI perform a simulation" means that the AI virtually plays a game based on input rules and assets and analyzes the results.
[0010] "Generative AI" is an artificial intelligence technology that generates provisional asset designs based on information entered by the user.
[0011] "Test play" is the process of AIs competing against each other to verify the game's balance and the appropriateness of the rules.
[0012] An "online platform" is an environment in which games are published on the Internet and players can access and play them.
[0013] An "AI Game Master" is an artificial intelligence that manages the progress of the game and gives instructions to the player.
[0014] An "AI player" is an artificial intelligence that joins the game to play against real players.
[0015] An "entertaining AI player" is an artificial intelligence that has special effects and personalities within the game, providing players with a more enjoyable experience.
[0016] "Analog games" are games such as board games and card games that are played using physical materials.
[0017] "Data preparation" is the process of gathering the information needed to create and sell a game and providing it in the appropriate format. [Brief explanation of the drawings]
[0018] [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
[0019] 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.
[0020] First, the terms used in the following description will be explained.
[0021] 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).
[0022] 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.
[0023] 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.
[0024] 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.
[0025] 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."
[0026] [First embodiment]
[0027] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.
[0028] 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.
[0029] 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).
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.
[0035] 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.
[0036] 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.
[0037] 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.
[0038] 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."
[0039] This invention relates to a system for supporting the development of analog games such as board games and tabletop games. This system uses AI to efficiently test play and improve the quality of games when game designers design game rules and assets. Below, we will explain the program processing of this system in natural language.
[0040] Game designers design rules and assets
[0041] Users (game designers) log in to the server using a terminal and input the game rules and assets (board, pieces, cards, etc.) through the design tool. The design is then sent to the server and saved in the database.
[0042] Teaching and training rules to AI
[0043] The server retrieves the stored rules and assets and sends them to the AI learning module. The server parses these data and converts them into a format that can be applied to the AI model. The AI model then starts simulations based on the rules and learns specific behavioral patterns.
[0044] Generate preliminary asset designs
[0045] The user accesses the generative AI module through their device and inputs the necessary information. The server then activates the generative AI model and generates a tentative asset design based on the input information. The generated design is returned to the user, who can then make further modifications and improvements.
[0046] Test play between AI
[0047] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and any problems with the rules or game balance are identified. The server then provides feedback on the analysis results to the user, and makes any necessary changes to the rules or adjustments to the game balance.
[0048] Game provision
[0049] Once a game is developed, it is published on an online platform by the server. Users access the platform using their devices and select a published game to join. Once the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can also add AI players.
[0050] Entertaining AI player
[0051] Users can use their devices to select and add entertaining AI players for a fee, and the server processes the payment and adds the selected AI player to the game, providing a more enjoyable experience.
[0052] Production and sales of analog games
[0053] When a user selects the option to produce and sell a physical game version through the online platform, the server collects the necessary data and provides it to the production company, who then produces and sells the physical game and delivers it to the user.
[0054] Example: Developing and providing board games
[0055] For example, if a game designer is designing a board game called "Magical Adventure," he or she will use the system as follows:
[0056] 1. The user inputs the game rules, character pieces, board layout, etc. via the terminal, and these are saved on the server.
[0057] 2. The server teaches these rules to the AI and performs specific simulations.
[0058] 3. The user creates a tentative character design using generative AI, and the server provides the results.
[0059] 4. The server runs test plays between AIs, analyzes the results, and provides feedback to the user.
[0060] 5. The server publishes the completed "magical adventure" on an online platform, and users can participate in the game.
[0061] 6. The server will select entertaining AI players and add them for a fee.
[0062] 7. When a user orders an analog game version, the server sends the data to the production company, and the physical game is produced and sold.
[0063] The present invention allows game designers to efficiently develop games, and enables users to enjoy high-quality games.
[0064] The processing flow will be explained below.
[0065] Game designers design rules and assets
[0066] Step 1:
[0067] The user (game designer) logs in to the server using a terminal, which gives them access to the design tool.
[0068] Step 2:
[0069] The user uses a design tool to input detailed game rules and assets (board, pieces, cards, etc.), such as player behavior restrictions, victory conditions, and board layout.
[0070] Step 3:
[0071] The server receives the input rules and assets and stores them in a database for later processing.
[0072] Teaching and training rules to AI
[0073] Step 1:
[0074] The server retrieves the stored rules and assets from the database.
[0075] Step 2:
[0076] The server parses this data and converts it into a format that can be applied to AI models, analyzing rule logic, event conditions, etc.
[0077] Step 3:
[0078] The server's AI learning module begins learning rules based on the converted data. Simulations are run to learn patterns that allow the AI to take appropriate action based on the rules.
[0079] Generate preliminary asset designs
[0080] Step 1:
[0081] The user accesses the generation AI module through a terminal and provides the basic information required for asset design.
[0082] Step 2:
[0083] The server runs a generative AI model to generate provisional asset designs based on user-provided information, such as character appearances and board designs.
[0084] Step 3:
[0085] The server returns the generated asset design to the user, who can then further modify or improve it.
[0086] Test play between AI
[0087] Step 1:
[0088] The server sets up AI matches on the test platform, and prepares the environment necessary for test play.
[0089] Step 2:
[0090] The AI on the server will start playing against each other and proceed with the game based on the specified rules. The AI acts as a player and simulates the flow of the game.
[0091] Step 3:
[0092] The server records the results of the test play and collects statistical data, such as the win rate and average number of turns.
[0093] Step 4:
[0094] The server analyzes the results of the test play and identifies problems with the rules and game balance. The analysis results are fed back to the user, and rules are revised or game balance is adjusted as necessary.
[0095] Game provision
[0096] Step 1:
[0097] The server publishes the completed game on the online platform.
[0098] Step 2:
[0099] A user logs into the online platform using a terminal, selects a published game, and participates in it.
[0100] Step 3:
[0101] The server starts the game session and launches an AI Game Master, which manages the game and gives instructions to the players.
[0102] Step 4:
[0103] If there are not enough players, the server will add AI players, allowing the game to be played with the optimal number of players.
[0104] Entertaining AI player
[0105] Step 1:
[0106] The user selects an entertaining AI player using the device and decides to add it for a fee.
[0107] Step 2:
[0108] The server processes the payment and completes the purchase.
[0109] Step 3:
[0110] The server will add entertaining AI players to the game, each with their own special features and personalities, providing a more enjoyable experience for the player.
[0111] Production and sales of analog games
[0112] Step 1:
[0113] A user selects an option to purchase an analog game version through an online platform.
[0114] Step 2:
[0115] The server collects the necessary data and prepares it for delivery to the production company.
[0116] Step 3:
[0117] The server sends data to the production company and instructs them to manufacture the analog game.
[0118] Step 4:
[0119] The production company produces a physical analog game and delivers it to the user, allowing the user to enjoy the physical game.
[0120] Example 1
[0121] 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."
[0122] Traditional analog game development required a lot of manual work and time, which led to inefficiencies in adjusting game rules and balance. It was also difficult to secure the personnel and resources needed for test play, making it difficult to guarantee the quality of the games developed by game designers. Furthermore, the process of bringing a game to market tended to be lengthy, making it difficult to quickly provide high-quality games to users.
[0123] 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.
[0124] In this invention, the server includes: [means for inputting game rules and assets through a design tool]; [means for having an AI perform a simulation based on the rules and assets]; [means for generating a tentative asset design using a generative AI model, generating the design based on input information and prompt text]; [means for conducting test play between AIs, recording and analyzing the simulation results, and adjusting the rules and game balance]; [means for publishing the completed game on an online platform and allowing users to select and participate]; [means for allowing an AI game master and AI players to participate in game progress management]; [means for providing entertaining AI players for a fee and processing fees]; and [means for providing data for producing and selling analog games to external parties]. This enables [game designers to efficiently design rules and assets and quickly develop high-quality games based on the results of automatic AI simulations and analysis.] It also enables the provision of games to users through an online platform, and even the production and sale of entertaining AI players and analog game versions.]
[0125] A "design tool" is software that provides an interface for game designers to input game rules and assets.
[0126] "Assets" refers to physical or digital props or materials used in board games or tabletop games, such as pieces, cards, and boards.
[0127] "AI simulation" is the process in which artificial intelligence performs virtual play based on the rules of a game and analyzes the results.
[0128] A "generative AI model" is an artificial intelligence model that generates provisional asset designs based on information and prompts entered by the user.
[0129] A "prompt" is an instruction that a user inputs into a generative AI model to specify the conditions and characteristics of the asset to be generated.
[0130] The "AI Game Master" is an artificial intelligence that manages the progress of the game, enforcing the rules of the game and overseeing its progress.
[0131] An "AI player" is an artificial intelligence that participates in a game and operates within the game in place of the actual player.
[0132] An "entertaining AI player" is an artificial intelligence that performs unique actions and lines compared to regular AI players, increasing the enjoyment of the game.
[0133] An "online platform" is a service that users can access via the Internet, and is used to publish and provide games that have been developed to users.
[0134] "Analog game production and sales" refers to the process of creating physical game sets based on digital data and distributing them on the market.
[0135] MODE FOR CARRYING OUT THE INVENTION
[0136] The present invention is a system for supporting the development of analog games. This system uses artificial intelligence (AI) to efficiently conduct test plays when game designers design game rules and assets, thereby improving the game's quality. Detailed embodiments of this system are described below.
[0137] System configuration
[0138] Users access the server using a computer terminal (hereafter referred to as the terminal). A design tool is installed on the terminal, and users can use it to input game rules and assets (board, pieces, cards, etc.). The designed content is sent from the terminal to the server and stored in a database.
[0139] Input using the design tool
[0140] Users use the design tool to set up detailed game rules and assets, such as the board layout, the types of pieces, and the effects of cards. Once input is complete, the device sends the data to the server, which then stores it in a database.
[0141] AI-powered simulation
[0142] The server retrieves the stored rules and assets and sends them to the AI learning module, which parses the data and converts it into a format that can be applied to the AI model.The AI model then starts simulations based on the rules and learns specific behavioral patterns.
[0143] Generate preliminary asset designs
[0144] The user accesses the generative AI module through their device and inputs the required information and a prompt. For example, they can input a prompt such as "Generate a fantasy-style character." The server then activates the generative AI model and generates a tentative asset design based on the input information. The generated design is returned to the user, who can then make further modifications and improvements.
[0145] Test play between AI
[0146] The server sets up a match between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and any problems with the rules or game balance are identified. The server provides feedback on the analysis results to the user, and makes any necessary changes to the rules or adjustments to the game balance.
[0147] Publishing and delivering your game
[0148] Once a game is developed, it is published on an online platform by the server. Users access the platform using their devices and select a published game to join. Once the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can also add AI players.
[0149] Entertaining AI player
[0150] Users can select entertaining AI players using their devices and add them for a fee. The server processes the fee and adds the selected AI players to the game, providing a more enjoyable experience.
[0151] Production and sales of analog games
[0152] When a user selects the option to produce and sell a physical game version through the online platform, the server collects the necessary data and provides it to the production company, who then produces and sells the physical game and delivers it to the user.
[0153] Example: Developing and providing board games
[0154] For example, if a game designer is designing a board game called "Magical Adventure," he or she will use the system as follows:
[0155] 1. The user inputs the game rules, character pieces, board layout, etc. through the terminal and saves them on the server.
[0156] 2. The server teaches these rules to the AI and performs specific simulations.
[0157] 3. The user creates a tentative character design using generative AI, and the server provides the results.
[0158] 4. The server runs test plays between AIs, analyzes the results, and provides feedback to the user.
[0159] 5. The server publishes the completed "magical adventure" on an online platform, and users can participate in the game.
[0160] 6. The server will select entertaining AI players and add them for a fee.
[0161] 7. When a user orders an analog game version, the server sends the data to the production company, and the physical game is produced and sold.
[0162] This allows game designers to develop games efficiently and allows users to enjoy high-quality games.
[0163] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0164] Step 1:
[0165] A user logs into a server using a terminal.
[0166] Specific behavior:
[0167] The user enters their username and password on the login screen and clicks the login button.
[0168] Input: Username, Password
[0169] Output: User credentials
[0170] Step 2:
[0171] The user uses a design tool to input the rules and assets of the game.
[0172] Specific behavior:
[0173] The user accesses the design interface and sets up the board layout, the types of pieces, the effects of cards, and other details.
[0174] Input: Game rules, asset information
[0175] Output: Input design data
[0176] Step 3:
[0177] The terminal transmits the input data to the server.
[0178] Specific behavior:
[0179] When the user presses the "Save" button, the device sends the design data to the server.
[0180] Input: Design data
[0181] Output: Log of data sent to the server
[0182] Step 4:
[0183] The server receives the data and stores it in a database.
[0184] Specific behavior:
[0185] The server writes the received design data into the database.
[0186] Input: Received design data
[0187] Output: Notification of completion of saving to database
[0188] Step 5:
[0189] The server retrieves the stored rules and assets from the database and sends them to the AI learning module.
[0190] Specific behavior:
[0191] The server queries the database to retrieve the stored data.
[0192] Input: Design Data Query
[0193] Output: Retrieved data
[0194] Step 6:
[0195] The server parses the acquired data for the AI.
[0196] Specific behavior:
[0197] Convert the data into a standard format such as JSON or XML.
[0198] Input: Retrieved data
[0199] Output: Parsed data
[0200] Step 7:
[0201] The server sends the parsed data to the AI learning module.
[0202] Specific behavior:
[0203] Send the parsed data as input to the AI module.
[0204] Input: Parsed data
[0205] Output: Data flow log to the AI learning module
[0206] Step 8:
[0207] The AI module starts a simulation based on the rules and learns behavioral patterns.
[0208] Specific behavior:
[0209] To perform gameplay with multiple virtual players in a simulated environment.
[0210] Input: Rule data, Asset data
[0211] Output: Simulation result log
[0212] Step 9:
[0213] The user accesses the generation AI module through a terminal and inputs the necessary information and prompt text.
[0214] Specific behavior:
[0215] The user accesses the generated AI interface and enters a prompt.
[0216] Input: prompt statement, related information
[0217] Output: Request to the generative AI module
[0218] Step 10:
[0219] The server runs a generative AI model to generate a tentative asset design based on the input information.
[0220] Specific behavior:
[0221] The server runs an AI model based on the prompt text and generates a temporary character and board design.
[0222] Input: prompt statement, related information
[0223] Output: Temporary asset design
[0224] Step 11:
[0225] The server returns the generated design to the user.
[0226] Specific behavior:
[0227] The generated design is displayed on the user's interface for confirmation.
[0228] Input: Tentative asset design
[0229] Output: Displaying the design to the user
[0230] Step 12:
[0231] The server sets up a match between AIs on the test platform and begins the simulation.
[0232] Specific behavior:
[0233] Distribute the ruleset to the AI players and start the simulation.
[0234] Input: Rule data, Asset data
[0235] Output: Test play results
[0236] Step 13:
[0237] The AI model plays the game based on the specified rules.
[0238] Specific behavior:
[0239] Each AI player performs an action each turn and the game progresses until the win / loss condition is reached.
[0240] Input: Rule data, Asset data
[0241] Output: Battle log
[0242] Step 14:
[0243] The server records and analyzes the results of the test play and identifies problems.
[0244] Specific behavior:
[0245] The results are recorded in a database and subjected to statistical analysis.
[0246] Input: Battle log
[0247] Output: Analysis results
[0248] Step 15:
[0249] The server will provide feedback on the analysis results to the user and make any necessary changes to the rules or adjust the game balance.
[0250] Specific behavior:
[0251] The feedback interface displays any issues or suggestions and notifies the user.
[0252] Input: Analysis results
[0253] Output: Feedback notification
[0254] Step 16:
[0255] The server publishes the completed game on an online platform.
[0256] Specific behavior:
[0257] Complete the publishing preparation checklist to get your game visible on online platforms.
[0258] Input: Completed game data
[0259] Output: Published games on online platforms
[0260] Step 17:
[0261] A user accesses the published game using a terminal.
[0262] Specific behavior:
[0263] A user logs into the platform and selects the game they want to play from the list of games.
[0264] Input: User authentication information, game selection information
[0265] Output: Game join request
[0266] Step 18:
[0267] When the game starts, the server launches an AI game master to manage the game's progress.
[0268] Specific behavior:
[0269] An AI game master supervises the progress of the game in real time and provides necessary information.
[0270] Input: Game data, player information
[0271] Output: Game progress log
[0272] Step 19:
[0273] The server will add additional AI players as needed.
[0274] Specific behavior:
[0275] If there are not enough players, AI players will be added automatically to keep the game running smoothly.
[0276] Input: Player information
[0277] Output: Added AI player
[0278] Step 20:
[0279] Users can use their devices to select entertaining AI players and add them for a fee.
[0280] Specific behavior:
[0281] The user selects a specific entertainment AI player and completes payment.
[0282] Input: User selection information, payment information
[0283] Output: Additional logs for paid AI players
[0284] Step 21:
[0285] The server processes the payment and adds the selected AI player to the game.
[0286] Specific behavior:
[0287] Verify payment information and integrate AI players into the game environment.
[0288] Input: Payment information
[0289] Output: Notification of fee processing completion, AI player added
[0290] Step 22:
[0291] Users can choose to create and sell analog game versions through an online platform.
[0292] Specific behavior:
[0293] The user selects the "Order Analog Version" option, fills in the necessary information, and confirms the order.
[0294] Input: User order information
[0295] Output: Order request
[0296] Step 23:
[0297] The server collects the necessary data and provides it to the production company.
[0298] Specific behavior:
[0299] Collect detailed game design data and send it to the production company's API.
[0300] Input: User order information, game design data
[0301] Output: Data transmission log
[0302] Step 24:
[0303] A production company creates a physical analog game and delivers it to users.
[0304] Specific behavior:
[0305] The physical game is produced according to a production schedule and delivered to the user's address.
[0306] Input: Production instruction data, user address information
[0307] Output: Production completion notification, delivery log
[0308] (Application example 1)
[0309] 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."
[0310] Developing digital and analog games requires a great deal of effort and time, making it difficult to develop high-quality games efficiently. While real-time interactive and entertaining elements are required to improve the user experience, the technologies and systems required to achieve this are not yet fully developed. In particular, there is a need for methods to enhance the physical gaming experience with digital technology through the integration of augmented reality and AI.
[0311] 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.
[0312] In this invention, the server includes: means for inputting game rules and assets through a design tool; means for having an AI perform a simulation based on the rules and assets; means for generating a tentative asset design using a generation AI; means for conducting test plays between AIs to modify the rules and adjust the game balance; means for publishing the completed game on an online distribution system; means for allowing an AI game master and AI players to participate in the game; means for providing entertaining AI players for a fee; means for displaying a virtual board and pieces on a real-world table using augmented reality; means for capturing user movements and having an AI generate responses in real time; and means for preparing data for producing and selling analog games. This enables efficient and high-quality game development, and by using augmented reality technology and AI, it is possible to provide a real-time interactive user experience.
[0313] "Design Tool" means software for entering and editing game rules and assets.
[0314] "Assets" include physical and digital elements used in the game, such as the board, pieces, and cards.
[0315] "Having an AI simulate" means using artificial intelligence to virtually play a game based on input rules and assets.
[0316] "Generative AI" is artificial intelligence that automatically generates provisional designs and content based on specific information.
[0317] "Temporary Asset Design" means a temporary game element design created by a generative AI based on user input.
[0318] An "online distribution system" is an internet-based platform that allows users to access and play games once they have been developed.
[0319] An "AI Game Master" is an artificial intelligence that manages the progress of the game and applies the rules as needed.
[0320] An "AI player" is an artificial intelligence that compensates for the lack of players and plays against or cooperate with users.
[0321] An "entertaining AI player" is an artificial intelligence player that exhibits special behaviors that increase the gamer's enjoyment.
[0322] "Augmented reality" is a technology that integrates virtual objects into real-world environments to provide a combined real-virtual experience.
[0323] "Virtual boards and pieces" are digital objects that are displayed on a physical table using augmented reality technology.
[0324] "Capturing user movements" means capturing the user's hand and body movements with sensors or cameras and recording them as digital data.
[0325] "Generating responses in real time" means that the AI reacts immediately to user input and provides results and feedback instantly.
[0326] "Analog game version" refers to a physical game, such as a board game or card game, that is produced in a physical form.
[0327] The present invention relates to a system for supporting the development and provision of analog games such as board games and tabletop games. Specific embodiments thereof are described below.
[0328] Overall system configuration
[0329] The system mainly consists of a design tool, an AI simulation engine, a generative AI, an augmented reality display system, a user action capture system, and an online distribution system.
[0330] Program processing overview
[0331] Design Tools and Asset Input
[0332] The user (game designer) logs in to the server using a terminal and inputs the game rules and assets (board, pieces, cards, etc.) through the design tool. The design is then sent to the server and saved in the database.
[0333] Running AI simulations
[0334] The server retrieves the stored rules and assets and sends them to the AI simulation engine. The server parses these data and converts them into a format that can be applied to the AI model. The AI model then starts simulations based on the rules and learns specific behavioral patterns.
[0335] Temporary asset design generation using generative AI
[0336] The user accesses the generation AI through their device and inputs the necessary information. The server then activates the generation AI model and generates a tentative asset design (such as a board or piece design) based on the input information. The generated design is returned to the user, allowing for further modification and improvement.
[0337] AI test play and game balance adjustments
[0338] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and any problems with the rules or game balance are identified. The server then provides feedback on the analysis results to the user, and makes any necessary changes to the rules or adjustments to the game balance.
[0339] Game Streaming and AI Players
[0340] Once a game is developed, it is published by the server on an online distribution system. Users access this platform using their devices, select a published game, and participate. When the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can also add AI players. Furthermore, users can add entertaining AI players for a fee. The server processes the fee and adds the selected AI player to the game.
[0341] Augmented reality board games
[0342] The server uses an augmented reality display system to display a virtual board and pieces on a real-world table in augmented reality. The user wears smart glasses, and the virtual board and pieces are displayed on the table. A user motion capture system is used to capture the user's movements, and the user's hand movements are captured in real time. The server uses this motion data to generate responses in real time using AI and manage the progress of the game.
[0343] Specific examples
[0344] For example, if you were to develop a board game called "Magical Adventure," you would use the system as follows:
[0345] 1. The user inputs the game rules, character pieces, board layout, etc. via the terminal, and these are saved on the server.
[0346] 2. The server teaches these rules to an AI simulation engine and performs a specific simulation.
[0347] 3. The user creates a tentative character design using generative AI, and the server provides the results.
[0348] 4. The server runs test plays between AIs, analyzes the results, and provides feedback to the user.
[0349] 5. The server publishes the completed "magical adventure" on an online distribution system, and users can participate in the game.
