Program, information processing method and information processing system

The automatic movement system in games selects routes based on virtual space conditions, improving player convenience and immersion by automating route selection and item acquisition.

JP2026040819AActive Publication Date: 2026-03-10CAPCOM CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-16
Publication Date
2026-03-10

AI Technical Summary

Technical Problem

Existing game technologies require players to manually specify routes in virtual spaces, which is inconvenient and can disrupt the player's immersion and efficiency.

Method used

An automatic movement system that selects routes based on virtual space situations, including enemy characters, terrain, and advantageous game effects, allowing for efficient and immersive gameplay.

Benefits of technology

Enhances player enjoyment by automating route selection, ensuring efficient movement while maintaining immersion and allowing item acquisition during gameplay.

✦ Generated by Eureka AI based on patent content.

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Abstract

To assist a player in enjoying a game more efficiently. [Solution] Game processing execution means 60 executes various processes related to the game. Input operation acceptance means 62 accepts input operations related to the game from the player. Auto-movement means 64 automatically moves from a first point in a virtual space to a second point in the virtual space that is different from the first point. Route determination means 66 selects one route for automatically moving from the first point to the second point depending on the situation in the virtual space when there are multiple routes from the first point to the second point. Output control means 68 executes various processes for displaying various game images, sounds, etc. generated by the game processing execution means 60 on an output unit 16.
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Description

[Technical Field]

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

[0002] Conventionally, there have been many games and other contents that utilize virtual spaces. In such games, there are technologies that automatically move a character operated by a player from a predetermined position in the virtual space to another position in the virtual space. For example, Patent Document 1 proposes a technology that automatically moves a character from a predetermined position in the virtual space to another position in the virtual space according to a path (hereinafter referred to as a "route") specified by the player (see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2003-000940 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the above-mentioned Patent Document 1, the player must still specify the route, which is very inconvenient for the player.

[0005] The present disclosure has been made in light of these circumstances, and aims to assist players in enjoying games more efficiently.

[0006] In order to achieve the above object, a first aspect of the present disclosure provides: A computer that processes games related to virtual space, automatic movement means for automatically moving from a first point in the virtual space to a second point in the virtual space that is different from the first point; a route selection means for selecting one route for automatically moving from the first point to the second point in accordance with a situation in the virtual space when there are a plurality of routes from the first point to the second point; It is a program that functions as a

[0007] In the first aspect, the route selection means may select a route other than the shortest route from the first point to the second point.

[0008] In the first aspect, the route selection means may select one route for automatically moving from the first location to the second location, depending on the state of an enemy character present in the virtual space.

[0009] In the first aspect, the route selection means may select one route for automatically traveling from the first point to the second point in accordance with a topographical condition of the virtual space.

[0010] In addition, in the first aspect, the route selection means may select one route for automatically traveling from the first location to the second location depending on whether or not there is an advantageous effect on the player character of the game.

[0011] In addition, in the first aspect, the above-mentioned program may further function as a route update means that updates one of the routes selected by the route selection means over time when the location of the second point changes over time.

[0012] In addition, in the first aspect, when the route selection means selects the one route multiple times, even if the first point and the second point are the same location in each selection of the one route, the route selection means may determine a different one of the routes depending on the situation in the virtual space.

[0013] In addition, in the first aspect, the route selection means may select one route for automatically traveling from the first point to the second point based on whether it is possible to travel from the first point to the second point in the shortest time.

[0014] A second aspect of the present disclosure is An information processing method executed by a computer that executes game processing related to a virtual space, an automatic movement step of automatically moving from a first point in the virtual space to a second point in the virtual space that is different from the first point; a route selection step of selecting one route for automatically moving from the first point to the second point in accordance with a situation in the virtual space when there are a plurality of routes from the first point to the second point; The information processing method includes:

[0015] A third aspect of the present disclosure is An information processing system that executes game processing related to a virtual space, automatic movement means for automatically moving from a first point in the virtual space to a second point in the virtual space that is different from the first point; a route selection means for selecting one route for automatically moving from the first point to the second point in accordance with a situation in the virtual space when there are a plurality of routes from the first point to the second point; The information processing system includes:

[0016] An information processing method and an information processing system according to an embodiment of the present disclosure are also provided as an information processing method or an information processing system corresponding to a program according to an embodiment of the present disclosure. [Effects of the Invention]

[0017] According to the present disclosure, it is possible to assist players in enjoying games more efficiently. [Brief explanation of the drawings]