[0350] 6. The server will add entertaining AI players for a fee.
[0351] 7. When a user orders an analog game version, the server sends the data to the production company, and the physical game is produced and sold.
[0352] Prompt Sentence Examples
[0353] Develop a board game called "Magical Adventure" and teach the game to an AI. Develop an application that allows users to play this board game in augmented reality using smart glasses. Specifically, display a virtual board and pieces on the table, and have the AI calculate moves in real time to act as an opponent. Also, make it possible to purchase additional premium AI players for a fee.
[0354] This allows users to enjoy an advanced gaming experience that blends the real world with the digital world.
[0355] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0356] Step 1:
[0357] A user logs in to the server using a terminal and inputs the game rules and assets through the design tool. The input data (rule text, asset images, placement information, etc.) is sent to the server and stored in a database.
[0358] Step 2:
[0359] The server retrieves the stored rules and assets from the database and sends them to the AI simulation engine. The server parses these data and converts them into a format that can be applied to the AI model (e.g., converting the rules into an algorithm). The AI model starts a simulation based on the rules and learns specific behavior patterns. The simulation results are generated and returned to the server.
[0360] Step 3:
[0361] The user accesses the generation AI through their device and inputs the necessary information (e.g., character design requirements). The server then activates the generation AI model and generates a provisional asset design (such as a character image or board layout) based on the input information. The generated design is returned from the server to the user, who can then modify or improve it.
[0362] Step 4:
[0363] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and problems with the rules or game balance are identified. This data is fed back to the user, who can then adjust the rules or assets as necessary.
[0364] Step 5:
[0365] Once a game is developed, it is published by the server on an online distribution system. Users access this platform using their devices, select a published game, and join. When the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server adds AI players.
[0366] Step 6:
[0367] Users can add entertaining AI players for a fee. The server processes the fee and adds the selected AI player to the game, allowing users to have a more enjoyable gaming experience.
[0368] Step 7:
[0369] The server uses an augmented reality display system to display a virtual board and pieces on a real-world table in augmented reality. The user wears smart glasses, and the virtual board and pieces are displayed on the table. A user motion capture system is used to capture the user's movements, and the user's hand movements are captured in real time. The server uses this motion data to generate responses in real time using AI and manage the progress of the game.
[0370] Step 8:
[0371] When a user orders an analog game version, the server sends the necessary data to the production company, which then uses this data to create and sell the physical game and deliver it to the user.
[0372] 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.
[0373] This invention relates to a system that supports the development of analog games such as board games and tabletop games by combining an emotion engine to efficiently improve the quality of the game. This system utilizes AI and an emotion engine to efficiently test play when game designers design game rules and assets, improving the user experience. The program processing of this system is explained below in natural language.
[0374] Game designers design rules and assets
[0375] Users (game designers) log in to the server using a terminal and enter details of the game rules and assets (board, pieces, cards, etc.) through a design tool. The design is then sent to the server and saved in a database.
[0376] Teaching and training rules to AI
[0377] The server retrieves the stored rules and assets and sends them to the AI learning module. The server parses these data and converts them into a format that can be applied to the AI model. The AI model then starts simulations based on the rules and learns specific behavioral patterns.
[0378] Generate preliminary asset designs
[0379] The user accesses the generative AI module through their device and inputs the necessary information. The server then activates the generative AI model and generates a tentative asset design based on the input information. The generated design is returned to the user, who can then make further modifications and improvements.
[0380] Test play between AI
[0381] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and any problems with the rules or game balance are identified. The server then provides feedback on the analysis results to the user, and makes any necessary changes to the rules or adjustments to the game balance.
[0382] Game provision
[0383] Once a game is developed, it is published on an online platform by the server. Users access the platform using their devices and select a published game to join. Once the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can also add AI players.
[0384] Entertaining AI player
[0385] Users can use their devices to select and add entertaining AI players for a fee, and the server processes the payment and adds the selected AI player to the game, providing a more enjoyable experience.
[0386] Production and sales of analog games
[0387] When a user selects the option to produce and sell a physical game version through the online platform, the server collects the necessary data and provides it to the production company, who then produces and sells the physical game and delivers it to the user.
[0388] Incorporating an emotion engine
[0389] By incorporating an emotion engine, the system can recognize the user's emotion data and further improve the gaming experience. Specific examples are shown below.
[0390] Collecting user emotion data
[0391] The device is equipped with an emotion engine that monitors the user's facial expressions, tone of voice, heart rate, etc. in real time while playing the game. This data is sent to a server for analysis.
[0392] Dynamic adjustment of game difficulty and event content
[0393] The server dynamically adjusts the game difficulty and event content based on the user's emotional data obtained from the emotion engine. For example, if the user is feeling stressed, the server can lower the game difficulty or insert relaxing events.
[0394] AI Game Master and AI Player Adaptation
[0395] Based on the emotional data recognized by the emotion engine, the server adapts the behavior and dialogue of the AI game master and AI players. For example, if the user is enjoying themselves, the AI characters will make praising remarks.
[0396] Example: A board game with an emotion engine
[0397] For example, if you were to incorporate an emotion engine into a board game called "Magical Adventure," it would look like this:
[0398] 1. The user designs the game rules and assets, and configures the emotion engine.
[0399] 2. The server uses this information to train the AI and executes test plays.
[0400] 3. The user accesses the game through a device equipped with the emotion engine and begins playing.
[0401] 4. The server analyzes the user's emotional data in real time and adjusts the progress of the game.
[0402] 5. If the user is enjoying the game, the AI character will praise them or give them special performances.
[0403] 6. If you want an analog game version, the server sends the data to the production company, and the physical game is produced and sold.
[0404] The present invention allows game designers to efficiently develop games and allows users to enjoy a high-quality, emotionally adaptive gaming experience.
[0405] The processing flow will be explained below.
[0406] Game designers design rules and assets
[0407] Step 1:
[0408] The user (game designer) logs in to the server using a terminal, which gives them access to the design tool.
[0409] Step 2:
[0410] The user uses a design tool to input detailed game rules and assets (board, pieces, cards, etc.), such as player behavior restrictions, victory conditions, and board layout.
[0411] Step 3:
[0412] The server receives the input rules and assets and stores them in a database for later processing.
[0413] Teaching and training rules to AI
[0414] Step 1:
[0415] The server retrieves the stored rules and assets from the database.
[0416] Step 2:
[0417] The server parses this data and converts it into a format that can be applied to AI models, analyzing rule logic, event conditions, etc.
[0418] Step 3:
[0419] The server's AI learning module begins learning rules based on the converted data. Simulations are run to learn patterns that allow the AI to take appropriate action based on the rules.
[0420] Generate preliminary asset designs
[0421] Step 1:
[0422] The user accesses the generation AI module through a terminal and provides the basic information required for asset design.
[0423] Step 2:
[0424] The server runs a generative AI model to generate provisional asset designs based on user-provided information, such as character appearances and board designs.
[0425] Step 3:
[0426] The server returns the generated asset design to the user, who can then further modify or improve it.
[0427] Test play between AI
[0428] Step 1:
[0429] The server sets up AI matches on the test platform, and prepares the environment necessary for test play.
[0430] Step 2:
[0431] The AI on the server will start playing against each other and proceed with the game based on the specified rules. The AI acts as a player and simulates the flow of the game.
[0432] Step 3:
[0433] The server records the results of the test play and collects statistical data, such as the win rate and average number of turns.
[0434] Step 4:
[0435] The server analyzes the results of the test play and identifies problems with the rules and game balance. The analysis results are fed back to the user, and rules are revised or game balance is adjusted as necessary.
[0436] Game provision
[0437] Step 1:
[0438] The server publishes the completed game on the online platform.
[0439] Step 2:
[0440] A user logs into the online platform using a terminal, selects a published game, and participates in it.
[0441] Step 3:
[0442] The server starts the game session and launches an AI Game Master, which manages the game and gives instructions to the players.
[0443] Step 4:
[0444] If there are not enough players, the server will add AI players, allowing the game to be played with the optimal number of players.
[0445] Entertaining AI player
[0446] Step 1:
[0447] The user selects an entertaining AI player using the device and decides to add it for a fee.
[0448] Step 2:
[0449] The server processes the payment and completes the purchase.
[0450] Step 3:
[0451] The server will add entertaining AI players to the game, each with their own special features and personalities, providing a more enjoyable experience for the player.
[0452] Production and sales of analog games
[0453] Step 1:
[0454] A user selects an option to purchase an analog game version through an online platform.
[0455] Step 2:
[0456] The server collects the necessary data and prepares it for delivery to the production company.
[0457] Step 3:
[0458] The server sends data to the production company and instructs them to manufacture the analog game.
[0459] Step 4:
[0460] The production company produces a physical analog game and delivers it to the user, allowing the user to enjoy the physical game.
[0461] Incorporating an emotion engine
[0462] Collecting user emotion data
[0463] Step 1:
[0464] The device will be equipped with an emotion engine that will enable real-time monitoring of the user's facial expressions, tone of voice, heart rate, and other information.
[0465] Step 2:
[0466] The device transmits the collected emotion data to a server.
[0467] Dynamic adjustment of game difficulty and event content
[0468] Step 1:
[0469] The server dynamically adjusts the game difficulty and event content based on the user's emotional data obtained from the emotion engine.
[0470] Step 2:
[0471] For example, if a user is feeling stressed, the server will lower the difficulty of the game or insert relaxing events.
[0472] AI Game Master and AI Player Adaptation
[0473] Step 1:
[0474] The server adapts the behavior and dialogue of the AI game master and AI players based on the emotional data recognized by the emotion engine.
[0475] Step 2:
[0476] For example, if the user is enjoying themselves, the AI character will make praising remarks.
[0477] Example: A board game with an emotion engine
[0478] 1. The user designs the game rules and assets, and configures the emotion engine.
[0479] 2. The server uses this information to train the AI and executes test plays.
[0480] 3. The user accesses the game through a device equipped with the emotion engine and begins playing.
[0481] 4. The server analyzes the user's emotional data in real time and adjusts the progress of the game.
[0482] 5. If the user is enjoying the game, the AI character will praise them or give them special performances.
[0483] 6. If you want an analog game version, the server sends the data to the production company, and the physical game is produced and sold.
[0484] The present invention allows game designers to efficiently develop games and allows users to enjoy a high-quality, emotionally adaptive gaming experience.
[0485] Example 2
[0486] 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."
[0487] The development process for traditional board games, tabletop games, and other analog games required a lot of manual work and repeated test play, making it inefficient. It was also difficult to provide a gaming experience that adapted to the user's emotions, making it difficult to maximize user satisfaction.
[0488] The specific processing by the specific 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 inputting game rules and assets through a design tool; means for causing an AI to perform a simulation based on the rules and assets; means for generating a temporary asset design using a generation AI; means for conducting test plays between AIs to modify the rules and adjust the game balance; means for publishing the developed game on an online platform; means for allowing an AI game master and AI players to participate in the game; means for providing entertaining AI players for a fee; means for preparing data for producing and selling a physical game; means for acquiring and analyzing user emotion data using an emotion engine; and means for dynamically adjusting the game difficulty and event content based on the emotion data. This enables efficient development of board games and tabletop games and provides a high-quality gaming experience that adapts to users' emotions.
[0489] A "design tool" is software for entering detailed game rules and assets.
[0490] "Rules" refers to the detailed rules and settings for progressing through the game.
[0491] "Assets" refers to physical or digital resources used in a game, such as the board, pieces, and cards.
[0492] "AI" or "artificial intelligence" is a computer program that analyzes data and performs simulations.
[0493] "Simulation" is the process of using AI to virtually recreate and test the game's behavior.
[0494] "Generative AI" is an AI model that generates hypothetical asset designs based on user input.
[0495] "Test play" refers to a trial play conducted to evaluate the rules and balance of a game.
[0496] "Game balance" refers to how different elements within a game are adjusted to provide a fair and enjoyable experience.
[0497] "Online infrastructure" refers to a collection of servers and software for providing services over the Internet.
[0498] An "AI Game Master" is an AI that manages the progress of online games.
[0499] An "AI player" is an AI that plays the game on behalf of a human.
[0500] "Entertainment" refers to features and elements that are enjoyable for users.
[0501] "Physical games" refer to analog games that use actual boards and pieces rather than digital ones.
[0502] "Emotion engine" refers to a system that acquires and analyzes user emotion data.
[0503] "Emotional data" refers to information about a user's emotions obtained from facial expressions, tone of voice, heart rate, etc.
[0504] "Dynamic adjustment" means automatically changing settings and balance in real time.
[0505] This invention is a system that supports the development of analog games such as board games and tabletop games, and efficiently improves the quality of games by combining an emotion engine and artificial intelligence (AI). This system uses AI and an emotion engine to efficiently test play when game designers design game rules and assets, improving the user experience.
[0506] Game designers design rules and assets
[0507] The user (game designer) logs into the server using a terminal and enters the game rules and assets (board, pieces, cards, etc.) in detail through a design tool. Specifically, the user writes the rules in text and uploads images of the assets. Once the entry is complete, the information is sent to the server and stored in a database.
[0508] Teaching and training rules to AI
[0509] The server retrieves the stored rules and assets from the database, then parses and converts this data into a format that can be applied to the AI learning module. Once converted, the server provides the data to the AI model, which then starts simulating the rules and learns behavioral patterns.
[0510] Generate preliminary asset designs
[0511] The user inputs a prompt statement to the generative AI module through the terminal. The server receives the prompt statement and starts the generative AI model based on the prompt statement. The generative AI model generates a tentative asset design, which is then returned to the user.
[0512] Example prompt sentence:
[0513] "Generate a design for a dragon piece."
[0514] Test play between AI
[0515] The server sets up test play between AIs. The AI models run simulations based on the acquired rules. The server records and analyzes the results of the matches to identify problems with game balance and rules. The analysis results are fed back to the user.
[0516] Game provision
[0517] Once a game is developed, it is published online by the server. Users access the platform using their devices, select a published game, and join. Once the game starts, the server launches an AI game master to manage the game's progress.
[0518] Entertaining AI player
[0519] Users can select entertaining AI players using their devices and add them to the game for a fee, and the server processes the fee and adds the selected AI players to the game.
[0520] Production and sales of analog games
[0521] If the user selects the option to produce and sell an analog game version, the server provides the necessary data to the production company, who then produces and sells the physical analog game and delivers it to the user.
[0522] Incorporating an emotion engine
[0523] The device is equipped with an emotion engine that monitors the user's facial expressions, tone of voice, heart rate, and other factors in real time while playing the game. Emotional data is sent to a server for analysis. The server then dynamically adjusts the game's difficulty and event content based on the analysis results.
[0524] Specific working example:
[0525] The emotion engine detects rising stress levels in the user, and the server adjusts the game's difficulty by lowering it.
[0526] The above is a detailed description of the embodiments of the present invention. The present invention allows game designers to efficiently develop games, and allows users to enjoy a high-quality, emotionally adaptive gaming experience.
[0527] The flow of the identification process in the second embodiment will be described with reference to FIG.
[0528] Step 1: Game Designer Designs Rules and Assets
[0529] A user uses a terminal to access the design tool and input game rules and assets. The input information includes game rule text, asset image files, design details, etc. This information is sent from the terminal to the server and stored in a database. As a specific example of operation, a user inputs the rules of a game called "Magical Adventure" and uploads character images.
[0530] Input: Game rule text, asset image files
[0531] Output: Rules and asset data stored in a database
[0532] Step 2: Teaching and training the AI
[0533] The server retrieves the stored rules and assets from the database and parses this data. The parsed data is converted into a format that can be applied to the AI learning module. The server then provides the data to the AI model, which then starts a simulation based on the rules and learns behavioral patterns. As a specific example of how this works, the server parses the rule that "players choose one action per turn" and loads it into the AI model.
[0534] Input: Rules and asset data stored in a database
[0535] Output: Data format applicable to AI learning modules, learning results of AI models
[0536] Step 3: Generate a preliminary asset design
[0537] The user inputs a prompt statement into the generation AI module via their terminal. The server receives this and causes the generation AI model to start processing based on the prompt statement. The generation AI model generates a temporary asset design, which is returned to the user. As a specific example of operation, the user inputs a prompt statement such as "Please generate a design for a dragon piece," and the server returns the generated design to the user.
[0538] Input: Prompt text (e.g. "Generate a design for a dragon piece")
[0539] Output: Generated tentative asset design
[0540] Step 4: Test play with AI
[0541] The server sets up test play between AIs. The AI model runs a simulation based on the acquired rules. The server records and analyzes the results of the matches, and identifies problems with game balance and rules. The analysis results are fed back to the user. As a specific example of how it works, the server runs an AI match for "Magical Adventure," analyzes the results, and concludes that "balance adjustments are necessary."
[0542] Input: AI model rule data
[0543] Output: Test play records, analysis results
[0544] Step 5: Offering the game
[0545] The server publishes the completed game on an online platform. Users access the platform using their devices, select the published game, and participate. When the game starts, the server launches an AI game master to manage the game's progress. As a specific example of how it works, a user accesses "Magical Adventure," and the server launches the game master AI to progress the game.
[0546] Input: Completed game data
[0547] Output: Online published game, AI game master launch
[0548] Step 6: Providing an entertaining AI player
[0549] The user selects an entertaining AI player using the device and adds it for a fee. The server processes the fee and adds the selected AI player to the game. For example, the user adds an "AI player who has interesting conversations," and the server completes the fee process and allows the AI player to join the game.
[0550] Input: Selected AI player, fee information
[0551] Output: Fee processing completed, paid AI player added
[0552] Step 7: Production and sale of analog games
[0553] If the user selects the option to produce and sell an analog game version, the server provides the necessary data to the production company. The production company produces and sells the physical analog game and delivers it to the user. As a specific example of how it works, the server sends the data for "Magical Adventure" to the production company, which then produces and sells the board game.
[0554] Input: Analog game version data, production request information
[0555] Output: Providing data to production companies, producing and selling physical games
[0556] Step 8: Incorporating the Emotion Engine
[0557] The device is equipped with an emotion engine that monitors the user's facial expressions, tone of voice, heart rate, and other factors in real time while playing the game. Emotional data is sent to the server for analysis. The server dynamically adjusts the game's difficulty and event content based on the analysis results. As a specific example of how it works, the emotion engine detects an increase in the user's stress level, and the server adjusts the game's difficulty by lowering it.
[0558] Input: User's emotional data (facial expressions, tone of voice, heart rate)
[0559] Output: Analysis results, dynamic game adjustments
[0560] The above is a detailed explanation of the steps in which the system program processes are divided. The specific operations performed at each step, as well as the inputs and outputs, have also been explained.
[0561] (Application example 2)
[0562] 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."
[0563] Conventional game development systems have made it difficult to streamline game design and provide content that responds to user emotions. Test play is costly and labor-intensive, making it time-consuming to improve game quality. Furthermore, there was a lack of technology to analyze user emotion data in real time and dynamically adapt games and content, making it difficult to personalize the user experience.
[0564] The specific processing by the specific 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: [means for inputting game rules and assets through a design tool]; [means for causing an AI to perform a simulation based on the rules and assets]; and [means for generating a provisional asset design using a generation AI]. This enables efficient design of game rules and assets and efficient test play. In addition, the server includes: [means for collecting viewer emotion data]; [means for analyzing the emotion data]; and [means for dynamically adapting content based on the emotion data], thereby enabling the provision of content that corresponds to the viewer's emotions. This realizes high user satisfaction and improves the quality of games and content.
[0565] A "design tool" is software or a system for inputting and editing game rules and assets.
[0566] "Rules" are rules and instructions that control actions and operations performed within a game.
[0567] "Assets" are materials or objects used in the game, such as boards, pieces, and cards.
[0568] "Simulation" is the process of using AI to execute virtual plays based on the rules of the game and verify and evaluate the game's behavior.
[0569] "Generative AI" is a system that uses artificial intelligence technology to automatically generate provisional asset designs and other creative works.
[0570] "Test play" is the process of AIs or humans actually playing a game to check the consistency and balance of the rules.
[0571] "Game balance" means that the various elements and rules within a game are properly adjusted to each other, allowing for fair and enjoyable play.
[0572] "Online Platform" means a website or application that publishes and distributes games over the Internet and allows users to access and play them.
[0573] An "AI Game Master" is a program or system that uses AI technology to manage and supervise the progress of a game.
[0574] An "AI player" is a virtual opponent or teammate who plays the game using AI technology.
[0575] "Entertainment" is the quality or quality of creating enjoyment or interest.
[0576] "Emotion data" is data that represents the emotional state of a viewer or user, and includes facial expressions, tone of voice, heart rate, and the like.
[0577] "Sentiment analysis" is the process of analyzing collected emotional data to identify the emotional state of a viewer or user.
[0578] "Dynamic Adaptation" is a function that changes and adjusts content in real time based on emotional data.
[0579] "Content" means information and entertainment such as videos, games, and audio provided on online platforms.
[0580] This invention relates to a system that allows game designers to efficiently develop and provide high-quality games. This system combines an emotion engine and AI technology to improve the user experience through game design, simulation, and test play. It also provides the ability to collect and analyze viewer emotion data and dynamically adapt content based on that data.
[0581] First, the user (game designer) accesses the server using a device (PC or tablet). Using the design tool, they input the game rules and assets in detail. The input rules and assets are sent to the server and stored in a database.
[0582] The server then retrieves the stored rules and assets and sends them to the AI learning module. The server parses this data and converts it into a format that can be applied to the AI model. The AI model then starts simulating the rules and learns specific behavioral patterns. This process uses AI algorithms and machine learning libraries (e.g., TensorFlow, PyTorch).
[0583] Next, the user accesses the generative AI module through their device and inputs the necessary information. The server then launches a generative AI model (e.g., OpenAI GPT-4) to generate a tentative asset design based on the input information. The generated design is returned to the user for further modification and improvement.
[0584] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and problems with the rules or game balance are identified. Data analysis tools (e.g., Pandas, NumPy) are used in this process. The server provides feedback on the analysis results to the user, and makes corrections to the rules or adjustments to the game balance as necessary.
[0585] Finally, the server publishes the completed game on an online platform. Users access the platform using their devices, select a published game, and join. When the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can add AI players. Furthermore, entertaining AI players can be provided for a fee. Users use their devices to select and pay for the AI players to be added to the game.
[0586] The device is equipped with an emotion engine, which monitors the user's facial expressions, tone of voice, heart rate, and other data in real time while playing the game. This data is sent to the server for analysis. The server dynamically adjusts the game difficulty and event content based on the user's emotional data obtained from the emotion engine. For example, if the user is feeling stressed, the server can lower the game difficulty or insert relaxing events. Based on the emotional data recognized by the emotion engine, the server adapts the behavior and dialogue of the AI game master and AI players.