[0018] [Figure 1]FIG. 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present disclosure. [Figure 2] FIG. 1 is a diagram illustrating an example of a hardware configuration of a game device that constitutes an information processing system according to an embodiment of the present disclosure. [Figure 3] FIG. 2 is a diagram illustrating an example of the functional configuration of a game device and a server that constitute an information processing system according to an embodiment of the present disclosure. [Figure 4] FIG. 10 is a diagram illustrating an example of an image displayed on a game device constituting an information processing system according to an embodiment of the present disclosure. [Figure 5] FIG. 5 is a diagram showing an example of an image displayed on a game device constituting an information processing system according to an embodiment of the present disclosure, and is a diagram showing an example different from the example of FIG. 4. [Figure 6] FIG. 2 is a diagram illustrating an example of the flow of various processes executed by a game device constituting an information processing system according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION

[0019] [Embodiment] First, before describing an embodiment of the present invention, a brief description will be given of a game to which an information processing system according to one embodiment of the present invention (hereinafter referred to as "this system") is applied. The game to which this system is applicable (hereinafter referred to as "this game") is, for example, a type of game known as an RPG (Role Playing Game) or an action RPG. In this game, the player can freely control the character they control in a virtual space and progress through the game by repeatedly fighting enemy characters to strengthen the character. The player then experiences various content set within the game, ultimately aiming to clear the game.

[0020] Here, an example of a characteristic function of this game will be described. (1) Automatic movement function This game is equipped with an automatic movement function that automatically moves a character (hereinafter referred to as a "player character") controlled by a player from a first point in virtual space (hereinafter referred to as a "starting point") to a second point in virtual space (hereinafter referred to as a "destination point"). In this game, the player can usually move the player character to any point in virtual space or perform any action by performing any input operation. Note that an arbitrary input operation is, for example, an input operation using a 3D stick (analog stick) or various input buttons on a game controller. However, depending on the game situation, players may find such movement by player input operations to be troublesome. In this game, by providing an automatic movement function, a comfortable playing environment can be provided to the player. Details of the automatic movement function will be described later with reference to Figure 4, etc.

[0021] FIG. 1 is a diagram illustrating an example of a configuration of an information processing system according to an embodiment of the present disclosure. As shown in FIG. 1, the system includes a game device 1 and a server 2. The game device 1 and the server 2 are connected to each other via a predetermined network N such as the Internet. However, the network N is not an essential component, and other technologies such as NFC (Near Field Communication), Bluetooth (registered trademark), and LAN (Local Area Network) may also be used. Note that hereinafter, when simply referring to an "image," it is intended to include both a "moving image" and a "still image."

[0022] The game device 1 is used by a player who wishes to use the services of this system. The game device 1 may be a general-purpose home game console, a PC (Personal Computer), a smartphone, a tablet, or the like. The game device 1 executes various processes required for the game to progress.

[0023] The server 2 is managed by an administrator of the system, etc. The server 2 is configured by a general-purpose PC, etc. The server 2 communicates with the game device 1, etc., and stores and manages various information required for the progress of the game.

[0024] FIG. 2 is a diagram illustrating an example of a hardware configuration of a game device that constitutes an information processing system according to an embodiment of the present disclosure.

[0025] As shown in FIG. 2, the game device 1 includes a control unit 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, a bus 14, an input / output interface 15, an output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20.

[0026] The control unit 11 is configured by a microcomputer including a CPU, a GPU, a semiconductor memory, etc. The control unit 11 executes various processes according to a program recorded in a ROM 12 or a program loaded from a storage unit 18 to a RAM 13. The RAM 13 also stores information necessary for the control unit 11 to execute various processes as needed.

[0027] The control unit 11, ROM 12, and RAM 13 are connected to one another via a bus 14. An input / output interface 15 is also connected to this bus 14. An output unit 16, an input unit 17, a memory unit 18, a communication unit 19, and a drive 20 are connected to the input / output interface 15.

[0028] The output unit 16 outputs image information, audio information, etc. to a display, a speaker, etc. The image information or audio information output by the output unit 16 is output from the display, the speaker, etc. in a form that can be recognized by a person as an image or audio.

[0029] The input unit 17 is, for example, a game controller, and inputs various information in response to input operations by the player.

[0030] The storage unit 18 is configured with a hard disk drive (HDD), a solid state drive (SSD), etc., and stores various information. For example, the storage unit 18 stores various game programs, save data, account information, etc., which are necessary for progressing through the game.

[0031] The communication unit 19 controls mutual communications with other hardware and the like via a network N including the Internet.

[0032] The drive 20 is provided as needed. Removable media 31, such as a magnetic disk, optical disk, magneto-optical disk, or semiconductor memory, is appropriately attached to the drive 20. Various programs for executing the game are stored in the removable media 31. The programs read from the removable media 31 by the drive 20 are installed in the storage unit 18 as needed. Furthermore, the removable medium 31 can also store various types of information stored in the storage unit 18 in the same manner as the storage unit 18.

[0033] Here, the hardware configuration of the server 2 can be basically the same as the hardware configuration of the game device 1, and therefore a description thereof will be omitted.

[0034] FIG. 3 is a diagram illustrating an example of the functional configuration of a game device and a server that constitute an information processing system according to an embodiment of the present disclosure. As shown in FIG. 3, the control unit 11 of the game device 1 functions as a game processing execution means 60, an input operation reception means 62, an auto-movement means 64, a route determination means 66, and an output control means 68 by executing various programs, etc.

[0035] The game processing execution means 60 of the game device 1 executes various processes related to the game. Specifically, the game processing execution means 60 reads virtual game space objects and textures included in the game information from a storage unit (not shown) in accordance with various input operations by the player, etc., and generates two-dimensional or three-dimensional images, sounds, etc. related to the game while executing the game program. In other words, the game processing execution means 60 controls the progress of the game by generating and managing game images of the game based on the input operations and the position and angle of the virtual camera. Furthermore, the game processing execution means 60 transmits various pieces of information relating to the game to the server 2 as appropriate.

[0036] The input operation receiving means 62 receives input operations related to the game from the player. The information regarding the input operation received by the input operation receiving means 62 (hereinafter referred to as "input operation information") includes information regarding the type of button or analog stick on which the input operation was performed, information regarding the time when the input operation was performed, information regarding the number of times it was pressed, etc.

[0037] The auto movement means 64 automatically moves from a first point in the virtual space to a second point in the virtual space that is different from the first point. In other words, the auto movement means 64 executes various in-game processes related to the auto movement function of the game.

[0038] When there are multiple routes from the first point to the second point, the route determination means 66 selects one route along which the player will automatically move from the first point to the second point, depending on the situation in the virtual space. That is, the route determination means 66 determines one route along which the player will automatically move, based on an input operation by the player.

[0039] Specifically, the route determination means 66 is provided with a route search means 80, a first game information acquisition means 82, a second game information acquisition means 84, a third game information acquisition means 86, and a travel time prediction means 88. The route search means 80 determines a starting point and a destination point to which the player character will automatically move, based on the player's input operation, and searches for candidate routes (hereinafter referred to as "candidate routes") for automatically moving the player character from the starting point to the destination point.

[0040] The first game information acquisition means 82 acquires information (hereinafter referred to as "enemy character information") relating to the positioning of each enemy character along the candidate route searched for by the route search means 80 at the time of automatic movement. The enemy character information includes, for example, information regarding the number of enemy characters placed on each candidate route, the locations of the enemy characters, the strength of each enemy character, and the like. In this game, if an enemy character is present during automatic movement, the character will continue to move around while avoiding the enemy character's attack range. Therefore, in this game, if an enemy character is present during automatic movement, the time it takes to travel from the starting point to the destination will be longer.

[0041] The second game information acquisition means 84 acquires information (hereinafter referred to as "terrain information") regarding the state of the terrain of each of the candidate routes determined by the route search means 80 at the time of automatic movement. In the automatic movement of this game, there are terrains that take a long time for the player character to move automatically, such as swamps, mud, cliffs, and high steps. In addition, in the automatic movement of this game, there may be terrains that make automatic movement of the player character impossible, such as large ponds and rivers.

[0042] The third game information acquisition means 86 acquires information (hereinafter referred to as "placed item information") about game contents placed on each of the candidate routes determined by the route search means 80 at the time of automatic movement. The player can advantageously progress through the game by operating the player character to acquire game contents (e.g., recovery items, enhancement items, etc.) placed on the route. For example, the system may weight a candidate route that is predicted to have a long travel time so that the route is prioritized as a target route for automatic movement if it is possible to acquire powerful game contents.

[0043] A travel time prediction means 88 predicts the travel time required for automatically moving the player character on each candidate route from the starting point to the destination point, based on the travel distance of each determined candidate route, the acquired enemy character information, the acquired topographical information, etc.

[0044] Then, the route determination means 66 determines one route along which the player character will automatically move, based on the results of the travel time prediction for each candidate route predicted by the travel time prediction means 88 and the placement item information acquired by the third game information acquisition means 86.