[0587] As a concrete example, consider the case of incorporating an emotion engine into a board game called "Magical Adventure." The user designs the game rules and assets and configures the emotion engine. The server uses this information to train the AI and executes test plays. The user accesses the game through a device equipped with the emotion engine and begins playing. The server analyzes the user's emotional data in real time and adjusts the progress of the game. If the user is enjoying themselves, the AI character will praise them or perform special effects. If an analog game version is desired, the server sends the data to a production company, and a physical game is produced and sold.
[0588] An example prompt is:
[0589] "The viewer's emotion is a smile. Provide visual scenes that correspond to that emotion."
[0590] This system allows game designers to develop games efficiently and enables users to enjoy a high-quality, emotionally adaptive gaming experience.
[0591] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[0592] Step 1:
[0593] Users access the server using a device (PC or tablet). They enter the game rules and assets in detail through a design tool. The entered rules and assets are sent to the server and stored in a database. For example, a user might enter the design and movement rules of a board game piece.
[0594] Input: Game rules and asset data
[0595] Output: Game rules and asset data stored on the server
[0596] Step 2:
[0597] The server retrieves the stored rules and assets and sends them to the AI learning module. The server parses this data and converts it into a format that can be applied to the AI model. The AI model then starts simulations based on the rules and learns specific behavioral patterns. This process uses AI algorithms and machine learning libraries (e.g., TensorFlow, PyTorch).
[0598] Input: Saved game rules and asset data
[0599] Output: Data converted into a format that can be applied to an AI model
[0600] Step 3:
[0601] The user accesses the generative AI module through their device and inputs the necessary information. The server then launches a generative AI model (e.g., OpenAI GPT-4) to generate a tentative asset design based on the input information. The generated design is returned to the user for further modification and improvement.
[0602] Input: Design information from the user
[0603] Output: Generated preliminary asset design
[0604] Step 4:
[0605] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and problems with the rules or game balance are identified. Data analysis tools (e.g., Pandas, NumPy) are used in this process. The server provides feedback on the analysis results to the user, and makes corrections to the rules or adjustments to the game balance as necessary.
[0606] Input: AI test play results
[0607] Output: Analyzed rules and game balance issues
[0608] Step 5:
[0609] Once a game is developed, it is published on an online platform by the server. Users access the platform using their devices, select a published game, and join. When the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can also add AI players.
[0610] Input: Completed game data
[0611] Output: Games published on online platforms
[0612] Step 6:
[0613] The device is equipped with an emotion engine, which monitors the user's facial expressions, tone of voice, heart rate, and other data in real time while the game is in progress. This data is sent to a server for analysis. The server then dynamically adjusts the game's difficulty and event content based on the user's emotional data obtained from the emotion engine. For example, if the user is feeling stressed, the game's difficulty may be lowered or a relaxing event may be inserted.
[0614] Input: User emotion data
[0615] Output: Dynamically adjusted game progress
[0616] Step 7:
[0617] Based on the emotional data recognized by the emotion engine, the server adapts the behavior and dialogue of the AI Game Master and AI Players. For example, if the user is having fun, the AI characters will make praising remarks. They will also provide special effects to further enhance the gaming experience.
[0618] Input: Emotion data parsed by the emotion engine
[0619] Output: Applied AI character behavior and dialogue
[0620] 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.
[0621] 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.
[0622] 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.
[0623] [Second embodiment]
[0624] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.
[0625] 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.
[0626] 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).
[0627] 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.
[0628] 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.
[0629] 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).
[0630] 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.
[0631] 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.
[0632] 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.
[0633] 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.
[0634] 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.
[0635] 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."
[0636] This invention relates to a system for supporting the development of analog games such as board games and tabletop games. This system uses AI to efficiently test play and improve the quality of games when game designers design game rules and assets. Below, we will explain the program processing of this system in natural language.
[0637] Game designers design rules and assets
[0638] Users (game designers) log in to the server using a terminal and input the game rules and assets (board, pieces, cards, etc.) through the design tool. The design is then sent to the server and saved in the database.
[0639] Teaching and training rules to AI
[0640] The server retrieves the stored rules and assets and sends them to the AI learning module. The server parses these data and converts them into a format that can be applied to the AI model. The AI model then starts simulations based on the rules and learns specific behavioral patterns.
[0641] Generate preliminary asset designs
[0642] The user accesses the generative AI module through their device and inputs the necessary information. The server then activates the generative AI model and generates a tentative asset design based on the input information. The generated design is returned to the user, who can then make further modifications and improvements.
[0643] Test play between AI
[0644] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and any problems with the rules or game balance are identified. The server then provides feedback on the analysis results to the user, and makes any necessary changes to the rules or adjustments to the game balance.
[0645] Game provision
[0646] Once a game is developed, it is published on an online platform by the server. Users access the platform using their devices and select a published game to join. Once the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can also add AI players.
[0647] Entertaining AI player
[0648] Users can use their devices to select and add entertaining AI players for a fee, and the server processes the payment and adds the selected AI player to the game, providing a more enjoyable experience.
[0649] Production and sales of analog games
[0650] When a user selects the option to produce and sell a physical game version through the online platform, the server collects the necessary data and provides it to the production company, who then produces and sells the physical game and delivers it to the user.
[0651] Example: Developing and providing board games
[0652] For example, if a game designer is designing a board game called "Magical Adventure," he or she will use the system as follows:
[0653] 1. The user inputs the game rules, character pieces, board layout, etc. via the terminal, and these are saved on the server.
[0654] 2. The server teaches these rules to the AI and performs specific simulations.
[0655] 3. The user creates a tentative character design using generative AI, and the server provides the results.
[0656] 4. The server runs test plays between AIs, analyzes the results, and provides feedback to the user.
[0657] 5. The server publishes the completed "magical adventure" on an online platform, and users can participate in the game.
[0658] 6. The server will select entertaining AI players and add them for a fee.
[0659] 7. When a user orders an analog game version, the server sends the data to the production company, and the physical game is produced and sold.
[0660] The present invention allows game designers to efficiently develop games, and enables users to enjoy high-quality games.
[0661] The processing flow will be explained below.
[0662] Game designers design rules and assets
[0663] Step 1:
[0664] The user (game designer) logs in to the server using a terminal, which gives them access to the design tool.
[0665] Step 2:
[0666] The user uses a design tool to input detailed game rules and assets (board, pieces, cards, etc.), such as player behavior restrictions, victory conditions, and board layout.
[0667] Step 3:
[0668] The server receives the input rules and assets and stores them in a database for later processing.
[0669] Teaching and training rules to AI
[0670] Step 1:
[0671] The server retrieves the stored rules and assets from the database.
[0672] Step 2:
[0673] The server parses this data and converts it into a format that can be applied to AI models, analyzing rule logic, event conditions, etc.
[0674] Step 3:
[0675] The server's AI learning module begins learning rules based on the converted data. Simulations are run to learn patterns that allow the AI to take appropriate action based on the rules.
[0676] Generate preliminary asset designs
[0677] Step 1:
[0678] The user accesses the generation AI module through a terminal and provides the basic information required for asset design.
[0679] Step 2:
[0680] The server runs a generative AI model to generate provisional asset designs based on user-provided information, such as character appearances and board designs.
[0681] Step 3:
[0682] The server returns the generated asset design to the user, who can then further modify or improve it.
[0683] Test play between AI
[0684] Step 1:
[0685] The server sets up AI matches on the test platform, and prepares the environment necessary for test play.
[0686] Step 2:
[0687] The AI on the server will start playing against each other and proceed with the game based on the specified rules. The AI acts as a player and simulates the flow of the game.
[0688] Step 3:
[0689] The server records the results of the test play and collects statistical data, such as the win rate and average number of turns.
[0690] Step 4:
[0691] The server analyzes the results of the test play and identifies problems with the rules and game balance. The analysis results are fed back to the user, and rules are revised or game balance is adjusted as necessary.
[0692] Game provision
[0693] Step 1:
[0694] The server publishes the completed game on the online platform.
[0695] Step 2:
[0696] A user logs into the online platform using a terminal, selects a published game, and participates in it.
[0697] Step 3:
[0698] The server starts the game session and launches an AI Game Master, which manages the game and gives instructions to the players.
[0699] Step 4:
[0700] If there are not enough players, the server will add AI players, allowing the game to be played with the optimal number of players.
[0701] Entertaining AI player
[0702] Step 1:
[0703] The user selects an entertaining AI player using the device and decides to add it for a fee.
[0704] Step 2:
[0705] The server processes the payment and completes the purchase.
[0706] Step 3:
[0707] The server will add entertaining AI players to the game, each with their own special features and personalities, providing a more enjoyable experience for the player.
[0708] Production and sales of analog games
[0709] Step 1:
[0710] A user selects an option to purchase an analog game version through an online platform.
[0711] Step 2:
[0712] The server collects the necessary data and prepares it for delivery to the production company.
[0713] Step 3:
[0714] The server sends data to the production company and instructs them to manufacture the analog game.
[0715] Step 4:
[0716] The production company produces a physical analog game and delivers it to the user, allowing the user to enjoy the physical game.
[0717] Example 1
[0718] 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."
[0719] Traditional analog game development required a lot of manual work and time, which led to inefficiencies in adjusting game rules and balance. It was also difficult to secure the personnel and resources needed for test play, making it difficult to guarantee the quality of the games developed by game designers. Furthermore, the process of bringing a game to market tended to be lengthy, making it difficult to quickly provide high-quality games to users.
[0720] 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.
[0721] In this invention, the server includes: [means for inputting game rules and assets through a design tool]; [means for having an AI perform a simulation based on the rules and assets]; [means for generating a tentative asset design using a generative AI model, generating the design based on input information and prompt text]; [means for conducting test play between AIs, recording and analyzing the simulation results, and adjusting the rules and game balance]; [means for publishing the completed game on an online platform and allowing users to select and participate]; [means for allowing an AI game master and AI players to participate in game progress management]; [means for providing entertaining AI players for a fee and processing fees]; and [means for providing data for producing and selling analog games to external parties]. This enables [game designers to efficiently design rules and assets and quickly develop high-quality games based on the results of automatic AI simulations and analysis.] It also enables the provision of games to users through an online platform, and even the production and sale of entertaining AI players and analog game versions.]
[0722] A "design tool" is software that provides an interface for game designers to input game rules and assets.
[0723] "Assets" refers to physical or digital props or materials used in board games or tabletop games, such as pieces, cards, and boards.
[0724] "AI simulation" is the process in which artificial intelligence performs virtual play based on the rules of a game and analyzes the results.
[0725] A "generative AI model" is an artificial intelligence model that generates provisional asset designs based on information and prompts entered by the user.
[0726] A "prompt" is an instruction that a user inputs into a generative AI model to specify the conditions and characteristics of the asset to be generated.
[0727] The "AI Game Master" is an artificial intelligence that manages the progress of the game, enforcing the rules of the game and overseeing its progress.
[0728] An "AI player" is an artificial intelligence that participates in a game and operates within the game in place of the actual player.
[0729] An "entertaining AI player" is an artificial intelligence that performs unique actions and lines compared to regular AI players, increasing the enjoyment of the game.
[0730] An "online platform" is a service that users can access via the Internet, and is used to publish and provide games that have been developed to users.
[0731] "Analog game production and sales" refers to the process of creating physical game sets based on digital data and distributing them on the market.
[0732] MODE FOR CARRYING OUT THE INVENTION
[0733] The present invention is a system for supporting the development of analog games. This system uses artificial intelligence (AI) to efficiently conduct test plays when game designers design game rules and assets, thereby improving the game's quality. Detailed embodiments of this system are described below.
[0734] System configuration
[0735] Users access the server using a computer terminal (hereafter referred to as the terminal). A design tool is installed on the terminal, and users can use it to input game rules and assets (board, pieces, cards, etc.). The designed content is sent from the terminal to the server and stored in a database.
[0736] Input using the design tool
[0737] Users use the design tool to set up detailed game rules and assets, such as the board layout, the types of pieces, and the effects of cards. Once input is complete, the device sends the data to the server, which then stores it in a database.
[0738] AI-powered simulation
[0739] The server retrieves the stored rules and assets and sends them to the AI learning module, which parses the data and converts it into a format that can be applied to the AI model.The AI model then starts simulations based on the rules and learns specific behavioral patterns.
[0740] Generate preliminary asset designs
[0741] The user accesses the generative AI module through their device and inputs the required information and a prompt. For example, they can input a prompt such as "Generate a fantasy-style character." The server then activates the generative AI model and generates a tentative asset design based on the input information. The generated design is returned to the user, who can then make further modifications and improvements.
[0742] Test play between AI
[0743] The server sets up a match between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and any problems with the rules or game balance are identified. The server provides feedback on the analysis results to the user, and makes any necessary changes to the rules or adjustments to the game balance.
[0744] Publishing and delivering your game
[0745] Once a game is developed, it is published on an online platform by the server. Users access the platform using their devices and select a published game to join. Once the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can also add AI players.
[0746] Entertaining AI player
[0747] Users can select entertaining AI players using their devices and add them for a fee. The server processes the fee and adds the selected AI players to the game, providing a more enjoyable experience.
[0748] Production and sales of analog games
[0749] When a user selects the option to produce and sell a physical game version through the online platform, the server collects the necessary data and provides it to the production company, who then produces and sells the physical game and delivers it to the user.
[0750] Example: Developing and providing board games
[0751] For example, if a game designer is designing a board game called "Magical Adventure," he or she will use the system as follows:
[0752] 1. The user inputs the game rules, character pieces, board layout, etc. through the terminal and saves them on the server.
[0753] 2. The server teaches these rules to the AI and performs specific simulations.
[0754] 3. The user creates a tentative character design using generative AI, and the server provides the results.
[0755] 4. The server runs test plays between AIs, analyzes the results, and provides feedback to the user.
[0756] 5. The server publishes the completed "magical adventure" on an online platform, and users can participate in the game.
[0757] 6. The server will select entertaining AI players and add them for a fee.
[0758] 7. When a user orders an analog game version, the server sends the data to the production company, and the physical game is produced and sold.
[0759] This allows game designers to develop games efficiently and allows users to enjoy high-quality games.
[0760] The flow of the identification process in the first embodiment will be described with reference to FIG.
[0761] Step 1:
[0762] A user logs into a server using a terminal.
[0763] Specific behavior:
[0764] The user enters their username and password on the login screen and clicks the login button.
[0765] Input: Username, Password
[0766] Output: User credentials
[0767] Step 2:
[0768] The user uses a design tool to input the rules and assets of the game.
[0769] Specific behavior:
[0770] The user accesses the design interface and sets up the board layout, the types of pieces, the effects of cards, and other details.
[0771] Input: Game rules, asset information
[0772] Output: Input design data
[0773] Step 3:
[0774] The terminal transmits the input data to the server.
[0775] Specific behavior:
[0776] When the user presses the "Save" button, the device sends the design data to the server.
[0777] Input: Design data
[0778] Output: Log of data sent to the server
[0779] Step 4:
[0780] The server receives the data and stores it in a database.
[0781] Specific behavior:
[0782] The server writes the received design data into the database.
[0783] Input: Received design data
[0784] Output: Notification of completion of saving to database
[0785] Step 5:
[0786] The server retrieves the stored rules and assets from the database and sends them to the AI learning module.
[0787] Specific behavior:
[0788] The server queries the database to retrieve the stored data.
[0789] Input: Design Data Query
[0790] Output: Retrieved data
[0791] Step 6:
[0792] The server parses the acquired data for the AI.
[0793] Specific behavior:
[0794] Convert the data into a standard format such as JSON or XML.
[0795] Input: Retrieved data
[0796] Output: Parsed data
[0797] Step 7:
[0798] The server sends the parsed data to the AI learning module.
[0799] Specific behavior:
[0800] Send the parsed data as input to the AI module.
[0801] Input: Parsed data
[0802] Output: Data flow log to the AI learning module
[0803] Step 8:
[0804] The AI module starts a simulation based on the rules and learns behavioral patterns.
[0805] Specific behavior:
[0806] To perform gameplay with multiple virtual players in a simulated environment.
[0807] Input: Rule data, Asset data
[0808] Output: Simulation result log
[0809] Step 9:
[0810] The user accesses the generation AI module through a terminal and inputs the necessary information and prompt text.
[0811] Specific behavior:
[0812] The user accesses the generated AI interface and enters a prompt.
[0813] Input: prompt statement, related information
[0814] Output: Request to the generative AI module
[0815] Step 10:
[0816] The server runs a generative AI model to generate a tentative asset design based on the input information.
[0817] Specific behavior:
[0818] The server runs an AI model based on the prompt text and generates a temporary character and board design.
[0819] Input: prompt statement, related information
[0820] Output: Temporary asset design
[0821] Step 11:
[0822] The server returns the generated design to the user.
[0823] Specific behavior:
[0824] The generated design is displayed on the user's interface for confirmation.
[0825] Input: Tentative asset design
[0826] Output: Displaying the design to the user
[0827] Step 12:
[0828] The server sets up a match between AIs on the test platform and begins the simulation.
[0829] Specific behavior:
[0830] Distribute the ruleset to the AI players and start the simulation.
[0831] Input: Rule data, Asset data
[0832] Output: Test play results
[0833] Step 13:
[0834] The AI model plays the game based on the specified rules.
[0835] Specific behavior:
[0836] Each AI player performs an action each turn and the game progresses until the win / loss condition is reached.
[0837] Input: Rule data, Asset data
[0838] Output: Battle log
[0839] Step 14:
[0840] The server records and analyzes the results of the test play and identifies problems.
[0841] Specific behavior:
[0842] The results are recorded in a database and subjected to statistical analysis.
[0843] Input: Battle log
[0844] Output: Analysis results
[0845] Step 15:
[0846] The server will provide feedback on the analysis results to the user and make any necessary changes to the rules or adjust the game balance.
[0847] Specific behavior:
[0848] The feedback interface displays any issues or suggestions and notifies the user.
[0849] Input: Analysis results
[0850] Output: Feedback notification
[0851] Step 16:
[0852] The server publishes the completed game on an online platform.
[0853] Specific behavior:
[0854] Complete the publishing preparation checklist to get your game visible on online platforms.
[0855] Input: Completed game data
[0856] Output: Published games on online platforms
[0857] Step 17:
[0858] A user accesses the published game using a terminal.
[0859] Specific behavior:
[0860] A user logs into the platform and selects the game they want to play from the list of games.
[0861] Input: User authentication information, game selection information
[0862] Output: Game join request
[0863] Step 18:
[0864] When the game starts, the server launches an AI game master to manage the game's progress.
[0865] Specific behavior:
[0866] An AI game master supervises the progress of the game in real time and provides necessary information.
[0867] Input: Game data, player information
[0868] Output: Game progress log
[0869] Step 19:
[0870] The server will add additional AI players as needed.
[0871] Specific behavior:
[0872] If there are not enough players, AI players will be added automatically to keep the game running smoothly.
[0873] Input: Player information
[0874] Output: Added AI player
[0875] Step 20:
[0876] Users can use their devices to select entertaining AI players and add them for a fee.
[0877] Specific behavior:
[0878] The user selects a specific entertainment AI player and completes payment.
[0879] Input: User selection information, payment information
[0880] Output: Additional logs for paid AI players
[0881] Step 21:
[0882] The server processes the payment and adds the selected AI player to the game.
[0883] Specific behavior:
[0884] Verify payment information and integrate AI players into the game environment.
[0885] Input: Payment information
[0886] Output: Notification of fee processing completion, AI player added
[0887] Step 22:
[0888] Users can choose to create and sell analog game versions through an online platform.
[0889] Specific behavior:
[0890] The user selects the "Order Analog Version" option, fills in the necessary information, and confirms the order.
[0891] Input: User order information
[0892] Output: Order request
[0893] Step 23:
[0894] The server collects the necessary data and provides it to the production company.
[0895] Specific behavior:
[0896] Collect detailed game design data and send it to the production company's API.
[0897] Input: User order information, game design data
[0898] Output: Data transmission log
[0899] Step 24:
[0900] A production company creates a physical analog game and delivers it to users.
[0901] Specific behavior:
[0902] The physical game is produced according to a production schedule and delivered to the user's address.
[0903] Input: Production instruction data, user address information
[0904] Output: Production completion notification, delivery log
[0905] (Application example 1)
[0906] 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."
[0907] Developing digital and analog games requires a great deal of effort and time, making it difficult to develop high-quality games efficiently. While real-time interactive and entertaining elements are required to improve the user experience, the technologies and systems required to achieve this are not yet fully developed. In particular, there is a need for methods to enhance the physical gaming experience with digital technology through the integration of augmented reality and AI.
[0908] 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.
[0909] In this invention, the server includes: means for inputting game rules and assets through a design tool; means for having an AI perform a simulation based on the rules and assets; means for generating a tentative asset design using a generation AI; means for conducting test plays between AIs to modify the rules and adjust the game balance; means for publishing the completed game on an online distribution system; means for allowing an AI game master and AI players to participate in the game; means for providing entertaining AI players for a fee; means for displaying a virtual board and pieces on a real-world table using augmented reality; means for capturing user movements and having an AI generate responses in real time; and means for preparing data for producing and selling analog games. This enables efficient and high-quality game development, and by using augmented reality technology and AI, it is possible to provide a real-time interactive user experience.
[0910] "Design Tool" means software for entering and editing game rules and assets.
[0911] "Assets" include physical and digital elements used in the game, such as the board, pieces, and cards.
[0912] "Having an AI simulate" means using artificial intelligence to virtually play a game based on input rules and assets.
[0913] "Generative AI" is artificial intelligence that automatically generates provisional designs and content based on specific information.
[0914] "Temporary Asset Design" means a temporary game element design created by a generative AI based on user input.
[0915] An "online distribution system" is an internet-based platform that allows users to access and play games once they have been developed.
[0916] An "AI Game Master" is an artificial intelligence that manages the progress of the game and applies the rules as needed.
[0917] An "AI player" is an artificial intelligence that compensates for the lack of players and plays against or cooperate with users.
[0918] An "entertaining AI player" is an artificial intelligence player that exhibits special behaviors that increase the gamer's enjoyment.
[0919] "Augmented reality" is a technology that integrates virtual objects into real-world environments to provide a combined real-virtual experience.
[0920] "Virtual boards and pieces" are digital objects that are displayed on a physical table using augmented reality technology.
[0921] "Capturing user movements" means capturing the user's hand and body movements with sensors or cameras and recording them as digital data.
[0922] "Generating responses in real time" means that the AI reacts immediately to user input and provides results and feedback instantly.
[0923] "Analog game version" refers to a physical game, such as a board game or card game, that is produced in a physical form.
[0924] The present invention relates to a system for supporting the development and provision of analog games such as board games and tabletop games. Specific embodiments thereof are described below.
[0925] Overall system configuration
[0926] The system mainly consists of a design tool, an AI simulation engine, a generative AI, an augmented reality display system, a user action capture system, and an online distribution system.
[0927] Program processing overview
[0928] Design Tools and Asset Input
[0929] The user (game designer) logs in to the server using a terminal and inputs the game rules and assets (board, pieces, cards, etc.) through the design tool. The design is then sent to the server and saved in the database.
[0930] Running AI simulations
[0931] The server retrieves the stored rules and assets and sends them to the AI simulation engine. The server parses these data and converts them into a format that can be applied to the AI model. The AI model then starts simulations based on the rules and learns specific behavioral patterns.
[0932] Temporary asset design generation using generative AI
[0933] The user accesses the generation AI through their device and inputs the necessary information. The server then activates the generation AI model and generates a tentative asset design (such as a board or piece design) based on the input information. The generated design is returned to the user, allowing for further modification and improvement.
[0934] AI test play and game balance adjustments
[0935] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and any problems with the rules or game balance are identified. The server then provides feedback on the analysis results to the user, and makes any necessary changes to the rules or adjustments to the game balance.
[0936] Game Streaming and AI Players
[0937] Once a game is developed, it is published by the server on an online distribution system. Users access this platform using their devices, select a published game, and participate. When the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can also add AI players. Furthermore, users can add entertaining AI players for a fee. The server processes the fee and adds the selected AI player to the game.
[0938] Augmented reality board games
[0939] The server uses an augmented reality display system to display a virtual board and pieces on a real-world table in augmented reality. The user wears smart glasses, and the virtual board and pieces are displayed on the table. A user motion capture system is used to capture the user's movements, and the user's hand movements are captured in real time. The server uses this motion data to generate responses in real time using AI and manage the progress of the game.
[0940] Specific examples
[0941] For example, if you were to develop a board game called "Magical Adventure," you would use the system as follows:
[0942] 1. The user inputs the game rules, character pieces, board layout, etc. via the terminal, and these are saved on the server.
[0943] 2. The server teaches these rules to an AI simulation engine and performs a specific simulation.
[0944] 3. The user creates a tentative character design using generative AI, and the server provides the results.
[0945] 4. The server runs test plays between AIs, analyzes the results, and provides feedback to the user.
[0946] 5. The server publishes the completed "magical adventure" on an online distribution system, and users can participate in the game.
[0947] 6. The server will add entertaining AI players for a fee.
[0948] 7. When a user orders an analog game version, the server sends the data to the production company, and the physical game is produced and sold.
[0949] Prompt Sentence Examples
[0950] Develop a board game called "Magical Adventure" and teach the game to an AI. Develop an application that allows users to play this board game in augmented reality using smart glasses. Specifically, display a virtual board and pieces on the table, and have the AI calculate moves in real time to act as an opponent. Also, make it possible to purchase additional premium AI players for a fee.
[0951] This allows users to enjoy an advanced gaming experience that blends the real world with the digital world.
[0952] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[0953] Step 1:
[0954] A user logs in to the server using a terminal and inputs the game rules and assets through the design tool. The input data (rule text, asset images, placement information, etc.) is sent to the server and stored in a database.
[0955] Step 2:
[0956] The server retrieves the stored rules and assets from the database and sends them to the AI simulation engine. The server parses these data and converts them into a format that can be applied to the AI model (e.g., converting the rules into an algorithm). The AI model starts a simulation based on the rules and learns specific behavior patterns. The simulation results are generated and returned to the server.
[0957] Step 3:
[0958] The user accesses the generation AI through their device and inputs the necessary information (e.g., character design requirements). The server then activates the generation AI model and generates a provisional asset design (such as a character image or board layout) based on the input information. The generated design is returned from the server to the user, who can then modify or improve it.
[0959] Step 4:
[0960] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and problems with the rules or game balance are identified. This data is fed back to the user, who can then adjust the rules or assets as necessary.
[0961] Step 5:
[0962] Once a game is developed, it is published by the server on an online distribution system. Users access this platform using their devices, select a published game, and join. When the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server adds AI players.
[0963] Step 6:
[0964] Users can add entertaining AI players for a fee. The server processes the fee and adds the selected AI player to the game, allowing users to have a more enjoyable gaming experience.
[0965] Step 7:
[0966] The server uses an augmented reality display system to display a virtual board and pieces on a real-world table in augmented reality. The user wears smart glasses, and the virtual board and pieces are displayed on the table. A user motion capture system is used to capture the user's movements, and the user's hand movements are captured in real time. The server uses this motion data to generate responses in real time using AI and manage the progress of the game.
[0967] Step 8:
[0968] When a user orders an analog game version, the server sends the necessary data to the production company, which then uses this data to create and sell the physical game and deliver it to the user.
[0969] 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.
[0970] This invention relates to a system that supports the development of analog games such as board games and tabletop games by combining an emotion engine to efficiently improve the quality of the game. This system utilizes AI and an emotion engine to efficiently test play when game designers design game rules and assets, improving the user experience. The program processing of this system is explained below in natural language.
[0971] Game designers design rules and assets
[0972] Users (game designers) log in to the server using a terminal and enter details of the game rules and assets (board, pieces, cards, etc.) through a design tool. The design is then sent to the server and saved in a database.
[0973] Teaching and training rules to AI
[0974] The server retrieves the stored rules and assets and sends them to the AI learning module. The server parses these data and converts them into a format that can be applied to the AI model. The AI model then starts simulations based on the rules and learns specific behavioral patterns.
[0975] Generate preliminary asset designs
[0976] The user accesses the generative AI module through their device and inputs the necessary information. The server then activates the generative AI model and generates a tentative asset design based on the input information. The generated design is returned to the user, who can then make further modifications and improvements.
[0977] Test play between AI
[0978] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and any problems with the rules or game balance are identified. The server then provides feedback on the analysis results to the user, and makes any necessary changes to the rules or adjustments to the game balance.
[0979] Game provision
[0980] Once a game is developed, it is published on an online platform by the server. Users access the platform using their devices and select a published game to join. Once the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can also add AI players.
[0981] Entertaining AI player
[0982] Users can use their devices to select and add entertaining AI players for a fee, and the server processes the payment and adds the selected AI player to the game, providing a more enjoyable experience.
[0983] Production and sales of analog games
[0984] When a user selects the option to produce and sell a physical game version through the online platform, the server collects the necessary data and provides it to the production company, who then produces and sells the physical game and delivers it to the user.
[0985] Incorporating an emotion engine
[0986] By incorporating an emotion engine, the system can recognize the user's emotion data and further improve the gaming experience. Specific examples are shown below.
[0987] Collecting user emotion data
[0988] The device is equipped with an emotion engine that monitors the user's facial expressions, tone of voice, heart rate, etc. in real time while playing the game. This data is sent to a server for analysis.
[0989] Dynamic adjustment of game difficulty and event content
[0990] The server dynamically adjusts the game difficulty and event content based on the user's emotional data obtained from the emotion engine. For example, if the user is feeling stressed, the server can lower the game difficulty or insert relaxing events.
[0991] AI Game Master and AI Player Adaptation
[0992] Based on the emotional data recognized by the emotion engine, the server adapts the behavior and dialogue of the AI game master and AI players. For example, if the user is enjoying themselves, the AI characters will make praising remarks.
[0993] Example: A board game with an emotion engine
[0994] For example, if you were to incorporate an emotion engine into a board game called "Magical Adventure," it would look like this:
[0995] 1. The user designs the game rules and assets, and configures the emotion engine.
[0996] 2. The server uses this information to train the AI and executes test plays.
[0997] 3. The user accesses the game through a device equipped with the emotion engine and begins playing.
[0998] 4. The server analyzes the user's emotional data in real time and adjusts the progress of the game.
[0999] 5. If the user is enjoying the game, the AI character will praise them or give them special performances.
[1000] 6. If you want an analog game version, the server sends the data to the production company, and the physical game is produced and sold.
[1001] The present invention allows game designers to efficiently develop games and allows users to enjoy a high-quality, emotionally adaptive gaming experience.
[1002] The processing flow will be explained below.
[1003] Game designers design rules and assets
[1004] Step 1:
[1005] The user (game designer) logs in to the server using a terminal, which gives them access to the design tool.
[1006] Step 2:
[1007] The user uses a design tool to input detailed game rules and assets (board, pieces, cards, etc.), such as player behavior restrictions, victory conditions, and board layout.
[1008] Step 3:
[1009] The server receives the input rules and assets and stores them in a database for later processing.
[1010] Teaching and training rules to AI
[1011] Step 1:
[1012] The server retrieves the stored rules and assets from the database.
[1013] Step 2:
[1014] The server parses this data and converts it into a format that can be applied to AI models, analyzing rule logic, event conditions, etc.
[1015] Step 3:
[1016] The server's AI learning module begins learning rules based on the converted data. Simulations are run to learn patterns that allow the AI to take appropriate action based on the rules.
[1017] Generate preliminary asset designs
[1018] Step 1:
[1019] The user accesses the generation AI module through a terminal and provides the basic information required for asset design.
[1020] Step 2:
[1021] The server runs a generative AI model to generate provisional asset designs based on user-provided information, such as character appearances and board designs.
[1022] Step 3:
[1023] The server returns the generated asset design to the user, who can then further modify or improve it.
[1024] Test play between AI
[1025] Step 1:
[1026] The server sets up AI matches on the test platform, and prepares the environment necessary for test play.
[1027] Step 2:
[1028] The AI on the server will start playing against each other and proceed with the game based on the specified rules. The AI acts as a player and simulates the flow of the game.
[1029] Step 3:
[1030] The server records the results of the test play and collects statistical data, such as the win rate and average number of turns.
[1031] Step 4:
[1032] The server analyzes the results of the test play and identifies problems with the rules and game balance. The analysis results are fed back to the user, and rules are revised or game balance is adjusted as necessary.
[1033] Game provision
[1034] Step 1:
[1035] The server publishes the completed game on the online platform.
[1036] Step 2:
[1037] A user logs into the online platform using a terminal, selects a published game, and participates in it.
[1038] Step 3:
[1039] The server starts the game session and launches an AI Game Master, which manages the game and gives instructions to the players.
[1040] Step 4:
[1041] If there are not enough players, the server will add AI players, allowing the game to be played with the optimal number of players.
[1042] Entertaining AI player
[1043] Step 1:
[1044] The user selects an entertaining AI player using the device and decides to add it for a fee.
[1045] Step 2:
[1046] The server processes the payment and completes the purchase.
[1047] Step 3:
[1048] The server will add entertaining AI players to the game, each with their own special features and personalities, providing a more enjoyable experience for the player.
[1049] Production and sales of analog games
[1050] Step 1:
[1051] A user selects an option to purchase an analog game version through an online platform.
[1052] Step 2:
[1053] The server collects the necessary data and prepares it for delivery to the production company.
[1054] Step 3:
[1055] The server sends data to the production company and instructs them to manufacture the analog game.
[1056] Step 4:
[1057] The production company produces a physical analog game and delivers it to the user, allowing the user to enjoy the physical game.
[1058] Incorporating an emotion engine
[1059] Collecting user emotion data
[1060] Step 1:
[1061] The device will be equipped with an emotion engine that will enable real-time monitoring of the user's facial expressions, tone of voice, heart rate, and other information.
[1062] Step 2:
[1063] The device transmits the collected emotion data to a server.
[1064] Dynamic adjustment of game difficulty and event content
[1065] Step 1:
[1066] The server dynamically adjusts the game difficulty and event content based on the user's emotional data obtained from the emotion engine.
[1067] Step 2:
[1068] For example, if a user is feeling stressed, the server will lower the difficulty of the game or insert relaxing events.
[1069] AI Game Master and AI Player Adaptation
[1070] Step 1:
[1071] The server adapts the behavior and dialogue of the AI game master and AI players based on the emotional data recognized by the emotion engine.
[1072] Step 2:
[1073] For example, if the user is enjoying themselves, the AI character will make praising remarks.
[1074] Example: A board game with an emotion engine
[1075] 1. The user designs the game rules and assets, and configures the emotion engine.
[1076] 2. The server uses this information to train the AI and executes test plays.
[1077] 3. The user accesses the game through a device equipped with the emotion engine and begins playing.
[1078] 4. The server analyzes the user's emotional data in real time and adjusts the progress of the game.
[1079] 5. If the user is enjoying the game, the AI character will praise them or give them special performances.
[1080] 6. If you want an analog game version, the server sends the data to the production company, and the physical game is produced and sold.
[1081] The present invention allows game designers to efficiently develop games and allows users to enjoy a high-quality, emotionally adaptive gaming experience.
[1082] Example 2
[1083] 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."
[1084] The development process for traditional board games, tabletop games, and other analog games required a lot of manual work and repeated test play, making it inefficient. It was also difficult to provide a gaming experience that adapted to the user's emotions, making it difficult to maximize user satisfaction.
[1085] The specific processing by the specific 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 inputting game rules and assets through a design tool; means for causing an AI to perform a simulation based on the rules and assets; means for generating a temporary asset design using a generation AI; means for conducting test plays between AIs to modify the rules and adjust the game balance; means for publishing the developed game on an online platform; means for allowing an AI game master and AI players to participate in the game; means for providing entertaining AI players for a fee; means for preparing data for producing and selling a physical game; means for acquiring and analyzing user emotion data using an emotion engine; and means for dynamically adjusting the game difficulty and event content based on the emotion data. This enables efficient development of board games and tabletop games and provides a high-quality gaming experience that adapts to users' emotions.
[1086] A "design tool" is software for entering detailed game rules and assets.
[1087] "Rules" refers to the detailed rules and settings for progressing through the game.
[1088] "Assets" refers to physical or digital resources used in a game, such as the board, pieces, and cards.
[1089] "AI" or "artificial intelligence" is a computer program that analyzes data and performs simulations.
[1090] "Simulation" is the process of using AI to virtually recreate and test the game's behavior.
[1091] "Generative AI" is an AI model that generates hypothetical asset designs based on user input.
[1092] "Test play" refers to a trial play conducted to evaluate the rules and balance of a game.
[1093] "Game balance" refers to how different elements within a game are adjusted to provide a fair and enjoyable experience.
[1094] "Online infrastructure" refers to a collection of servers and software for providing services over the Internet.
[1095] An "AI Game Master" is an AI that manages the progress of online games.
[1096] An "AI player" is an AI that plays the game on behalf of a human.
[1097] "Entertainment" refers to features and elements that are enjoyable for users.
[1098] "Physical games" refer to analog games that use actual boards and pieces rather than digital ones.
[1099] "Emotion engine" refers to a system that acquires and analyzes user emotion data.
[1100] "Emotional data" refers to information about a user's emotions obtained from facial expressions, tone of voice, heart rate, etc.
[1101] "Dynamic adjustment" means automatically changing settings and balance in real time.
[1102] This invention is a system that supports the development of analog games such as board games and tabletop games, and efficiently improves the quality of games by combining an emotion engine and artificial intelligence (AI). This system uses AI and an emotion engine to efficiently test play when game designers design game rules and assets, improving the user experience.
[1103] Game designers design rules and assets
[1104] The user (game designer) logs into the server using a terminal and enters the game rules and assets (board, pieces, cards, etc.) in detail through a design tool. Specifically, the user writes the rules in text and uploads images of the assets. Once the entry is complete, the information is sent to the server and stored in a database.
[1105] Teaching and training rules to AI
[1106] The server retrieves the stored rules and assets from the database, then parses and converts this data into a format that can be applied to the AI learning module. Once converted, the server provides the data to the AI model, which then starts simulating the rules and learns behavioral patterns.
[1107] Generate preliminary asset designs
[1108] The user inputs a prompt statement to the generative AI module through the terminal. The server receives the prompt statement and starts the generative AI model based on the prompt statement. The generative AI model generates a tentative asset design, which is then returned to the user.
[1109] Example prompt sentence:
[1110] "Generate a design for a dragon piece."
[1111] Test play between AI
[1112] The server sets up test play between AIs. The AI models run simulations based on the acquired rules. The server records and analyzes the results of the matches to identify problems with game balance and rules. The analysis results are fed back to the user.
[1113] Game provision
[1114] Once a game is developed, it is published online by the server. Users access the platform using their devices, select a published game, and join. Once the game starts, the server launches an AI game master to manage the game's progress.
[1115] Entertaining AI player
[1116] Users can select entertaining AI players using their devices and add them to the game for a fee, and the server processes the fee and adds the selected AI players to the game.
[1117] Production and sales of analog games
[1118] If the user selects the option to produce and sell an analog game version, the server provides the necessary data to the production company, who then produces and sells the physical analog game and delivers it to the user.
[1119] Incorporating an emotion engine
[1120] The device is equipped with an emotion engine that monitors the user's facial expressions, tone of voice, heart rate, and other factors in real time while playing the game. Emotional data is sent to a server for analysis. The server then dynamically adjusts the game's difficulty and event content based on the analysis results.
[1121] Specific working example:
[1122] The emotion engine detects rising stress levels in the user, and the server adjusts the game's difficulty by lowering it.
[1123] The above is a detailed description of the embodiments of the present invention. The present invention allows game designers to efficiently develop games, and allows users to enjoy a high-quality, emotionally adaptive gaming experience.
[1124] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1125] Step 1: Game Designer Designs Rules and Assets
[1126] A user uses a terminal to access the design tool and input game rules and assets. The input information includes game rule text, asset image files, design details, etc. This information is sent from the terminal to the server and stored in a database. As a specific example of operation, a user inputs the rules of a game called "Magical Adventure" and uploads character images.
[1127] Input: Game rule text, asset image files
[1128] Output: Rules and asset data stored in a database
[1129] Step 2: Teaching and training the AI
[1130] The server retrieves the stored rules and assets from the database and parses this data. The parsed data is converted into a format that can be applied to the AI learning module. The server then provides the data to the AI model, which then starts a simulation based on the rules and learns behavioral patterns. As a specific example of how this works, the server parses the rule that "players choose one action per turn" and loads it into the AI model.
[1131] Input: Rules and asset data stored in a database
[1132] Output: Data format applicable to AI learning modules, learning results of AI models
[1133] Step 3: Generate a preliminary asset design
[1134] The user inputs a prompt statement into the generation AI module via their terminal. The server receives this and causes the generation AI model to start processing based on the prompt statement. The generation AI model generates a temporary asset design, which is returned to the user. As a specific example of operation, the user inputs a prompt statement such as "Please generate a design for a dragon piece," and the server returns the generated design to the user.
[1135] Input: Prompt text (e.g. "Generate a design for a dragon piece")
[1136] Output: Generated tentative asset design
[1137] Step 4: Test play with AI
[1138] The server sets up test play between AIs. The AI model runs a simulation based on the acquired rules. The server records and analyzes the results of the matches, and identifies problems with game balance and rules. The analysis results are fed back to the user. As a specific example of how it works, the server runs an AI match for "Magical Adventure," analyzes the results, and concludes that "balance adjustments are necessary."
[1139] Input: AI model rule data
[1140] Output: Test play records, analysis results
[1141] Step 5: Offering the game
[1142] The server publishes the completed game on an online platform. Users access the platform using their devices, select the published game, and participate. When the game starts, the server launches an AI game master to manage the game's progress. As a specific example of how it works, a user accesses "Magical Adventure," and the server launches the game master AI to progress the game.
[1143] Input: Completed game data
[1144] Output: Online published game, AI game master launch
[1145] Step 6: Providing an entertaining AI player
[1146] The user selects an entertaining AI player using the device and adds it for a fee. The server processes the fee and adds the selected AI player to the game. For example, the user adds an "AI player who has interesting conversations," and the server completes the fee process and allows the AI player to join the game.
[1147] Input: Selected AI player, fee information
[1148] Output: Fee processing completed, paid AI player added
[1149] Step 7: Production and sale of analog games
[1150] If the user selects the option to produce and sell an analog game version, the server provides the necessary data to the production company. The production company produces and sells the physical analog game and delivers it to the user. As a specific example of how it works, the server sends the data for "Magical Adventure" to the production company, which then produces and sells the board game.
[1151] Input: Analog game version data, production request information
[1152] Output: Providing data to production companies, producing and selling physical games
[1153] Step 8: Incorporating the Emotion Engine
[1154] The device is equipped with an emotion engine that monitors the user's facial expressions, tone of voice, heart rate, and other factors in real time while playing the game. Emotional data is sent to the server for analysis. The server dynamically adjusts the game's difficulty and event content based on the analysis results. As a specific example of how it works, the emotion engine detects an increase in the user's stress level, and the server adjusts the game's difficulty by lowering it.
[1155] Input: User's emotional data (facial expressions, tone of voice, heart rate)
[1156] Output: Analysis results, dynamic game adjustments
[1157] The above is a detailed explanation of the steps in which the system program processes are divided. The specific operations performed at each step, as well as the inputs and outputs, have also been explained.
[1158] (Application example 2)
[1159] 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."
[1160] Conventional game development systems have made it difficult to streamline game design and provide content that responds to user emotions. Test play is costly and labor-intensive, making it time-consuming to improve game quality. Furthermore, there was a lack of technology to analyze user emotion data in real time and dynamically adapt games and content, making it difficult to personalize the user experience.
[1161] The specific processing by the specific 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: [means for inputting game rules and assets through a design tool]; [means for causing an AI to perform a simulation based on the rules and assets]; and [means for generating a provisional asset design using a generation AI]. This enables efficient design of game rules and assets and efficient test play. In addition, the server includes: [means for collecting viewer emotion data]; [means for analyzing the emotion data]; and [means for dynamically adapting content based on the emotion data], thereby enabling the provision of content that corresponds to the viewer's emotions. This realizes high user satisfaction and improves the quality of games and content.
[1162] A "design tool" is software or a system for inputting and editing game rules and assets.
[1163] "Rules" are rules and instructions that control actions and operations performed within a game.
[1164] "Assets" are materials or objects used in the game, such as boards, pieces, and cards.
[1165] "Simulation" is the process of using AI to execute virtual plays based on the rules of the game and verify and evaluate the game's behavior.
[1166] "Generative AI" is a system that uses artificial intelligence technology to automatically generate provisional asset designs and other creative works.
[1167] "Test play" is the process of AIs or humans actually playing a game to check the consistency and balance of the rules.
[1168] "Game balance" means that the various elements and rules within a game are properly adjusted to each other, allowing for fair and enjoyable play.
[1169] "Online Platform" means a website or application that publishes and distributes games over the Internet and allows users to access and play them.
[1170] An "AI Game Master" is a program or system that uses AI technology to manage and supervise the progress of a game.