[0045] The output control means 68 executes various processes for displaying on the output unit 16 various game images, sounds, etc. generated by the game process execution means 60 .

[0046] As shown in FIG. 3, the control unit 100 of the server 2 executes various programs and the like, thereby causing a game information management means 120 to function.

[0047] The game information management means 120 of the server 2 manages various information and executes various processes required for the progress of the game by the game device 1. Specifically, for example, the game information management means 120 executes authentication of account information transmitted from the game device 1, distribution of game information in response to a download request from the game device 1, and the like.

[0048] Next, the situation of automatic movement during a game will be described in more detail with reference to Fig. 4. Fig. 4 is a diagram showing an example of an image displayed on a game device constituting an information processing system according to an embodiment of the present disclosure.

[0049] The example of FIG. 4 displays a situation in which a player character C1, which is the object of operation by the player, is automatically moving from a starting point A1 to a destination point A2. In the situation of FIG. 4, the player can automatically move from a preset starting point A1 to a destination point A2 without performing any input operation. Here, in the example of FIG. 4, the player character C1 is moving on a vehicle character D1. In this embodiment, the vehicle character is a dedicated NPC (non-player character) used for automatic movement. Also, in the example of FIG. 4, a display is displayed showing the route along which the player will automatically move from the starting point A1 to the destination point A2. By checking this display, the player can also confirm the specific movement route while viewing the game image.

[0050] Next, a method for determining a route for automatic movement will be described in more detail with reference to Fig. 5. Fig. 5 is a diagram showing an example of an image displayed on a game device constituting an information processing system according to an embodiment of the present disclosure, and is a diagram showing an example different from the example of Fig. 4.

[0051] In the example of Fig. 5, three candidate routes, R1 to R3, are displayed as an example for a starting point B1 and a destination point B2 specified by the player. The image shown in Fig. 5 is an image (hereinafter referred to as a "map") that uses symbols and characters to represent topographical information of the virtual space in the game. The player can specify the starting point and destination point for automatic movement by, for example, specifying a location while checking this map. In the example of Figure 5, when routes R1 to R3 are compared, route R1 is the candidate route with the shortest travel distance, and route R3 is the candidate route with the longest travel distance. That is, in the example of Figure 5, the travel distance of route R2 is longer than that of route R1 and shorter than that of route R3. Therefore, it would normally seem that the system would determine route R1 with the shortest travel distance as the route for automatic travel. However, in the example of FIG. 5, an area E1 exists in a part of the route R1. This area E1 is, for example, an area where many enemy characters are located. Therefore, when the player character performs automatic movement, it is predicted that it will take a long time to move around the area E1. The present system determines the route for automatic movement taking into consideration the surrounding conditions of each route. Specifically, in the example of FIG. 5, rather than the route R1 with the shortest travel distance, the route R2 with the next shortest travel distance is determined as the route with the shortest predicted travel time. Note that the example of FIG. 5 is an example of a case where the present system determines, as the route for automatic movement, a route other than the route with the shortest travel distance from the departure point to the destination point.

[0052] FIG. 6 is a diagram showing an example of the flow of processing executed by a game device constituting an information processing system according to an embodiment of the present disclosure.

[0053] In step S1, the input operation receiving means 62 receives an input operation from the player regarding automatic movement.

[0054] In step S2, the route search means 80 determines a starting point and a destination point to which the player character will automatically move, based on an input operation by the player, and searches for candidate routes that can automatically move the player character from the starting point to the destination point.

[0055] In step S3, the first game information acquisition means 82 acquires enemy character information relating to the positioning of enemy characters on each of the candidate routes searched for by the route search means 80 at the time of automatic movement.

[0056] In step S4, the second game information acquisition means 84 acquires topographical information relating to the state of the topography of each of the candidate routes determined by the route search means 80 at the time of automatic movement.

[0057] In step S5, the third game information acquisition means 86 acquires placed item information regarding game contents placed on each of the candidate routes determined by the route search means 80 at the time of automatic movement.

[0058] In step S6, the travel time prediction means 88 predicts the travel time required for the player character on each candidate route to automatically move from the departure point to the destination point, based on the travel distance of each determined candidate route, the acquired enemy character information, the acquired terrain information, etc.

[0059] In step S7, the route determination means 66 determines a route along which the player character will automatically move, based on the results of the travel time prediction for each candidate route predicted by the travel time prediction means 88 and the placed item information acquired by the third game information acquisition means 86. This completes the various processes related to the determination of the route for automatic movement executed by the game device 1.