[1171] An "AI player" is a virtual opponent or teammate who plays the game using AI technology.
[1172] "Entertainment" is the quality or quality of creating enjoyment or interest.
[1173] "Emotion data" is data that represents the emotional state of a viewer or user, and includes facial expressions, tone of voice, heart rate, and the like.
[1174] "Sentiment analysis" is the process of analyzing collected emotional data to identify the emotional state of a viewer or user.
[1175] "Dynamic Adaptation" is a function that changes and adjusts content in real time based on emotional data.
[1176] "Content" means information and entertainment such as videos, games, and audio provided on online platforms.
[1177] This invention relates to a system that allows game designers to efficiently develop and provide high-quality games. This system combines an emotion engine and AI technology to improve the user experience through game design, simulation, and test play. It also provides the ability to collect and analyze viewer emotion data and dynamically adapt content based on that data.
[1178] First, the user (game designer) accesses the server using a device (PC or tablet). Using the design tool, they input the game rules and assets in detail. The input rules and assets are sent to the server and stored in a database.
[1179] The server then retrieves the stored rules and assets and sends them to the AI learning module. The server parses this data and converts it into a format that can be applied to the AI model. The AI model then starts simulating the rules and learns specific behavioral patterns. This process uses AI algorithms and machine learning libraries (e.g., TensorFlow, PyTorch).
[1180] Next, the user accesses the generative AI module through their device and inputs the necessary information. The server then launches a generative AI model (e.g., OpenAI GPT-4) to generate a tentative asset design based on the input information. The generated design is returned to the user for further modification and improvement.
[1181] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and problems with the rules or game balance are identified. Data analysis tools (e.g., Pandas, NumPy) are used in this process. The server provides feedback on the analysis results to the user, and makes corrections to the rules or adjustments to the game balance as necessary.
[1182] Finally, the server publishes the completed game on an online platform. Users access the platform using their devices, select a published game, and join. When the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can add AI players. Furthermore, entertaining AI players can be provided for a fee. Users use their devices to select and pay for the AI players to be added to the game.
[1183] The device is equipped with an emotion engine, which monitors the user's facial expressions, tone of voice, heart rate, and other data in real time while playing the game. This data is sent to the server for analysis. The server dynamically adjusts the game difficulty and event content based on the user's emotional data obtained from the emotion engine. For example, if the user is feeling stressed, the server can lower the game difficulty or insert relaxing events. Based on the emotional data recognized by the emotion engine, the server adapts the behavior and dialogue of the AI game master and AI players.
[1184] As a concrete example, consider the case of incorporating an emotion engine into a board game called "Magical Adventure." The user designs the game rules and assets and configures the emotion engine. The server uses this information to train the AI and executes test plays. The user accesses the game through a device equipped with the emotion engine and begins playing. The server analyzes the user's emotional data in real time and adjusts the progress of the game. If the user is enjoying themselves, the AI character will praise them or perform special effects. If an analog game version is desired, the server sends the data to a production company, and a physical game is produced and sold.
[1185] An example prompt is:
[1186] "The viewer's emotion is a smile. Provide visual scenes that correspond to that emotion."
[1187] This system allows game designers to develop games efficiently and enables users to enjoy a high-quality, emotionally adaptive gaming experience.
[1188] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1189] Step 1:
[1190] Users access the server using a device (PC or tablet). They enter the game rules and assets in detail through a design tool. The entered rules and assets are sent to the server and stored in a database. For example, a user might enter the design and movement rules of a board game piece.
[1191] Input: Game rules and asset data
[1192] Output: Game rules and asset data stored on the server
[1193] Step 2:
[1194] The server retrieves the stored rules and assets and sends them to the AI learning module. The server parses this data and converts it into a format that can be applied to the AI model. The AI model then starts simulations based on the rules and learns specific behavioral patterns. This process uses AI algorithms and machine learning libraries (e.g., TensorFlow, PyTorch).
[1195] Input: Saved game rules and asset data
[1196] Output: Data converted into a format that can be applied to an AI model
[1197] Step 3:
[1198] The user accesses the generative AI module through their device and inputs the necessary information. The server then launches a generative AI model (e.g., OpenAI GPT-4) to generate a tentative asset design based on the input information. The generated design is returned to the user for further modification and improvement.
[1199] Input: Design information from the user
[1200] Output: Generated preliminary asset design
[1201] Step 4:
[1202] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and problems with the rules or game balance are identified. Data analysis tools (e.g., Pandas, NumPy) are used in this process. The server provides feedback on the analysis results to the user, and makes corrections to the rules or adjustments to the game balance as necessary.
[1203] Input: AI test play results
[1204] Output: Analyzed rules and game balance issues
[1205] Step 5:
[1206] Once a game is developed, it is published on an online platform by the server. Users access the platform using their devices, select a published game, and join. When the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can also add AI players.
[1207] Input: Completed game data
[1208] Output: Games published on online platforms
[1209] Step 6:
[1210] The device is equipped with an emotion engine, which monitors the user's facial expressions, tone of voice, heart rate, and other data in real time while the game is in progress. This data is sent to a server for analysis. The server then dynamically adjusts the game's difficulty and event content based on the user's emotional data obtained from the emotion engine. For example, if the user is feeling stressed, the game's difficulty may be lowered or a relaxing event may be inserted.
[1211] Input: User emotion data
[1212] Output: Dynamically adjusted game progress
[1213] Step 7:
[1214] Based on the emotional data recognized by the emotion engine, the server adapts the behavior and dialogue of the AI Game Master and AI Players. For example, if the user is having fun, the AI characters will make praising remarks. They will also provide special effects to further enhance the gaming experience.
[1215] Input: Emotion data parsed by the emotion engine
[1216] Output: Applied AI character behavior and dialogue
[1217] 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.
[1218] 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.
[1219] 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.
[1220] [Third embodiment]
[1221] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.
[1222] 5, the data processing system 310 includes the data processing device 12 and a headset type terminal 314. An example of the data processing device 12 is a server.
[1223] 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).
[1224] 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.
[1225] 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.
[1226] 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).
[1227] 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.
[1228] 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.
[1229] 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.
[1230] 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.
[1231] 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.
[1232] 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."
[1233] This invention relates to a system for supporting the development of analog games such as board games and tabletop games. This system uses AI to efficiently test play and improve the quality of games when game designers design game rules and assets. Below, we will explain the program processing of this system in natural language.
[1234] Game designers design rules and assets
[1235] Users (game designers) log in to the server using a terminal and input the game rules and assets (board, pieces, cards, etc.) through the design tool. The design is then sent to the server and saved in the database.
[1236] Teaching and training rules to AI
[1237] The server retrieves the stored rules and assets and sends them to the AI learning module. The server parses these data and converts them into a format that can be applied to the AI model. The AI model then starts simulations based on the rules and learns specific behavioral patterns.
[1238] Generate preliminary asset designs
[1239] The user accesses the generative AI module through their device and inputs the necessary information. The server then activates the generative AI model and generates a tentative asset design based on the input information. The generated design is returned to the user, who can then make further modifications and improvements.
[1240] Test play between AI
[1241] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and any problems with the rules or game balance are identified. The server then provides feedback on the analysis results to the user, and makes any necessary changes to the rules or adjustments to the game balance.
[1242] Game provision
[1243] Once a game is developed, it is published on an online platform by the server. Users access the platform using their devices and select a published game to join. Once the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can also add AI players.
[1244] Entertaining AI player
[1245] Users can use their devices to select and add entertaining AI players for a fee, and the server processes the payment and adds the selected AI player to the game, providing a more enjoyable experience.
[1246] Production and sales of analog games
[1247] When a user selects the option to produce and sell a physical game version through the online platform, the server collects the necessary data and provides it to the production company, who then produces and sells the physical game and delivers it to the user.
[1248] Example: Developing and providing board games
[1249] For example, if a game designer is designing a board game called "Magical Adventure," he or she will use the system as follows:
[1250] 1. The user inputs the game rules, character pieces, board layout, etc. via the terminal, and these are saved on the server.
[1251] 2. The server teaches these rules to the AI and performs specific simulations.
[1252] 3. The user creates a tentative character design using generative AI, and the server provides the results.
[1253] 4. The server runs test plays between AIs, analyzes the results, and provides feedback to the user.
[1254] 5. The server publishes the completed "magical adventure" on an online platform, and users can participate in the game.
[1255] 6. The server will select entertaining AI players and add them for a fee.
[1256] 7. When a user orders an analog game version, the server sends the data to the production company, and the physical game is produced and sold.
[1257] The present invention allows game designers to efficiently develop games, and enables users to enjoy high-quality games.
[1258] The processing flow will be explained below.
[1259] Game designers design rules and assets
[1260] Step 1:
[1261] The user (game designer) logs in to the server using a terminal, which gives them access to the design tool.
[1262] Step 2:
[1263] The user uses a design tool to input detailed game rules and assets (board, pieces, cards, etc.), such as player behavior restrictions, victory conditions, and board layout.
[1264] Step 3:
[1265] The server receives the input rules and assets and stores them in a database for later processing.
[1266] Teaching and training rules to AI
[1267] Step 1:
[1268] The server retrieves the stored rules and assets from the database.
[1269] Step 2:
[1270] The server parses this data and converts it into a format that can be applied to AI models, analyzing rule logic, event conditions, etc.
[1271] Step 3:
[1272] The server's AI learning module begins learning rules based on the converted data. Simulations are run to learn patterns that allow the AI to take appropriate action based on the rules.
[1273] Generate preliminary asset designs
[1274] Step 1:
[1275] The user accesses the generation AI module through a terminal and provides the basic information required for asset design.
[1276] Step 2:
[1277] The server runs a generative AI model to generate provisional asset designs based on user-provided information, such as character appearances and board designs.
[1278] Step 3:
[1279] The server returns the generated asset design to the user, who can then further modify or improve it.
[1280] Test play between AI
[1281] Step 1:
[1282] The server sets up AI matches on the test platform, and prepares the environment necessary for test play.
[1283] Step 2:
[1284] The AI on the server will start playing against each other and proceed with the game based on the specified rules. The AI acts as a player and simulates the flow of the game.
[1285] Step 3:
[1286] The server records the results of the test play and collects statistical data, such as the win rate and average number of turns.
[1287] Step 4:
[1288] The server analyzes the results of the test play and identifies problems with the rules and game balance. The analysis results are fed back to the user, and rules are revised or game balance is adjusted as necessary.
[1289] Game provision
[1290] Step 1:
[1291] The server publishes the completed game on the online platform.
[1292] Step 2:
[1293] A user logs into the online platform using a terminal, selects a published game, and participates in it.
[1294] Step 3:
[1295] The server starts the game session and launches an AI Game Master, which manages the game and gives instructions to the players.
[1296] Step 4:
[1297] If there are not enough players, the server will add AI players, allowing the game to be played with the optimal number of players.
[1298] Entertaining AI player
[1299] Step 1:
[1300] The user selects an entertaining AI player using the device and decides to add it for a fee.
[1301] Step 2:
[1302] The server processes the payment and completes the purchase.
[1303] Step 3:
[1304] The server will add entertaining AI players to the game, each with their own special features and personalities, providing a more enjoyable experience for the player.
[1305] Production and sales of analog games
[1306] Step 1:
[1307] A user selects an option to purchase an analog game version through an online platform.
[1308] Step 2:
[1309] The server collects the necessary data and prepares it for delivery to the production company.
[1310] Step 3:
[1311] The server sends data to the production company and instructs them to manufacture the analog game.
[1312] Step 4:
[1313] The production company produces a physical analog game and delivers it to the user, allowing the user to enjoy the physical game.
[1314] Example 1
[1315] 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."
[1316] Traditional analog game development required a lot of manual work and time, which led to inefficiencies in adjusting game rules and balance. It was also difficult to secure the personnel and resources needed for test play, making it difficult to guarantee the quality of the games developed by game designers. Furthermore, the process of bringing a game to market tended to be lengthy, making it difficult to quickly provide high-quality games to users.
[1317] 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.
[1318] In this invention, the server includes: [means for inputting game rules and assets through a design tool]; [means for having an AI perform a simulation based on the rules and assets]; [means for generating a tentative asset design using a generative AI model, generating the design based on input information and prompt text]; [means for conducting test play between AIs, recording and analyzing the simulation results, and adjusting the rules and game balance]; [means for publishing the completed game on an online platform and allowing users to select and participate]; [means for allowing an AI game master and AI players to participate in game progress management]; [means for providing entertaining AI players for a fee and processing fees]; and [means for providing data for producing and selling analog games to external parties]. This enables [game designers to efficiently design rules and assets and quickly develop high-quality games based on the results of automatic AI simulations and analysis.] It also enables the provision of games to users through an online platform, and even the production and sale of entertaining AI players and analog game versions.]
[1319] A "design tool" is software that provides an interface for game designers to input game rules and assets.
[1320] "Assets" refers to physical or digital props or materials used in board games or tabletop games, such as pieces, cards, and boards.
[1321] "AI simulation" is the process in which artificial intelligence performs virtual play based on the rules of a game and analyzes the results.
[1322] A "generative AI model" is an artificial intelligence model that generates provisional asset designs based on information and prompts entered by the user.
[1323] A "prompt" is an instruction that a user inputs into a generative AI model to specify the conditions and characteristics of the asset to be generated.
[1324] The "AI Game Master" is an artificial intelligence that manages the progress of the game, enforcing the rules of the game and overseeing its progress.
[1325] An "AI player" is an artificial intelligence that participates in a game and operates within the game in place of the actual player.
[1326] An "entertaining AI player" is an artificial intelligence that performs unique actions and lines compared to regular AI players, increasing the enjoyment of the game.
[1327] An "online platform" is a service that users can access via the Internet, and is used to publish and provide games that have been developed to users.
[1328] "Analog game production and sales" refers to the process of creating physical game sets based on digital data and distributing them on the market.
[1329] MODE FOR CARRYING OUT THE INVENTION
[1330] The present invention is a system for supporting the development of analog games. This system uses artificial intelligence (AI) to efficiently conduct test plays when game designers design game rules and assets, thereby improving the game's quality. Detailed embodiments of this system are described below.
[1331] System configuration
[1332] Users access the server using a computer terminal (hereafter referred to as the terminal). A design tool is installed on the terminal, and users can use it to input game rules and assets (board, pieces, cards, etc.). The designed content is sent from the terminal to the server and stored in a database.
[1333] Input using the design tool
[1334] Users use the design tool to set up detailed game rules and assets, such as the board layout, the types of pieces, and the effects of cards. Once input is complete, the device sends the data to the server, which then stores it in a database.
[1335] AI-powered simulation
[1336] The server retrieves the stored rules and assets and sends them to the AI learning module, which parses the data and converts it into a format that can be applied to the AI model.The AI model then starts simulations based on the rules and learns specific behavioral patterns.
[1337] Generate preliminary asset designs
[1338] The user accesses the generative AI module through their device and inputs the required information and a prompt. For example, they can input a prompt such as "Generate a fantasy-style character." The server then activates the generative AI model and generates a tentative asset design based on the input information. The generated design is returned to the user, who can then make further modifications and improvements.
[1339] Test play between AI
[1340] The server sets up a match between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and any problems with the rules or game balance are identified. The server provides feedback on the analysis results to the user, and makes any necessary changes to the rules or adjustments to the game balance.
[1341] Publishing and delivering your game
[1342] Once a game is developed, it is published on an online platform by the server. Users access the platform using their devices and select a published game to join. Once the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can also add AI players.
[1343] Entertaining AI player
[1344] Users can select entertaining AI players using their devices and add them for a fee. The server processes the fee and adds the selected AI players to the game, providing a more enjoyable experience.
[1345] Production and sales of analog games
[1346] When a user selects the option to produce and sell a physical game version through the online platform, the server collects the necessary data and provides it to the production company, who then produces and sells the physical game and delivers it to the user.
[1347] Example: Developing and providing board games
[1348] For example, if a game designer is designing a board game called "Magical Adventure," he or she will use the system as follows:
[1349] 1. The user inputs the game rules, character pieces, board layout, etc. through the terminal and saves them on the server.
[1350] 2. The server teaches these rules to the AI and performs specific simulations.
[1351] 3. The user creates a tentative character design using generative AI, and the server provides the results.
[1352] 4. The server runs test plays between AIs, analyzes the results, and provides feedback to the user.
[1353] 5. The server publishes the completed "magical adventure" on an online platform, and users can participate in the game.
[1354] 6. The server will select entertaining AI players and add them for a fee.
[1355] 7. When a user orders an analog game version, the server sends the data to the production company, and the physical game is produced and sold.
[1356] This allows game designers to develop games efficiently and allows users to enjoy high-quality games.
[1357] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1358] Step 1:
[1359] A user logs into a server using a terminal.
[1360] Specific behavior:
[1361] The user enters their username and password on the login screen and clicks the login button.
[1362] Input: Username, Password
[1363] Output: User credentials
[1364] Step 2:
[1365] The user uses a design tool to input the rules and assets of the game.
[1366] Specific behavior:
[1367] The user accesses the design interface and sets up the board layout, the types of pieces, the effects of cards, and other details.
[1368] Input: Game rules, asset information
[1369] Output: Input design data
[1370] Step 3:
[1371] The terminal transmits the input data to the server.
[1372] Specific behavior:
[1373] When the user presses the "Save" button, the device sends the design data to the server.
[1374] Input: Design data
[1375] Output: Log of data sent to the server
[1376] Step 4:
[1377] The server receives the data and stores it in a database.
[1378] Specific behavior:
[1379] The server writes the received design data into the database.
[1380] Input: Received design data
[1381] Output: Notification of completion of saving to database
[1382] Step 5:
[1383] The server retrieves the stored rules and assets from the database and sends them to the AI learning module.
[1384] Specific behavior:
[1385] The server queries the database to retrieve the stored data.
[1386] Input: Design Data Query
[1387] Output: Retrieved data
[1388] Step 6:
[1389] The server parses the acquired data for the AI.
[1390] Specific behavior:
[1391] Convert the data into a standard format such as JSON or XML.
[1392] Input: Retrieved data
[1393] Output: Parsed data
[1394] Step 7:
[1395] The server sends the parsed data to the AI learning module.
[1396] Specific behavior:
[1397] Send the parsed data as input to the AI module.
[1398] Input: Parsed data
[1399] Output: Data flow log to the AI learning module
[1400] Step 8:
[1401] The AI module starts a simulation based on the rules and learns behavioral patterns.
[1402] Specific behavior:
[1403] To perform gameplay with multiple virtual players in a simulated environment.
[1404] Input: Rule data, Asset data
[1405] Output: Simulation result log
[1406] Step 9:
[1407] The user accesses the generation AI module through a terminal and inputs the necessary information and prompt text.
[1408] Specific behavior:
[1409] The user accesses the generated AI interface and enters a prompt.
[1410] Input: prompt statement, related information
[1411] Output: Request to the generative AI module
[1412] Step 10:
[1413] The server runs a generative AI model to generate a tentative asset design based on the input information.
[1414] Specific behavior:
[1415] The server runs an AI model based on the prompt text and generates a temporary character and board design.
[1416] Input: prompt statement, related information
[1417] Output: Temporary asset design
[1418] Step 11:
[1419] The server returns the generated design to the user.
[1420] Specific behavior:
[1421] The generated design is displayed on the user's interface for confirmation.
[1422] Input: Tentative asset design
[1423] Output: Displaying the design to the user
[1424] Step 12:
[1425] The server sets up a match between AIs on the test platform and begins the simulation.
[1426] Specific behavior:
[1427] Distribute the ruleset to the AI players and start the simulation.
[1428] Input: Rule data, Asset data
[1429] Output: Test play results
[1430] Step 13:
[1431] The AI model plays the game based on the specified rules.
[1432] Specific behavior:
[1433] Each AI player performs an action each turn and the game progresses until the win / loss condition is reached.
[1434] Input: Rule data, Asset data
[1435] Output: Battle log
[1436] Step 14:
[1437] The server records and analyzes the results of the test play and identifies problems.
[1438] Specific behavior:
[1439] The results are recorded in a database and subjected to statistical analysis.
[1440] Input: Battle log
[1441] Output: Analysis results
[1442] Step 15:
[1443] The server will provide feedback on the analysis results to the user and make any necessary changes to the rules or adjust the game balance.
[1444] Specific behavior:
[1445] The feedback interface displays any issues or suggestions and notifies the user.
[1446] Input: Analysis results
[1447] Output: Feedback notification
[1448] Step 16:
[1449] The server publishes the completed game on an online platform.
[1450] Specific behavior:
[1451] Complete the publishing preparation checklist to get your game visible on online platforms.
[1452] Input: Completed game data
[1453] Output: Published games on online platforms
[1454] Step 17:
[1455] A user accesses the published game using a terminal.
[1456] Specific behavior:
[1457] A user logs into the platform and selects the game they want to play from the list of games.
[1458] Input: User authentication information, game selection information
[1459] Output: Game join request
[1460] Step 18:
[1461] When the game starts, the server launches an AI game master to manage the game's progress.
[1462] Specific behavior:
[1463] An AI game master supervises the progress of the game in real time and provides necessary information.
[1464] Input: Game data, player information
[1465] Output: Game progress log
[1466] Step 19:
[1467] The server will add additional AI players as needed.
[1468] Specific behavior:
[1469] If there are not enough players, AI players will be added automatically to keep the game running smoothly.
[1470] Input: Player information
[1471] Output: Added AI player
[1472] Step 20:
[1473] Users can use their devices to select entertaining AI players and add them for a fee.
[1474] Specific behavior:
[1475] The user selects a specific entertainment AI player and completes payment.
[1476] Input: User selection information, payment information
[1477] Output: Additional logs for paid AI players
[1478] Step 21:
[1479] The server processes the payment and adds the selected AI player to the game.
[1480] Specific behavior:
[1481] Verify payment information and integrate AI players into the game environment.
[1482] Input: Payment information
[1483] Output: Notification of fee processing completion, AI player added
[1484] Step 22:
[1485] Users can choose to create and sell analog game versions through an online platform.
[1486] Specific behavior:
[1487] The user selects the "Order Analog Version" option, fills in the necessary information, and confirms the order.
[1488] Input: User order information
[1489] Output: Order request
[1490] Step 23:
[1491] The server collects the necessary data and provides it to the production company.
[1492] Specific behavior:
[1493] Collect detailed game design data and send it to the production company's API.
[1494] Input: User order information, game design data
[1495] Output: Data transmission log
[1496] Step 24:
[1497] A production company creates a physical analog game and delivers it to users.
[1498] Specific behavior:
[1499] The physical game is produced according to a production schedule and delivered to the user's address.
[1500] Input: Production instruction data, user address information
[1501] Output: Production completion notification, delivery log
[1502] (Application example 1)
[1503] 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."
[1504] Developing digital and analog games requires a great deal of effort and time, making it difficult to develop high-quality games efficiently. While real-time interactive and entertaining elements are required to improve the user experience, the technologies and systems required to achieve this are not yet fully developed. In particular, there is a need for methods to enhance the physical gaming experience with digital technology through the integration of augmented reality and AI.
[1505] 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.
[1506] In this invention, the server includes: means for inputting game rules and assets through a design tool; means for having an AI perform a simulation based on the rules and assets; means for generating a tentative asset design using a generation AI; means for conducting test plays between AIs to modify the rules and adjust the game balance; means for publishing the completed game on an online distribution system; means for allowing an AI game master and AI players to participate in the game; means for providing entertaining AI players for a fee; means for displaying a virtual board and pieces on a real-world table using augmented reality; means for capturing user movements and having an AI generate responses in real time; and means for preparing data for producing and selling analog games. This enables efficient and high-quality game development, and by using augmented reality technology and AI, it is possible to provide a real-time interactive user experience.
[1507] "Design Tool" means software for entering and editing game rules and assets.
[1508] "Assets" include physical and digital elements used in the game, such as the board, pieces, and cards.
[1509] "Having an AI simulate" means using artificial intelligence to virtually play a game based on input rules and assets.
[1510] "Generative AI" is artificial intelligence that automatically generates provisional designs and content based on specific information.
[1511] "Temporary Asset Design" means a temporary game element design created by a generative AI based on user input.
[1512] An "online distribution system" is an internet-based platform that allows users to access and play games once they have been developed.
[1513] An "AI Game Master" is an artificial intelligence that manages the progress of the game and applies the rules as needed.
[1514] An "AI player" is an artificial intelligence that compensates for the lack of players and plays against or cooperate with users.
[1515] An "entertaining AI player" is an artificial intelligence player that exhibits special behaviors that increase the gamer's enjoyment.
[1516] "Augmented reality" is a technology that integrates virtual objects into real-world environments to provide a combined real-virtual experience.
[1517] "Virtual boards and pieces" are digital objects that are displayed on a physical table using augmented reality technology.
[1518] "Capturing user movements" means capturing the user's hand and body movements with sensors or cameras and recording them as digital data.
[1519] "Generating responses in real time" means that the AI reacts immediately to user input and provides results and feedback instantly.
[1520] "Analog game version" refers to a physical game, such as a board game or card game, that is produced in a physical form.
[1521] The present invention relates to a system for supporting the development and provision of analog games such as board games and tabletop games. Specific embodiments thereof are described below.
[1522] Overall system configuration
[1523] The system mainly consists of a design tool, an AI simulation engine, a generative AI, an augmented reality display system, a user action capture system, and an online distribution system.
[1524] Program processing overview
[1525] Design Tools and Asset Input
[1526] The user (game designer) logs in to the server using a terminal and inputs the game rules and assets (board, pieces, cards, etc.) through the design tool. The design is then sent to the server and saved in the database.
[1527] Running AI simulations
[1528] The server retrieves the stored rules and assets and sends them to the AI simulation engine. The server parses these data and converts them into a format that can be applied to the AI model. The AI model then starts simulations based on the rules and learns specific behavioral patterns.
[1529] Temporary asset design generation using generative AI
[1530] The user accesses the generation AI through their device and inputs the necessary information. The server then activates the generation AI model and generates a tentative asset design (such as a board or piece design) based on the input information. The generated design is returned to the user, allowing for further modification and improvement.
[1531] AI test play and game balance adjustments
[1532] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and any problems with the rules or game balance are identified. The server then provides feedback on the analysis results to the user, and makes any necessary changes to the rules or adjustments to the game balance.
[1533] Game Streaming and AI Players
[1534] Once a game is developed, it is published by the server on an online distribution system. Users access this platform using their devices, select a published game, and participate. When the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can also add AI players. Furthermore, users can add entertaining AI players for a fee. The server processes the fee and adds the selected AI player to the game.
[1535] Augmented reality board games
[1536] The server uses an augmented reality display system to display a virtual board and pieces on a real-world table in augmented reality. The user wears smart glasses, and the virtual board and pieces are displayed on the table. A user motion capture system is used to capture the user's movements, and the user's hand movements are captured in real time. The server uses this motion data to generate responses in real time using AI and manage the progress of the game.
[1537] Specific examples
[1538] For example, if you were to develop a board game called "Magical Adventure," you would use the system as follows:
[1539] 1. The user inputs the game rules, character pieces, board layout, etc. via the terminal, and these are saved on the server.
[1540] 2. The server teaches these rules to an AI simulation engine and performs a specific simulation.
[1541] 3. The user creates a tentative character design using generative AI, and the server provides the results.
[1542] 4. The server runs test plays between AIs, analyzes the results, and provides feedback to the user.
[1543] 5. The server publishes the completed "magical adventure" on an online distribution system, and users can participate in the game.
[1544] 6. The server will add entertaining AI players for a fee.
[1545] 7. When a user orders an analog game version, the server sends the data to the production company, and the physical game is produced and sold.
[1546] Prompt Sentence Examples
[1547] Develop a board game called "Magical Adventure" and teach the game to an AI. Develop an application that allows users to play this board game in augmented reality using smart glasses. Specifically, display a virtual board and pieces on the table, and have the AI calculate moves in real time to act as an opponent. Also, make it possible to purchase additional premium AI players for a fee.
[1548] This allows users to enjoy an advanced gaming experience that blends the real world with the digital world.
[1549] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[1550] Step 1:
[1551] A user logs in to the server using a terminal and inputs the game rules and assets through the design tool. The input data (rule text, asset images, placement information, etc.) is sent to the server and stored in a database.
[1552] Step 2:
[1553] The server retrieves the stored rules and assets from the database and sends them to the AI simulation engine. The server parses these data and converts them into a format that can be applied to the AI model (e.g., converting the rules into an algorithm). The AI model starts a simulation based on the rules and learns specific behavior patterns. The simulation results are generated and returned to the server.
[1554] Step 3:
[1555] The user accesses the generation AI through their device and inputs the necessary information (e.g., character design requirements). The server then activates the generation AI model and generates a provisional asset design (such as a character image or board layout) based on the input information. The generated design is returned from the server to the user, who can then modify or improve it.
[1556] Step 4:
[1557] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and problems with the rules or game balance are identified. This data is fed back to the user, who can then adjust the rules or assets as necessary.
[1558] Step 5:
[1559] Once a game is developed, it is published by the server on an online distribution system. Users access this platform using their devices, select a published game, and join. When the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server adds AI players.
[1560] Step 6:
[1561] Users can add entertaining AI players for a fee. The server processes the fee and adds the selected AI player to the game, allowing users to have a more enjoyable gaming experience.
[1562] Step 7:
[1563] The server uses an augmented reality display system to display a virtual board and pieces on a real-world table in augmented reality. The user wears smart glasses, and the virtual board and pieces are displayed on the table. A user motion capture system is used to capture the user's movements, and the user's hand movements are captured in real time. The server uses this motion data to generate responses in real time using AI and manage the progress of the game.
[1564] Step 8:
[1565] When a user orders an analog game version, the server sends the necessary data to the production company, which then uses this data to create and sell the physical game and deliver it to the user.
[1566] 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.
[1567] This invention relates to a system that supports the development of analog games such as board games and tabletop games by combining an emotion engine to efficiently improve the quality of the game. This system utilizes AI and an emotion engine to efficiently test play when game designers design game rules and assets, improving the user experience. The program processing of this system is explained below in natural language.
[1568] Game designers design rules and assets
[1569] Users (game designers) log in to the server using a terminal and enter details of the game rules and assets (board, pieces, cards, etc.) through a design tool. The design is then sent to the server and saved in a database.
[1570] Teaching and training rules to AI
[1571] The server retrieves the stored rules and assets and sends them to the AI learning module. The server parses these data and converts them into a format that can be applied to the AI model. The AI model then starts simulations based on the rules and learns specific behavioral patterns.
[1572] Generate preliminary asset designs
[1573] The user accesses the generative AI module through their device and inputs the necessary information. The server then activates the generative AI model and generates a tentative asset design based on the input information. The generated design is returned to the user, who can then make further modifications and improvements.
[1574] Test play between AI
[1575] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and any problems with the rules or game balance are identified. The server then provides feedback on the analysis results to the user, and makes any necessary changes to the rules or adjustments to the game balance.
[1576] Game provision
[1577] Once a game is developed, it is published on an online platform by the server. Users access the platform using their devices and select a published game to join. Once the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can also add AI players.
[1578] Entertaining AI player
[1579] Users can use their devices to select and add entertaining AI players for a fee, and the server processes the payment and adds the selected AI player to the game, providing a more enjoyable experience.
[1580] Production and sales of analog games
[1581] When a user selects the option to produce and sell a physical game version through the online platform, the server collects the necessary data and provides it to the production company, who then produces and sells the physical game and delivers it to the user.
[1582] Incorporating an emotion engine
[1583] By incorporating an emotion engine, the system can recognize the user's emotion data and further improve the gaming experience. Specific examples are shown below.
[1584] Collecting user emotion data
[1585] The device is equipped with an emotion engine that monitors the user's facial expressions, tone of voice, heart rate, etc. in real time while playing the game. This data is sent to a server for analysis.
[1586] Dynamic adjustment of game difficulty and event content
[1587] The server dynamically adjusts the game difficulty and event content based on the user's emotional data obtained from the emotion engine. For example, if the user is feeling stressed, the server can lower the game difficulty or insert relaxing events.
[1588] AI Game Master and AI Player Adaptation
[1589] Based on the emotional data recognized by the emotion engine, the server adapts the behavior and dialogue of the AI game master and AI players. For example, if the user is enjoying themselves, the AI characters will make praising remarks.
[1590] Example: A board game with an emotion engine
[1591] For example, if you were to incorporate an emotion engine into a board game called "Magical Adventure," it would look like this:
[1592] 1. The user designs the game rules and assets, and configures the emotion engine.
[1593] 2. The server uses this information to train the AI and executes test plays.
[1594] 3. The user accesses the game through a device equipped with the emotion engine and begins playing.
[1595] 4. The server analyzes the user's emotional data in real time and adjusts the progress of the game.
[1596] 5. If the user is enjoying the game, the AI character will praise them or give them special performances.
[1597] 6. If you want an analog game version, the server sends the data to the production company, and the physical game is produced and sold.
[1598] The present invention allows game designers to efficiently develop games and allows users to enjoy a high-quality, emotionally adaptive gaming experience.
[1599] The processing flow will be explained below.
[1600] Game designers design rules and assets
[1601] Step 1:
[1602] The user (game designer) logs in to the server using a terminal, which gives them access to the design tool.
[1603] Step 2:
[1604] The user uses a design tool to input detailed game rules and assets (board, pieces, cards, etc.), such as player behavior restrictions, victory conditions, and board layout.
[1605] Step 3:
[1606] The server receives the input rules and assets and stores them in a database for later processing.
[1607] Teaching and training rules to AI
[1608] Step 1:
[1609] The server retrieves the stored rules and assets from the database.
[1610] Step 2:
[1611] The server parses this data and converts it into a format that can be applied to AI models, analyzing rule logic, event conditions, etc.
[1612] Step 3:
[1613] The server's AI learning module begins learning rules based on the converted data. Simulations are run to learn patterns that allow the AI to take appropriate action based on the rules.
[1614] Generate preliminary asset designs
[1615] Step 1:
[1616] The user accesses the generation AI module through a terminal and provides the basic information required for asset design.
[1617] Step 2:
[1618] The server runs a generative AI model to generate provisional asset designs based on user-provided information, such as character appearances and board designs.
[1619] Step 3:
[1620] The server returns the generated asset design to the user, who can then further modify or improve it.
[1621] Test play between AI
[1622] Step 1:
[1623] The server sets up AI matches on the test platform, and prepares the environment necessary for test play.
[1624] Step 2:
[1625] The AI on the server will start playing against each other and proceed with the game based on the specified rules. The AI acts as a player and simulates the flow of the game.
[1626] Step 3:
[1627] The server records the results of the test play and collects statistical data, such as the win rate and average number of turns.
[1628] Step 4:
[1629] The server analyzes the results of the test play and identifies problems with the rules and game balance. The analysis results are fed back to the user, and rules are revised or game balance is adjusted as necessary.
[1630] Game provision
[1631] Step 1:
[1632] The server publishes the completed game on the online platform.
[1633] Step 2:
[1634] A user logs into the online platform using a terminal, selects a published game, and participates in it.
[1635] Step 3:
[1636] The server starts the game session and launches an AI Game Master, which manages the game and gives instructions to the players.
[1637] Step 4:
[1638] If there are not enough players, the server will add AI players, allowing the game to be played with the optimal number of players.
[1639] Entertaining AI player
[1640] Step 1:
[1641] The user selects an entertaining AI player using the device and decides to add it for a fee.
[1642] Step 2:
[1643] The server processes the payment and completes the purchase.
[1644] Step 3:
[1645] The server will add entertaining AI players to the game, each with their own special features and personalities, providing a more enjoyable experience for the player.
[1646] Production and sales of analog games
[1647] Step 1:
[1648] A user selects an option to purchase an analog game version through an online platform.
[1649] Step 2:
[1650] The server collects the necessary data and prepares it for delivery to the production company.
[1651] Step 3:
[1652] The server sends data to the production company and instructs them to manufacture the analog game.
[1653] Step 4:
[1654] The production company produces a physical analog game and delivers it to the user, allowing the user to enjoy the physical game.
[1655] Incorporating an emotion engine
[1656] Collecting user emotion data
[1657] Step 1:
[1658] The device will be equipped with an emotion engine that will enable real-time monitoring of the user's facial expressions, tone of voice, heart rate, and other information.
[1659] Step 2:
[1660] The device transmits the collected emotion data to a server.
[1661] Dynamic adjustment of game difficulty and event content
[1662] Step 1:
[1663] The server dynamically adjusts the game difficulty and event content based on the user's emotional data obtained from the emotion engine.
[1664] Step 2:
[1665] For example, if a user is feeling stressed, the server will lower the difficulty of the game or insert relaxing events.
[1666] AI Game Master and AI Player Adaptation
[1667] Step 1:
[1668] The server adapts the behavior and dialogue of the AI game master and AI players based on the emotional data recognized by the emotion engine.
[1669] Step 2:
[1670] For example, if the user is enjoying themselves, the AI character will make praising remarks.
[1671] Example: A board game with an emotion engine
[1672] 1. The user designs the game rules and assets, and configures the emotion engine.
[1673] 2. The server uses this information to train the AI and executes test plays.
[1674] 3. The user accesses the game through a device equipped with the emotion engine and begins playing.
[1675] 4. The server analyzes the user's emotional data in real time and adjusts the progress of the game.
[1676] 5. If the user is enjoying the game, the AI character will praise them or give them special performances.
[1677] 6. If you want an analog game version, the server sends the data to the production company, and the physical game is produced and sold.
[1678] The present invention allows game designers to efficiently develop games and allows users to enjoy a high-quality, emotionally adaptive gaming experience.
[1679] Example 2
[1680] 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."
[1681] The development process for traditional board games, tabletop games, and other analog games required a lot of manual work and repeated test play, making it inefficient. It was also difficult to provide a gaming experience that adapted to the user's emotions, making it difficult to maximize user satisfaction.
[1682] The specific processing by the specific 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 inputting game rules and assets through a design tool; means for causing an AI to perform a simulation based on the rules and assets; means for generating a temporary asset design using a generation AI; means for conducting test plays between AIs to modify the rules and adjust the game balance; means for publishing the developed game on an online platform; means for allowing an AI game master and AI players to participate in the game; means for providing entertaining AI players for a fee; means for preparing data for producing and selling a physical game; means for acquiring and analyzing user emotion data using an emotion engine; and means for dynamically adjusting the game difficulty and event content based on the emotion data. This enables efficient development of board games and tabletop games and provides a high-quality gaming experience that adapts to users' emotions.
[1683] A "design tool" is software for entering detailed game rules and assets.
[1684] "Rules" refers to the detailed rules and settings for progressing through the game.
[1685] "Assets" refers to physical or digital resources used in a game, such as the board, pieces, and cards.
[1686] "AI" or "artificial intelligence" is a computer program that analyzes data and performs simulations.
[1687] "Simulation" is the process of using AI to virtually recreate and test the game's behavior.
[1688] "Generative AI" is an AI model that generates hypothetical asset designs based on user input.
[1689] "Test play" refers to a trial play conducted to evaluate the rules and balance of a game.
[1690] "Game balance" refers to how different elements within a game are adjusted to provide a fair and enjoyable experience.
[1691] "Online infrastructure" refers to a collection of servers and software for providing services over the Internet.
[1692] An "AI Game Master" is an AI that manages the progress of online games.
[1693] An "AI player" is an AI that plays the game on behalf of a human.
[1694] "Entertainment" refers to features and elements that are enjoyable for users.
[1695] "Physical games" refer to analog games that use actual boards and pieces rather than digital ones.
[1696] "Emotion engine" refers to a system that acquires and analyzes user emotion data.
[1697] "Emotional data" refers to information about a user's emotions obtained from facial expressions, tone of voice, heart rate, etc.
[1698] "Dynamic adjustment" means automatically changing settings and balance in real time.
[1699] This invention is a system that supports the development of analog games such as board games and tabletop games, and efficiently improves the quality of games by combining an emotion engine and artificial intelligence (AI). This system uses AI and an emotion engine to efficiently test play when game designers design game rules and assets, improving the user experience.
[1700] Game designers design rules and assets
[1701] The user (game designer) logs into the server using a terminal and enters the game rules and assets (board, pieces, cards, etc.) in detail through a design tool. Specifically, the user writes the rules in text and uploads images of the assets. Once the entry is complete, the information is sent to the server and stored in a database.
[1702] Teaching and training rules to AI
[1703] The server retrieves the stored rules and assets from the database, then parses and converts this data into a format that can be applied to the AI learning module. Once converted, the server provides the data to the AI model, which then starts simulating the rules and learns behavioral patterns.
[1704] Generate preliminary asset designs
[1705] The user inputs a prompt statement to the generative AI module through the terminal. The server receives the prompt statement and starts the generative AI model based on the prompt statement. The generative AI model generates a tentative asset design, which is then returned to the user.
[1706] Example prompt sentence:
[1707] "Generate a design for a dragon piece."
[1708] Test play between AI
[1709] The server sets up test play between AIs. The AI models run simulations based on the acquired rules. The server records and analyzes the results of the matches to identify problems with game balance and rules. The analysis results are fed back to the user.
[1710] Game provision
[1711] Once a game is developed, it is published online by the server. Users access the platform using their devices, select a published game, and join. Once the game starts, the server launches an AI game master to manage the game's progress.
[1712] Entertaining AI player
[1713] Users can select entertaining AI players using their devices and add them to the game for a fee, and the server processes the fee and adds the selected AI players to the game.
[1714] Production and sales of analog games
[1715] If the user selects the option to produce and sell an analog game version, the server provides the necessary data to the production company, who then produces and sells the physical analog game and delivers it to the user.
[1716] Incorporating an emotion engine
[1717] The device is equipped with an emotion engine that monitors the user's facial expressions, tone of voice, heart rate, and other factors in real time while playing the game. Emotional data is sent to a server for analysis. The server then dynamically adjusts the game's difficulty and event content based on the analysis results.
[1718] Specific working example:
[1719] The emotion engine detects rising stress levels in the user, and the server adjusts the game's difficulty by lowering it.
[1720] The above is a detailed description of the embodiments of the present invention. The present invention allows game designers to efficiently develop games, and allows users to enjoy a high-quality, emotionally adaptive gaming experience.
[1721] The flow of the identification process in the second embodiment will be described with reference to FIG.
[1722] Step 1: Game Designer Designs Rules and Assets
[1723] A user uses a terminal to access the design tool and input game rules and assets. The input information includes game rule text, asset image files, design details, etc. This information is sent from the terminal to the server and stored in a database. As a specific example of operation, a user inputs the rules of a game called "Magical Adventure" and uploads character images.
[1724] Input: Game rule text, asset image files
[1725] Output: Rules and asset data stored in a database
[1726] Step 2: Teaching and training the AI
[1727] The server retrieves the stored rules and assets from the database and parses this data. The parsed data is converted into a format that can be applied to the AI learning module. The server then provides the data to the AI model, which then starts a simulation based on the rules and learns behavioral patterns. As a specific example of how this works, the server parses the rule that "players choose one action per turn" and loads it into the AI model.
[1728] Input: Rules and asset data stored in a database
[1729] Output: Data format applicable to AI learning modules, learning results of AI models
[1730] Step 3: Generate a preliminary asset design
[1731] The user inputs a prompt statement into the generation AI module via their terminal. The server receives this and causes the generation AI model to start processing based on the prompt statement. The generation AI model generates a temporary asset design, which is returned to the user. As a specific example of operation, the user inputs a prompt statement such as "Please generate a design for a dragon piece," and the server returns the generated design to the user.
[1732] Input: Prompt text (e.g. "Generate a design for a dragon piece")
[1733] Output: Generated tentative asset design
[1734] Step 4: Test play with AI
[1735] The server sets up test play between AIs. The AI model runs a simulation based on the acquired rules. The server records and analyzes the results of the matches, and identifies problems with game balance and rules. The analysis results are fed back to the user. As a specific example of how it works, the server runs an AI match for "Magical Adventure," analyzes the results, and concludes that "balance adjustments are necessary."
[1736] Input: AI model rule data
[1737] Output: Test play records, analysis results
[1738] Step 5: Offering the game
[1739] The server publishes the completed game on an online platform. Users access the platform using their devices, select the published game, and participate. When the game starts, the server launches an AI game master to manage the game's progress. As a specific example of how it works, a user accesses "Magical Adventure," and the server launches the game master AI to progress the game.
[1740] Input: Completed game data
[1741] Output: Online published game, AI game master launch
[1742] Step 6: Providing an entertaining AI player
[1743] The user selects an entertaining AI player using the device and adds it for a fee. The server processes the fee and adds the selected AI player to the game. For example, the user adds an "AI player who has interesting conversations," and the server completes the fee process and allows the AI player to join the game.
[1744] Input: Selected AI player, fee information
[1745] Output: Fee processing completed, paid AI player added
[1746] Step 7: Production and sale of analog games
[1747] If the user selects the option to produce and sell an analog game version, the server provides the necessary data to the production company. The production company produces and sells the physical analog game and delivers it to the user. As a specific example of how it works, the server sends the data for "Magical Adventure" to the production company, which then produces and sells the board game.