[0060] The above describes one embodiment of the present disclosure, but the present disclosure is not limited to the above-described embodiment, and modifications and improvements within the scope of achieving the object of the present disclosure are included in the present disclosure.

[0061] [Other embodiments] Here, we will briefly explain the background and challenges that led to the development of this system. In conventional games using virtual spaces, players have had to move from one predetermined location to another in the virtual space even though no specific action is required to progress in the game. In such situations, it must be said that simply moving the player's character through the virtual space is a very cumbersome operation for the player. In particular, if the area to which the player is moving has already been explored, the player will have to move through areas that they already know multiple times. In this regard, if we consider only the convenience of the player, a method that instantly switches the game image from one predetermined location in virtual space to another (a technique that warps the player character, sometimes referred to as fast travel) is conceivable. However, this method involves instantaneous switching of background images that lack continuity within the virtual space, which reduces the player's sense of immersion in the game and makes them feel uncomfortable. Furthermore, using this method allows the player to move between locations in the virtual space without seeing the virtual space background or the worldview that the game designer originally intended the player to experience. Furthermore, if such a movement method is adopted, the player will not be able to view or acquire items that are normally located between the starting point and the destination. In this regard, the automatic movement of this system allows the player to freely acquire items during automatic movement, as will be described later in paragraph 0080 and elsewhere. Taking these points into consideration, the automatic movement of this system is adopted as a method for easily moving the player character while allowing the player to experience the worldview and background of each area of ​​the virtual space. Furthermore, if automatic movement is realized while fully reflecting the game situation in this way (for example, when moving through a virtual space without performing special processing for the enemy situation or terrain situation), simply selecting the shortest distance for automatic movement could take time and effort, potentially reducing user convenience. For this reason, this system employs the various automatic movement functions described above.

[0062] In the above embodiment, the game is described as being intended to be played by one person, but this is not limited to this. The game may be a so-called multiplayer game in which multiple players participate, rather than a solo game.

[0063] In the above embodiment, the target of automatic movement of the system is described as the player character operated by the player (including the vehicle character ridden by the player character), but this is not limited thereto. For example, the system may also target automatic movement of an NPC other than the player character.

[0064] Furthermore, in the above embodiment, the game has been described as having the ultimate goal of clearing the game, but this is not limited thereto. The game may be a game that does not require clearing the game.

[0065] In the above embodiment, the system is described as determining multiple candidate routes for automatically moving the player character from the starting point to the destination point, but this is not limited to this. The system may determine only one candidate route for automatically moving the player character from the starting point to the destination point.

[0066] In the above embodiment, the system is described as determining the starting point and the destination point through input operations by the player (designation of the starting point and the destination point), but this is not limited thereto. The system may automatically determine the starting point and the destination point depending on, for example, the progress of the game.

[0067] In the above embodiment, the system is described as determining an automatic movement route based on the predicted travel time from a starting point to a destination point, which is determined based on enemy character information and terrain information, and on placed item information. However, this is not limited to this. For example, the system may determine an automatic movement route regardless of the predicted travel time. Furthermore, for example, the system may determine an automatic movement route based only on the predicted travel time without considering the placed item information.

[0068] Although not described in the above embodiment, the present system may determine the route for automatic movement using, for example, the concept of points as follows. (1) For example, this system assigns points to candidate routes from the starting point to the destination point in order of shortest travel distance, such as 1 point, 3 points, 5 points, ... (in this example, the lower the score, the closer it is to the shortest distance). (2) For example, if there are enemy characters on each candidate route, the system determines the number of points to be added depending on the number and strength of the enemy characters. In this example, more points are added if there are many or strong enemies. (2) For example, if each candidate route has terrain that is difficult to navigate, the system determines the number of points to be added depending on the difficulty of the terrain. In this example, if there is terrain that is difficult to navigate, a large number of points are added. The system then determines the candidate route with the lowest final score as the route for automated travel. Naturally, the system may weight the scores according to the priority of each item, rather than simply adding them up equally. The system may also use various technologies, such as NaviMesh, as appropriate, in designing the route search.

[0069] In the above embodiment, the system is described as taking into consideration information about placed items when determining an automatic movement route, but this is not limited to this. The system may also prioritize candidate routes that may be advantageous to the player, such as those containing rare enemy characters or rare events, as the automatic movement route.