[1748] Input: Analog game version data, production request information
[1749] Output: Providing data to production companies, producing and selling physical games
[1750] Step 8: Incorporating the Emotion Engine
[1751] The device is equipped with an emotion engine that monitors the user's facial expressions, tone of voice, heart rate, and other factors in real time while playing the game. Emotional data is sent to the server for analysis. The server dynamically adjusts the game's difficulty and event content based on the analysis results. As a specific example of how it works, the emotion engine detects an increase in the user's stress level, and the server adjusts the game's difficulty by lowering it.
[1752] Input: User's emotional data (facial expressions, tone of voice, heart rate)
[1753] Output: Analysis results, dynamic game adjustments
[1754] The above is a detailed explanation of the steps in which the system program processes are divided. The specific operations performed at each step, as well as the inputs and outputs, have also been explained.
[1755] (Application example 2)
[1756] 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."
[1757] Conventional game development systems have made it difficult to streamline game design and provide content that responds to user emotions. Test play is costly and labor-intensive, making it time-consuming to improve game quality. Furthermore, there was a lack of technology to analyze user emotion data in real time and dynamically adapt games and content, making it difficult to personalize the user experience.
[1758] The specific processing by the specific 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: [means for inputting game rules and assets through a design tool]; [means for causing an AI to perform a simulation based on the rules and assets]; and [means for generating a provisional asset design using a generation AI]. This enables efficient design of game rules and assets and efficient test play. In addition, the server includes: [means for collecting viewer emotion data]; [means for analyzing the emotion data]; and [means for dynamically adapting content based on the emotion data], thereby enabling the provision of content that corresponds to the viewer's emotions. This realizes high user satisfaction and improves the quality of games and content.
[1759] A "design tool" is software or a system for inputting and editing game rules and assets.
[1760] "Rules" are rules and instructions that control actions and operations performed within a game.
[1761] "Assets" are materials or objects used in the game, such as boards, pieces, and cards.
[1762] "Simulation" is the process of using AI to execute virtual plays based on the rules of the game and verify and evaluate the game's behavior.
[1763] "Generative AI" is a system that uses artificial intelligence technology to automatically generate provisional asset designs and other creative works.
[1764] "Test play" is the process of AIs or humans actually playing a game to check the consistency and balance of the rules.
[1765] "Game balance" means that the various elements and rules within a game are properly adjusted to each other, allowing for fair and enjoyable play.
[1766] "Online Platform" means a website or application that publishes and distributes games over the Internet and allows users to access and play them.
[1767] An "AI Game Master" is a program or system that uses AI technology to manage and supervise the progress of a game.
[1768] An "AI player" is a virtual opponent or teammate who plays the game using AI technology.
[1769] "Entertainment" is the quality or quality of creating enjoyment or interest.
[1770] "Emotion data" is data that represents the emotional state of a viewer or user, and includes facial expressions, tone of voice, heart rate, and the like.
[1771] "Sentiment analysis" is the process of analyzing collected emotional data to identify the emotional state of a viewer or user.
[1772] "Dynamic Adaptation" is a function that changes and adjusts content in real time based on emotional data.
[1773] "Content" means information and entertainment such as videos, games, and audio provided on online platforms.
[1774] This invention relates to a system that allows game designers to efficiently develop and provide high-quality games. This system combines an emotion engine and AI technology to improve the user experience through game design, simulation, and test play. It also provides the ability to collect and analyze viewer emotion data and dynamically adapt content based on that data.
[1775] First, the user (game designer) accesses the server using a device (PC or tablet). Using the design tool, they input the game rules and assets in detail. The input rules and assets are sent to the server and stored in a database.
[1776] The server then retrieves the stored rules and assets and sends them to the AI learning module. The server parses this data and converts it into a format that can be applied to the AI model. The AI model then starts simulating the rules and learns specific behavioral patterns. This process uses AI algorithms and machine learning libraries (e.g., TensorFlow, PyTorch).
[1777] Next, the user accesses the generative AI module through their device and inputs the necessary information. The server then launches a generative AI model (e.g., OpenAI GPT-4) to generate a tentative asset design based on the input information. The generated design is returned to the user for further modification and improvement.
[1778] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and problems with the rules or game balance are identified. Data analysis tools (e.g., Pandas, NumPy) are used in this process. The server provides feedback on the analysis results to the user, and makes corrections to the rules or adjustments to the game balance as necessary.
[1779] Finally, the server publishes the completed game on an online platform. Users access the platform using their devices, select a published game, and join. When the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can add AI players. Furthermore, entertaining AI players can be provided for a fee. Users use their devices to select and pay for the AI players to be added to the game.
[1780] The device is equipped with an emotion engine, which monitors the user's facial expressions, tone of voice, heart rate, and other data in real time while playing the game. This data is sent to the server for analysis. The server dynamically adjusts the game difficulty and event content based on the user's emotional data obtained from the emotion engine. For example, if the user is feeling stressed, the server can lower the game difficulty or insert relaxing events. Based on the emotional data recognized by the emotion engine, the server adapts the behavior and dialogue of the AI game master and AI players.
[1781] As a concrete example, consider the case of incorporating an emotion engine into a board game called "Magical Adventure." The user designs the game rules and assets and configures the emotion engine. The server uses this information to train the AI and executes test plays. The user accesses the game through a device equipped with the emotion engine and begins playing. The server analyzes the user's emotional data in real time and adjusts the progress of the game. If the user is enjoying themselves, the AI character will praise them or perform special effects. If an analog game version is desired, the server sends the data to a production company, and a physical game is produced and sold.
[1782] An example prompt is:
[1783] "The viewer's emotion is a smile. Provide visual scenes that correspond to that emotion."
[1784] This system allows game designers to develop games efficiently and enables users to enjoy a high-quality, emotionally adaptive gaming experience.
[1785] The flow of the specific processing in the application example 2 will be described with reference to FIG.
[1786] Step 1:
[1787] Users access the server using a device (PC or tablet). They enter the game rules and assets in detail through a design tool. The entered rules and assets are sent to the server and stored in a database. For example, a user might enter the design and movement rules of a board game piece.
[1788] Input: Game rules and asset data
[1789] Output: Game rules and asset data stored on the server
[1790] Step 2:
[1791] The server retrieves the stored rules and assets and sends them to the AI learning module. The server parses this data and converts it into a format that can be applied to the AI model. The AI model then starts simulations based on the rules and learns specific behavioral patterns. This process uses AI algorithms and machine learning libraries (e.g., TensorFlow, PyTorch).
[1792] Input: Saved game rules and asset data
[1793] Output: Data converted into a format that can be applied to an AI model
[1794] Step 3:
[1795] The user accesses the generative AI module through their device and inputs the necessary information. The server then launches a generative AI model (e.g., OpenAI GPT-4) to generate a tentative asset design based on the input information. The generated design is returned to the user for further modification and improvement.
[1796] Input: Design information from the user
[1797] Output: Generated preliminary asset design
[1798] Step 4:
[1799] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and problems with the rules or game balance are identified. Data analysis tools (e.g., Pandas, NumPy) are used in this process. The server provides feedback on the analysis results to the user, and makes corrections to the rules or adjustments to the game balance as necessary.
[1800] Input: AI test play results
[1801] Output: Analyzed rules and game balance issues
[1802] Step 5:
[1803] Once a game is developed, it is published on an online platform by the server. Users access the platform using their devices, select a published game, and join. When the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can also add AI players.
[1804] Input: Completed game data
[1805] Output: Games published on online platforms
[1806] Step 6:
[1807] The device is equipped with an emotion engine, which monitors the user's facial expressions, tone of voice, heart rate, and other data in real time while the game is in progress. This data is sent to a server for analysis. The server then dynamically adjusts the game's difficulty and event content based on the user's emotional data obtained from the emotion engine. For example, if the user is feeling stressed, the game's difficulty may be lowered or a relaxing event may be inserted.
[1808] Input: User emotion data
[1809] Output: Dynamically adjusted game progress
[1810] Step 7:
[1811] Based on the emotional data recognized by the emotion engine, the server adapts the behavior and dialogue of the AI Game Master and AI Players. For example, if the user is having fun, the AI characters will make praising remarks. They will also provide special effects to further enhance the gaming experience.
[1812] Input: Emotion data parsed by the emotion engine
[1813] Output: Applied AI character behavior and dialogue
[1814] 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.
[1815] 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.
[1816] 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.
[1817] [Fourth embodiment]
[1818] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.
[1819] 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.
[1820] 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).
[1821] 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.
[1822] 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.
[1823] 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).
[1824] 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.
[1825] 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.
[1826] 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.
[1827] 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.
[1828] 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.
[1829] 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.
[1830] 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."
[1831] This invention relates to a system for supporting the development of analog games such as board games and tabletop games. This system uses AI to efficiently test play and improve the quality of games when game designers design game rules and assets. Below, we will explain the program processing of this system in natural language.
[1832] Game designers design rules and assets
[1833] Users (game designers) log in to the server using a terminal and input the game rules and assets (board, pieces, cards, etc.) through the design tool. The design is then sent to the server and saved in the database.
[1834] Teaching and training rules to AI
[1835] The server retrieves the stored rules and assets and sends them to the AI learning module. The server parses these data and converts them into a format that can be applied to the AI model. The AI model then starts simulations based on the rules and learns specific behavioral patterns.
[1836] Generate preliminary asset designs
[1837] The user accesses the generative AI module through their device and inputs the necessary information. The server then activates the generative AI model and generates a tentative asset design based on the input information. The generated design is returned to the user, who can then make further modifications and improvements.
[1838] Test play between AI
[1839] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and any problems with the rules or game balance are identified. The server then provides feedback on the analysis results to the user, and makes any necessary changes to the rules or adjustments to the game balance.
[1840] Game provision
[1841] Once a game is developed, it is published on an online platform by the server. Users access the platform using their devices and select a published game to join. Once the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can also add AI players.
[1842] Entertaining AI player
[1843] Users can use their devices to select and add entertaining AI players for a fee, and the server processes the payment and adds the selected AI player to the game, providing a more enjoyable experience.
[1844] Production and sales of analog games
[1845] When a user selects the option to produce and sell a physical game version through the online platform, the server collects the necessary data and provides it to the production company, who then produces and sells the physical game and delivers it to the user.
[1846] Example: Developing and providing board games
[1847] For example, if a game designer is designing a board game called "Magical Adventure," he or she will use the system as follows:
[1848] 1. The user inputs the game rules, character pieces, board layout, etc. via the terminal, and these are saved on the server.
[1849] 2. The server teaches these rules to the AI and performs specific simulations.
[1850] 3. The user creates a tentative character design using generative AI, and the server provides the results.
[1851] 4. The server runs test plays between AIs, analyzes the results, and provides feedback to the user.
[1852] 5. The server publishes the completed "magical adventure" on an online platform, and users can participate in the game.
[1853] 6. The server will select entertaining AI players and add them for a fee.
[1854] 7. When a user orders an analog game version, the server sends the data to the production company, and the physical game is produced and sold.
[1855] The present invention allows game designers to efficiently develop games, and enables users to enjoy high-quality games.
[1856] The processing flow will be explained below.
[1857] Game designers design rules and assets
[1858] Step 1:
[1859] The user (game designer) logs in to the server using a terminal, which gives them access to the design tool.
[1860] Step 2:
[1861] The user uses a design tool to input detailed game rules and assets (board, pieces, cards, etc.), such as player behavior restrictions, victory conditions, and board layout.
[1862] Step 3:
[1863] The server receives the input rules and assets and stores them in a database for later processing.
[1864] Teaching and training rules to AI
[1865] Step 1:
[1866] The server retrieves the stored rules and assets from the database.
[1867] Step 2:
[1868] The server parses this data and converts it into a format that can be applied to AI models, analyzing rule logic, event conditions, etc.
[1869] Step 3:
[1870] The server's AI learning module begins learning rules based on the converted data. Simulations are run to learn patterns that allow the AI to take appropriate action based on the rules.
[1871] Generate preliminary asset designs
[1872] Step 1:
[1873] The user accesses the generation AI module through a terminal and provides the basic information required for asset design.
[1874] Step 2:
[1875] The server runs a generative AI model to generate provisional asset designs based on user-provided information, such as character appearances and board designs.
[1876] Step 3:
[1877] The server returns the generated asset design to the user, who can then further modify or improve it.
[1878] Test play between AI
[1879] Step 1:
[1880] The server sets up AI matches on the test platform, and prepares the environment necessary for test play.
[1881] Step 2:
[1882] The AI on the server will start playing against each other and proceed with the game based on the specified rules. The AI acts as a player and simulates the flow of the game.
[1883] Step 3:
[1884] The server records the results of the test play and collects statistical data, such as the win rate and average number of turns.
[1885] Step 4:
[1886] The server analyzes the results of the test play and identifies problems with the rules and game balance. The analysis results are fed back to the user, and rules are revised or game balance is adjusted as necessary.
[1887] Game provision
[1888] Step 1:
[1889] The server publishes the completed game on the online platform.
[1890] Step 2:
[1891] A user logs into the online platform using a terminal, selects a published game, and participates in it.
[1892] Step 3:
[1893] The server starts the game session and launches an AI Game Master, which manages the game and gives instructions to the players.
[1894] Step 4:
[1895] If there are not enough players, the server will add AI players, allowing the game to be played with the optimal number of players.
[1896] Entertaining AI player
[1897] Step 1:
[1898] The user selects an entertaining AI player using the device and decides to add it for a fee.
[1899] Step 2:
[1900] The server processes the payment and completes the purchase.
[1901] Step 3:
[1902] The server will add entertaining AI players to the game, each with their own special features and personalities, providing a more enjoyable experience for the player.
[1903] Production and sales of analog games
[1904] Step 1:
[1905] A user selects an option to purchase an analog game version through an online platform.
[1906] Step 2:
[1907] The server collects the necessary data and prepares it for delivery to the production company.
[1908] Step 3:
[1909] The server sends data to the production company and instructs them to manufacture the analog game.
[1910] Step 4:
[1911] The production company produces a physical analog game and delivers it to the user, allowing the user to enjoy the physical game.
[1912] Example 1
[1913] 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."
[1914] Traditional analog game development required a lot of manual work and time, which led to inefficiencies in adjusting game rules and balance. It was also difficult to secure the personnel and resources needed for test play, making it difficult to guarantee the quality of the games developed by game designers. Furthermore, the process of bringing a game to market tended to be lengthy, making it difficult to quickly provide high-quality games to users.
[1915] 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.
[1916] In this invention, the server includes: [means for inputting game rules and assets through a design tool]; [means for having an AI perform a simulation based on the rules and assets]; [means for generating a tentative asset design using a generative AI model, generating the design based on input information and prompt text]; [means for conducting test play between AIs, recording and analyzing the simulation results, and adjusting the rules and game balance]; [means for publishing the completed game on an online platform and allowing users to select and participate]; [means for allowing an AI game master and AI players to participate in game progress management]; [means for providing entertaining AI players for a fee and processing fees]; and [means for providing data for producing and selling analog games to external parties]. This enables [game designers to efficiently design rules and assets and quickly develop high-quality games based on the results of automatic AI simulations and analysis.] It also enables the provision of games to users through an online platform, and even the production and sale of entertaining AI players and analog game versions.]
[1917] A "design tool" is software that provides an interface for game designers to input game rules and assets.
[1918] "Assets" refers to physical or digital props or materials used in board games or tabletop games, such as pieces, cards, and boards.
[1919] "AI simulation" is the process in which artificial intelligence performs virtual play based on the rules of a game and analyzes the results.
[1920] A "generative AI model" is an artificial intelligence model that generates provisional asset designs based on information and prompts entered by the user.
[1921] A "prompt" is an instruction that a user inputs into a generative AI model to specify the conditions and characteristics of the asset to be generated.
[1922] The "AI Game Master" is an artificial intelligence that manages the progress of the game, enforcing the rules of the game and overseeing its progress.
[1923] An "AI player" is an artificial intelligence that participates in a game and operates within the game in place of the actual player.
[1924] An "entertaining AI player" is an artificial intelligence that performs unique actions and lines compared to regular AI players, increasing the enjoyment of the game.
[1925] An "online platform" is a service that users can access via the Internet, and is used to publish and provide games that have been developed to users.
[1926] "Analog game production and sales" refers to the process of creating physical game sets based on digital data and distributing them on the market.
[1927] MODE FOR CARRYING OUT THE INVENTION
[1928] The present invention is a system for supporting the development of analog games. This system uses artificial intelligence (AI) to efficiently conduct test plays when game designers design game rules and assets, thereby improving the game's quality. Detailed embodiments of this system are described below.
[1929] System configuration
[1930] Users access the server using a computer terminal (hereafter referred to as the terminal). A design tool is installed on the terminal, and users can use it to input game rules and assets (board, pieces, cards, etc.). The designed content is sent from the terminal to the server and stored in a database.
[1931] Input using the design tool
[1932] Users use the design tool to set up detailed game rules and assets, such as the board layout, the types of pieces, and the effects of cards. Once input is complete, the device sends the data to the server, which then stores it in a database.
[1933] AI-powered simulation
[1934] The server retrieves the stored rules and assets and sends them to the AI learning module, which parses the data and converts it into a format that can be applied to the AI model.The AI model then starts simulations based on the rules and learns specific behavioral patterns.
[1935] Generate preliminary asset designs
[1936] The user accesses the generative AI module through their device and inputs the required information and a prompt. For example, they can input a prompt such as "Generate a fantasy-style character." The server then activates the generative AI model and generates a tentative asset design based on the input information. The generated design is returned to the user, who can then make further modifications and improvements.
[1937] Test play between AI
[1938] The server sets up a match between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and any problems with the rules or game balance are identified. The server provides feedback on the analysis results to the user, and makes any necessary changes to the rules or adjustments to the game balance.
[1939] Publishing and delivering your game
[1940] Once a game is developed, it is published on an online platform by the server. Users access the platform using their devices and select a published game to join. Once the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can also add AI players.
[1941] Entertaining AI player
[1942] Users can select entertaining AI players using their devices and add them for a fee. The server processes the fee and adds the selected AI players to the game, providing a more enjoyable experience.
[1943] Production and sales of analog games
[1944] When a user selects the option to produce and sell a physical game version through the online platform, the server collects the necessary data and provides it to the production company, who then produces and sells the physical game and delivers it to the user.
[1945] Example: Developing and providing board games
[1946] For example, if a game designer is designing a board game called "Magical Adventure," he or she will use the system as follows:
[1947] 1. The user inputs the game rules, character pieces, board layout, etc. through the terminal and saves them on the server.
[1948] 2. The server teaches these rules to the AI and performs specific simulations.
[1949] 3. The user creates a tentative character design using generative AI, and the server provides the results.
[1950] 4. The server runs test plays between AIs, analyzes the results, and provides feedback to the user.
[1951] 5. The server publishes the completed "magical adventure" on an online platform, and users can participate in the game.
[1952] 6. The server will select entertaining AI players and add them for a fee.
[1953] 7. When a user orders an analog game version, the server sends the data to the production company, and the physical game is produced and sold.
[1954] This allows game designers to develop games efficiently and allows users to enjoy high-quality games.
[1955] The flow of the identification process in the first embodiment will be described with reference to FIG.
[1956] Step 1:
[1957] A user logs into a server using a terminal.
[1958] Specific behavior:
[1959] The user enters their username and password on the login screen and clicks the login button.
[1960] Input: Username, Password
[1961] Output: User credentials
[1962] Step 2:
[1963] The user uses a design tool to input the rules and assets of the game.
[1964] Specific behavior:
[1965] The user accesses the design interface and sets up the board layout, the types of pieces, the effects of cards, and other details.
[1966] Input: Game rules, asset information
[1967] Output: Input design data
[1968] Step 3:
[1969] The terminal transmits the input data to the server.
[1970] Specific behavior:
[1971] When the user presses the "Save" button, the device sends the design data to the server.
[1972] Input: Design data
[1973] Output: Log of data sent to the server
[1974] Step 4:
[1975] The server receives the data and stores it in a database.
[1976] Specific behavior:
[1977] The server writes the received design data into the database.
[1978] Input: Received design data
[1979] Output: Notification of completion of saving to database
[1980] Step 5:
[1981] The server retrieves the stored rules and assets from the database and sends them to the AI learning module.
[1982] Specific behavior:
[1983] The server queries the database to retrieve the stored data.
[1984] Input: Design Data Query
[1985] Output: Retrieved data
[1986] Step 6:
[1987] The server parses the acquired data for the AI.
[1988] Specific behavior:
[1989] Convert the data into a standard format such as JSON or XML.
[1990] Input: Retrieved data
[1991] Output: Parsed data
[1992] Step 7:
[1993] The server sends the parsed data to the AI learning module.
[1994] Specific behavior:
[1995] Send the parsed data as input to the AI module.
[1996] Input: Parsed data
[1997] Output: Data flow log to the AI learning module
[1998] Step 8:
[1999] The AI module starts a simulation based on the rules and learns behavioral patterns.
[2000] Specific behavior:
[2001] To perform gameplay with multiple virtual players in a simulated environment.
[2002] Input: Rule data, Asset data
[2003] Output: Simulation result log
[2004] Step 9:
[2005] The user accesses the generation AI module through a terminal and inputs the necessary information and prompt text.
[2006] Specific behavior:
[2007] The user accesses the generated AI interface and enters a prompt.
[2008] Input: prompt statement, related information
[2009] Output: Request to the generative AI module
[2010] Step 10:
[2011] The server runs a generative AI model to generate a tentative asset design based on the input information.
[2012] Specific behavior:
[2013] The server runs an AI model based on the prompt text and generates a temporary character and board design.
[2014] Input: prompt statement, related information
[2015] Output: Temporary asset design
[2016] Step 11:
[2017] The server returns the generated design to the user.
[2018] Specific behavior:
[2019] The generated design is displayed on the user's interface for confirmation.
[2020] Input: Tentative asset design
[2021] Output: Displaying the design to the user
[2022] Step 12:
[2023] The server sets up a match between AIs on the test platform and begins the simulation.
[2024] Specific behavior:
[2025] Distribute the ruleset to the AI players and start the simulation.
[2026] Input: Rule data, Asset data
[2027] Output: Test play results
[2028] Step 13:
[2029] The AI model plays the game based on the specified rules.
[2030] Specific behavior:
[2031] Each AI player performs an action each turn and the game progresses until the win / loss condition is reached.
[2032] Input: Rule data, Asset data
[2033] Output: Battle log
[2034] Step 14:
[2035] The server records and analyzes the results of the test play and identifies problems.
[2036] Specific behavior:
[2037] The results are recorded in a database and subjected to statistical analysis.
[2038] Input: Battle log
[2039] Output: Analysis results
[2040] Step 15:
[2041] The server will provide feedback on the analysis results to the user and make any necessary changes to the rules or adjust the game balance.
[2042] Specific behavior:
[2043] The feedback interface displays any issues or suggestions and notifies the user.
[2044] Input: Analysis results
[2045] Output: Feedback notification
[2046] Step 16:
[2047] The server publishes the completed game on an online platform.
[2048] Specific behavior:
[2049] Complete the publishing preparation checklist to get your game visible on online platforms.
[2050] Input: Completed game data
[2051] Output: Published games on online platforms
[2052] Step 17:
[2053] A user accesses the published game using a terminal.
[2054] Specific behavior:
[2055] A user logs into the platform and selects the game they want to play from the list of games.
[2056] Input: User authentication information, game selection information
[2057] Output: Game join request
[2058] Step 18:
[2059] When the game starts, the server launches an AI game master to manage the game's progress.
[2060] Specific behavior:
[2061] An AI game master supervises the progress of the game in real time and provides necessary information.
[2062] Input: Game data, player information
[2063] Output: Game progress log
[2064] Step 19:
[2065] The server will add additional AI players as needed.
[2066] Specific behavior:
[2067] If there are not enough players, AI players will be added automatically to keep the game running smoothly.
[2068] Input: Player information
[2069] Output: Added AI player
[2070] Step 20:
[2071] Users can use their devices to select entertaining AI players and add them for a fee.
[2072] Specific behavior:
[2073] The user selects a specific entertainment AI player and completes payment.
[2074] Input: User selection information, payment information
[2075] Output: Additional logs for paid AI players
[2076] Step 21:
[2077] The server processes the payment and adds the selected AI player to the game.
[2078] Specific behavior:
[2079] Verify payment information and integrate AI players into the game environment.
[2080] Input: Payment information
[2081] Output: Notification of fee processing completion, AI player added
[2082] Step 22:
[2083] Users can choose to create and sell analog game versions through an online platform.
[2084] Specific behavior:
[2085] The user selects the "Order Analog Version" option, fills in the necessary information, and confirms the order.
[2086] Input: User order information
[2087] Output: Order request
[2088] Step 23:
[2089] The server collects the necessary data and provides it to the production company.
[2090] Specific behavior:
[2091] Collect detailed game design data and send it to the production company's API.
[2092] Input: User order information, game design data
[2093] Output: Data transmission log
[2094] Step 24:
[2095] A production company creates a physical analog game and delivers it to users.
[2096] Specific behavior:
[2097] The physical game is produced according to a production schedule and delivered to the user's address.
[2098] Input: Production instruction data, user address information
[2099] Output: Production completion notification, delivery log
[2100] (Application example 1)
[2101] 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."
[2102] Developing digital and analog games requires a great deal of effort and time, making it difficult to develop high-quality games efficiently. While real-time interactive and entertaining elements are required to improve the user experience, the technologies and systems required to achieve this are not yet fully developed. In particular, there is a need for methods to enhance the physical gaming experience with digital technology through the integration of augmented reality and AI.
[2103] 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.
[2104] In this invention, the server includes: means for inputting game rules and assets through a design tool; means for having an AI perform a simulation based on the rules and assets; means for generating a tentative asset design using a generation AI; means for conducting test plays between AIs to modify the rules and adjust the game balance; means for publishing the completed game on an online distribution system; means for allowing an AI game master and AI players to participate in the game; means for providing entertaining AI players for a fee; means for displaying a virtual board and pieces on a real-world table using augmented reality; means for capturing user movements and having an AI generate responses in real time; and means for preparing data for producing and selling analog games. This enables efficient and high-quality game development, and by using augmented reality technology and AI, it is possible to provide a real-time interactive user experience.
[2105] "Design Tool" means software for entering and editing game rules and assets.
[2106] "Assets" include physical and digital elements used in the game, such as the board, pieces, and cards.
[2107] "Having an AI simulate" means using artificial intelligence to virtually play a game based on input rules and assets.
[2108] "Generative AI" is artificial intelligence that automatically generates provisional designs and content based on specific information.
[2109] "Temporary Asset Design" means a temporary game element design created by a generative AI based on user input.
[2110] An "online distribution system" is an internet-based platform that allows users to access and play games once they have been developed.
[2111] An "AI Game Master" is an artificial intelligence that manages the progress of the game and applies the rules as needed.
[2112] An "AI player" is an artificial intelligence that compensates for the lack of players and plays against or cooperate with users.
[2113] An "entertaining AI player" is an artificial intelligence player that exhibits special behaviors that increase the gamer's enjoyment.
[2114] "Augmented reality" is a technology that integrates virtual objects into real-world environments to provide a combined real-virtual experience.
[2115] "Virtual boards and pieces" are digital objects that are displayed on a physical table using augmented reality technology.
[2116] "Capturing user movements" means capturing the user's hand and body movements with sensors or cameras and recording them as digital data.
[2117] "Generating responses in real time" means that the AI reacts immediately to user input and provides results and feedback instantly.
[2118] "Analog game version" refers to a physical game, such as a board game or card game, that is produced in a physical form.
[2119] The present invention relates to a system for supporting the development and provision of analog games such as board games and tabletop games. Specific embodiments thereof are described below.
[2120] Overall system configuration
[2121] The system mainly consists of a design tool, an AI simulation engine, a generative AI, an augmented reality display system, a user action capture system, and an online distribution system.
[2122] Program processing overview
[2123] Design Tools and Asset Input
[2124] The user (game designer) logs in to the server using a terminal and inputs the game rules and assets (board, pieces, cards, etc.) through the design tool. The design is then sent to the server and saved in the database.
[2125] Running AI simulations
[2126] The server retrieves the stored rules and assets and sends them to the AI simulation engine. The server parses these data and converts them into a format that can be applied to the AI model. The AI model then starts simulations based on the rules and learns specific behavioral patterns.
[2127] Temporary asset design generation using generative AI
[2128] The user accesses the generation AI through their device and inputs the necessary information. The server then activates the generation AI model and generates a tentative asset design (such as a board or piece design) based on the input information. The generated design is returned to the user, allowing for further modification and improvement.
[2129] AI test play and game balance adjustments
[2130] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and any problems with the rules or game balance are identified. The server then provides feedback on the analysis results to the user, and makes any necessary changes to the rules or adjustments to the game balance.
[2131] Game Streaming and AI Players
[2132] Once a game is developed, it is published by the server on an online distribution system. Users access this platform using their devices, select a published game, and participate. When the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can also add AI players. Furthermore, users can add entertaining AI players for a fee. The server processes the fee and adds the selected AI player to the game.
[2133] Augmented reality board games
[2134] The server uses an augmented reality display system to display a virtual board and pieces on a real-world table in augmented reality. The user wears smart glasses, and the virtual board and pieces are displayed on the table. A user motion capture system is used to capture the user's movements, and the user's hand movements are captured in real time. The server uses this motion data to generate responses in real time using AI and manage the progress of the game.
[2135] Specific examples
[2136] For example, if you were to develop a board game called "Magical Adventure," you would use the system as follows:
[2137] 1. The user inputs the game rules, character pieces, board layout, etc. via the terminal, and these are saved on the server.
[2138] 2. The server teaches these rules to an AI simulation engine and performs a specific simulation.
[2139] 3. The user creates a tentative character design using generative AI, and the server provides the results.
[2140] 4. The server runs test plays between AIs, analyzes the results, and provides feedback to the user.
[2141] 5. The server publishes the completed "magical adventure" on an online distribution system, and users can participate in the game.
[2142] 6. The server will add entertaining AI players for a fee.
[2143] 7. When a user orders an analog game version, the server sends the data to the production company, and the physical game is produced and sold.
[2144] Prompt Sentence Examples
[2145] Develop a board game called "Magical Adventure" and teach the game to an AI. Develop an application that allows users to play this board game in augmented reality using smart glasses. Specifically, display a virtual board and pieces on the table, and have the AI calculate moves in real time to act as an opponent. Also, make it possible to purchase additional premium AI players for a fee.
[2146] This allows users to enjoy an advanced gaming experience that blends the real world with the digital world.
[2147] The flow of the specific processing in the application example 1 will be described with reference to FIG.
[2148] Step 1:
[2149] A user logs in to the server using a terminal and inputs the game rules and assets through the design tool. The input data (rule text, asset images, placement information, etc.) is sent to the server and stored in a database.
[2150] Step 2:
[2151] The server retrieves the stored rules and assets from the database and sends them to the AI simulation engine. The server parses these data and converts them into a format that can be applied to the AI model (e.g., converting the rules into an algorithm). The AI model starts a simulation based on the rules and learns specific behavior patterns. The simulation results are generated and returned to the server.
[2152] Step 3:
[2153] The user accesses the generation AI through their device and inputs the necessary information (e.g., character design requirements). The server then activates the generation AI model and generates a provisional asset design (such as a character image or board layout) based on the input information. The generated design is returned from the server to the user, who can then modify or improve it.
[2154] Step 4:
[2155] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and problems with the rules or game balance are identified. This data is fed back to the user, who can then adjust the rules or assets as necessary.
[2156] Step 5:
[2157] Once a game is developed, it is published by the server on an online distribution system. Users access this platform using their devices, select a published game, and join. When the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server adds AI players.
[2158] Step 6:
[2159] Users can add entertaining AI players for a fee. The server processes the fee and adds the selected AI player to the game, allowing users to have a more enjoyable gaming experience.
[2160] Step 7:
[2161] The server uses an augmented reality display system to display a virtual board and pieces on a real-world table in augmented reality. The user wears smart glasses, and the virtual board and pieces are displayed on the table. A user motion capture system is used to capture the user's movements, and the user's hand movements are captured in real time. The server uses this motion data to generate responses in real time using AI and manage the progress of the game.
[2162] Step 8:
[2163] When a user orders an analog game version, the server sends the necessary data to the production company, which then uses this data to create and sell the physical game and deliver it to the user.
[2164] 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.
[2165] This invention relates to a system that supports the development of analog games such as board games and tabletop games by combining an emotion engine to efficiently improve the quality of the game. This system utilizes AI and an emotion engine to efficiently test play when game designers design game rules and assets, improving the user experience. The program processing of this system is explained below in natural language.
[2166] Game designers design rules and assets
[2167] Users (game designers) log in to the server using a terminal and enter details of the game rules and assets (board, pieces, cards, etc.) through a design tool. The design is then sent to the server and saved in a database.
[2168] Teaching and training rules to AI
[2169] The server retrieves the stored rules and assets and sends them to the AI learning module. The server parses these data and converts them into a format that can be applied to the AI model. The AI model then starts simulations based on the rules and learns specific behavioral patterns.
[2170] Generate preliminary asset designs
[2171] The user accesses the generative AI module through their device and inputs the necessary information. The server then activates the generative AI model and generates a tentative asset design based on the input information. The generated design is returned to the user, who can then make further modifications and improvements.
[2172] Test play between AI
[2173] The server sets up a test play between AIs on the test platform and starts the simulation. The AIs compete against each other and progress through the game based on the specified rules. The results of the test play are recorded and analyzed by the server, and any problems with the rules or game balance are identified. The server then provides feedback on the analysis results to the user, and makes any necessary changes to the rules or adjustments to the game balance.
[2174] Game provision
[2175] Once a game is developed, it is published on an online platform by the server. Users access the platform using their devices and select a published game to join. Once the game starts, the server launches an AI game master to manage the game's progress. If there are not enough players, the server can also add AI players.
[2176] Entertaining AI player
[2177] Users can use their devices to select and add entertaining AI players for a fee, and the server processes the payment and adds the selected AI player to the game, providing a more enjoyable experience.
[2178] Production and sales of analog games
[2179] When a user selects the option to produce and sell a physical game version through the online platform, the server collects the necessary data and provides it to the production company, who then produces and sells the physical game and delivers it to the user.
[2180] Incorporating an emotion engine
[2181] By incorporating an emotion engine, the system can recognize the user's emotion data and further improve the gaming experience. Specific examples are shown below.
[2182] Collecting user emotion data
[2183] The device is equipped with an emotion engine that monitors the user's facial expressions, tone of voice, heart rate, etc. in real time while playing the game. This data is sent to a server for analysis.
[2184] Dynamic adjustment of game difficulty and event content
[2185] The server dynamically adjusts the game difficulty and event content based on the user's emotional data obtained from the emotion engine. For example, if the user is feeling stressed, the server can lower the game difficulty or insert relaxing events.
[2186] AI Game Master and AI Player Adaptation
[2187] Based on the emotional data recognized by the emotion engine, the server adapts the behavior and dialogue of the AI game master and AI players. For example, if the user is enjoying themselves, the AI characters will make praising remarks.
[2188] Example: A board game with an emotion engine
[2189] For example, if you were to incorporate an emotion engine into a board game called "Magical Adventure," it would look like this:
[2190] 1. The user designs the game rules and assets, and configures the emotion engine.
[2191] 2. The server uses this information to train the AI and executes test plays.
[2192] 3. The user accesses the game through a device equipped with the emotion engine and begins playing.
[2193] 4. The server analyzes the user's emotional data in real time and adjusts the progress of the game.
[2194] 5. If the user is enjoying the game, the AI character will praise them or give them special performances.
[2195] 6. If you want an analog game version, the server sends the data to the production company, and the physical game is produced and sold.
[2196] The present invention allows game designers to efficiently develop games and allows users to enjoy a high-quality, emotionally adaptive gaming experience.
[2197] The processing flow will be explained below.
[2198] Game designers design rules and assets
[2199] Step 1:
[2200] The user (game designer) logs in to the server using a terminal, which gives them access to the design tool.
[2201] Step 2:
[2202] The user uses a design tool to input detailed game rules and assets (board, pieces, cards, etc.), such as player behavior restrictions, victory conditions, and board layout.
[2203] Step 3:
[2204] The server receives the input rules and assets and stores them in a database for later processing.
[2205] Teaching and training rules to AI
[2206] Step 1:
[2207] The server retrieves the stored rules and assets from the database.
[2208] Step 2:
[2209] The server parses this data and converts it into a format that can be applied to AI models, analyzing rule logic, event conditions, etc.
[2210] Step 3:
[2211] The server's AI learning module begins learning rules based on the converted data. Simulations are run to learn patterns that allow the AI to take appropriate action based on the rules.
[2212] Generate preliminary asset designs
[2213] Step 1:
[2214] The user accesses the generation AI module through a terminal and provides the basic information required for asset design.
[2215] Step 2:
[2216] The server runs a generative AI model to generate provisional asset designs based on user-provided information, such as character appearances and board designs.
[2217] Step 3:
[2218] The server returns the generated asset design to the user, who can then further modify or improve it.
[2219] Test play between AI
[2220] Step 1:
[2221] The server sets up AI matches on the test platform, and prepares the environment necessary for test play.
[2222] Step 2:
[2223] The AI on the server will start playing against each other and proceed with the game based on the specified rules. The AI acts as a player and simulates the flow of the game.
[2224] Step 3:
[2225] The server records the results of the test play and collects statistical data, such as the win rate and average number of turns.
[2226] Step 4:
[2227] The server analyzes the results of the test play and identifies problems with the rules and game balance. The analysis results are fed back to the user, and rules are revised or game balance is adjusted as necessary.
[2228] Game provision
[2229] Step 1:
[2230] The server publishes the completed game on the online platform.
[2231] Step 2:
[2232] A user logs into the online platform using a terminal, selects a published game, and participates in it.
[2233] Step 3:
[2234] The server starts the game session and launches an AI Game Master, which manages the game and gives instructions to the players.
[2235] Step 4:
[2236] If there are not enough players, the server will add AI players, allowing the game to be played with the optimal number of players.
[2237] Entertaining AI player
[2238] Step 1:
[2239] The user selects an entertaining AI player using the device and decides to add it for a fee.
[2240] Step 2:
[2241] The server processes the payment and completes the purchase.
[2242] Step 3:
[2243] The server will add entertaining AI players to the game, each with their own special features and personalities, providing a more enjoyable experience for the player.
[2244] Production and sales of analog games
[2245] Step 1:
[2246] A user selects an option to purchase an analog game version through an online platform.
[2247] Step 2:
[2248] The server collects the necessary data and prepares it for delivery to the production company.
[2249] Step 3:
[2250] The server sends data to the production company and instructs them to manufacture the analog game.
[2251] Step 4:
[2252] The production company produces a physical analog game and delivers it to the user, allowing the user to enjoy the physical game.
[2253] Incorporating an emotion engine
[2254] Collecting user emotion data
[2255] Step 1:
[2256] The device will be equipped with an emotion engine that will enable real-time monitoring of the user's facial expressions, tone of voice, heart rate, and other information.
[2257] Step 2:
[2258] The device transmits the collected emotion data to a server.
[2259] Dynamic adjustment of game difficulty and event content
[2260] Step 1:
[2261] The server dynamically adjusts the game difficulty and event content based on the user's emotional data obtained from the emotion engine.
[2262] Step 2:
[2263] For example, if a user is feeling stressed, the server will lower the difficulty of the game or insert relaxing events.
[2264] AI Game Master and AI Player Adaptation
[2265] Step 1:
[2266] The server adapts the behavior and dialogue of the AI game master and AI players based on the emotional data recognized by the emotion engine.
[2267] Step 2:
[2268] For example, if the user is enjoying themselves, the AI character will make praising remarks.
[2269] Example: A board game with an emotion engine
[2270] 1. The user designs the game rules and assets, and configures the emotion engine.
[2271] 2. The server uses this information to train the AI and executes test plays.
[2272] 3. The user accesses the game through a device equipped with the emotion engine and begins playing.
[2273] 4. The server analyzes the user's emotional data in real time and adjusts the progress of the game.
[2274] 5. If the user is enjoying the game, the AI character will praise them or give them special performances.
[2275] 6. If you want an analog game version, the server sends the data to the production company, and the physical game is produced and sold.
[2276] The present invention allows game designers to efficiently develop games and allows users to enjoy a high-quality, emotionally adaptive gaming experience.
[2277] Example 2
[2278] 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."
[2279] The development process for traditional board games, tabletop games, and other analog games required a lot of manual work and repeated test play, making it inefficient. It was also difficult to provide a gaming experience that adapted to the user's emotions, making it difficult to maximize user satisfaction.
[2280] The specific processing by the specific 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 inputting game rules and assets through a design tool; means for causing an AI to perform a simulation based on the rules and assets; means for generating a temporary asset design using a generation AI; means for conducting test plays between AIs to modify the rules and adjust the game balance; means for publishing the developed game on an online platform; means for allowing an AI game master and AI players to participate in the game; means for providing entertaining AI players for a fee; means for preparing data for producing and selling a physical game; means for acquiring and analyzing user emotion data using an emotion engine; and means for dynamically adjusting the game difficulty and event content based on the emotion data. This enables efficient development of board games and tabletop games and provides a high-quality gaming experience that adapts to users' emotions.
[2281] A "design tool" is software for entering detailed game rules and assets.
[2282] "Rules" refers to the detailed rules and settings for progressing through the game.
[2283] "Assets" refers to physical or digital resources used in a game, such as the board, pieces, and cards.
[2284] "AI" or "artificial intelligence" is a computer program that analyzes data and performs simulations.
[2285] "Simulation" is the process of using AI to virtually recreate and test the game's behavior.
[2286] "Generative AI" is an AI model that generates hypothetical asset designs based on user input.
[2287] "Test play" refers to a trial play conducted to evaluate the rules and balance of a game.
[2288] "Game balance" refers to how different elements within a game are adjusted to provide a fair and enjoyable experience.
[2289] "Online infrastructure" refers to a collection of servers and software for providing services over the Internet.
[2290] An "AI Game Master" is an AI that manages the progress of online games.
[2291] An "AI player" is an AI that plays the game on behalf of a human.
[2292] "Entertainment" refers to features and elements that are enjoyable for users.
[2293] "Physical games" refer to analog games that use actual boards and pieces rather than digital ones.
[2294] "Emotion engine" refers to a system that acquires and analyzes user emotion data.
[2295] "Emotional data" refers to information about a user's emotions obtained from facial expressions, tone of voice, heart rate, etc.
[2296] "Dynamic adjustment" means automatically changing settings and balance in real time.
[2297] This invention is a system that supports the development of analog games such as board games and tabletop games, and efficiently improves the quality of games by combining an emotion engine and artificial intelligence (AI). This system uses AI and an emotion engine to efficiently test play when game designers design game rules and assets, improving the user experience.
[2298] Game designers design rules and assets
[2299] The user (game designer) logs into the server using a terminal and enters the game rules and assets (board, pieces, cards, etc.) in detail through a design tool. Specifically, the user writes the rules in text and uploads images of the assets. Once the entry is complete, the information is sent to the server and stored in a database.
[2300] Teaching and training rules to AI
[2301] The server retrieves the stored rules and assets from the database, then parses and converts this data into a format that can be applied to the AI learning module. Once converted, the server provides the data to the AI model, which then starts simulating the rules and learns behavioral patterns.
[2302] Generate preliminary asset designs
[2303] The user inputs a prompt statement to the generative AI module through the terminal. The server receives the prompt statement and starts the generative AI model based on the prompt statement. The generative AI model generates a tentative asset design, which is then returned to the user.
[2304] Example prompt sentence:
[2305] "Generate a design for a dragon piece."
[2306] Test play between AI
[2307] The server sets up test play between AIs. The AI models run simulations based on the acquired rules. The server records and analyzes the results of the matches to identify problems with game balance and rules. The analysis results are fed back to the user.
[2308] Game provision
[2309] Once a game is developed, it is published online by the server. Users access the platform using their devices, select a published game, and join. Once the game starts, the server launches an AI game master to manage the game's progress.
[2310] Entertaining AI player
[2311] Users can select entertaining AI players using their devices and add them to the game for a fee, and the server processes the fee and adds the selected AI players to the game.
[2312] Production and sales of analog games
[2313] If the user selects the option to produce and sell an analog game version, the server provides the necessary data to the production company, who then produces and sells the physical analog game and delivers it to the user.
[2314] Incorporating an emotion engine
[2315] The device is equi...
Claims
1. A means to input game rules and assets through a design tool; means for causing an AI to perform a simulation based on the rules and assets; a means for generating preliminary asset designs using generative AI; A way to test play between AIs and adjust the rules and game balance. A means to publish the completed game on an online platform, a means for adding AI Game Masters and AI Players to the game; A means to provide entertaining AI players for a fee, and A means of preparing data for producing and selling analog games; A system including:
2. 10. The system of claim 1, further comprising means for a user to view the number of players of a game through an online platform and add AI players.
3. 10. The system of claim 1, further comprising means for a user to select an entertaining AI player and process a fee.
Citation Information
Patent Citations
Persona chatbot control method and system
JP2022180282A