[0070] Furthermore, although not explained in the above embodiment, the system may determine, as a candidate route for automatic movement, a route that cannot be used for normal player character movement and that can only be traveled in the case of automatic movement (for example, a route with few enemies and that is less likely to affect movement may be set in advance).

[0071] Furthermore, although not explained in the above embodiment, for example, when the system automatically determines the starting point and the destination point, the system may have a function for automatically moving for the purpose of experiencing the worldview of the game, resting, etc., rather than simply moving along an optimal route based on the shortest time, etc. When performing such automatic movement, the system may be designed to move around as many different areas as possible (for example, multiple different virtual space areas such as mountains, deserts, and rivers), or to have the player character and vehicle character perform actions that allow them to check their surroundings.

[0072] In the above-described embodiment (particularly the embodiment of FIG. 4), the present system has been described as displaying a route during automatic movement in a virtual space, but this is not limited thereto. The present system does not necessarily have to display a route during automatic movement in a virtual space.

[0073] Although not described in the above embodiment, the present system may also have a function for changing the movement speed of an automatically moving player character, etc. Specifically, when an enemy character, etc., is present in the vicinity, the present system may have a function for matching the movement speed of the enemy character with the movement speed of the player character, causing them to run side by side.

[0074] Although not described in the above embodiment, the system may have a function of automatically moving the player character when the player character gets on a vehicle character (including a simple vehicle). In this case, the system may automatically determine the route of the automatic movement, or may require the player to perform an input operation to set the starting point and destination point again.

[0075] Furthermore, although not explained in the above embodiment, the present system may have a function to automatically detour around or jump over any gimmick event (such as a burning grass effect, hereinafter referred to as a "gimmick") in a specified area of ​​the virtual space during automatic movement.

[0076] Furthermore, although the above embodiment has been merely a simplified explanation, if the player character approaches an enemy character during automatic movement, the system may continue automatic movement while taking a detour to maintain a constant distance from the enemy character.

[0077] Furthermore, although not described in the above embodiment, if an attack action from an enemy character is made against the player character during automatic movement, the system may have a function to forcibly invalidate the attack action against the player character. Alternatively, the system may not forcibly invalidate the attack action against the player character, but may allow the attack to be a valid attack action if it hits the player character while taking automatic evasive action.

[0078] Furthermore, in the above-described embodiment (particularly the embodiment of FIG. 5), a map is shown for the system to determine candidate routes, but the above example is illustrative and not limiting. The system can determine candidate routes even in a virtual space where no obvious candidate routes exist. For example, the system can freely determine routes (for example, a route connecting a starting point and a destination point in a straight line is the shortest route) even in terrain such as a vast desert without obstacles such as cliffs. The system can determine any route and perform automatic movement even in such a virtual space. Even in such a case, the system may determine the route for automatic movement by taking into account enemy character information, or may use other gimmicks, etc., in determining the route for automatic movement. Specifically, the system may acquire, as topographical information, whether or not a predetermined topographical gimmick (for example, a antlion in the desert) has occurred, and determine the route for automatic movement.

[0079] Although the above embodiment has been described simply, the present system does not simply determine the route for automatic movement based on the shortest route, but determines the route for automatic movement based on the situation in the virtual space. Therefore, even if the present system selects a route for automatic movement multiple times with the same starting point and the same destination, different routes may be selected depending on the situation of enemy characters or the situation of the terrain in the virtual space.

[0080] Although not described in the above embodiment, in this system, the player can also perform operations to acquire items, etc., even during automatic movement. Specifically, for example, by performing a predetermined input operation when an item is present within a predetermined range during automatic movement, it is possible to acquire an item, etc., without canceling automatic movement. However, such specifications are entirely arbitrary, and the system may limit the acquisition of items during automatic movement (it may not be possible to acquire an item unless automatic movement is canceled).

[0081] Although not described in the above embodiment, the system may be configured to set a moving medium (e.g., a moving enemy character) as a starting point or a destination point. In this case, the system may have a function to determine and update an automatic movement route at predetermined time intervals.

[0082] Furthermore, in the above-described embodiment (particularly the embodiment of FIG. 5), the present system has been described as displaying all candidate routes on the game image, but this is not limited to this. For example, the present system may display only one route (e.g., route R2 in the example of FIG. 5) that has been determined as the route for automatic movement from among all candidate routes on the game image.

[0083] Furthermore, although not explained in the above embodiment, the game may be executed by any hardware, such as a home game console such as a PlayStation (registered trademark), a portable game console such as a Nintendo Switch (registered trademark), various game consoles designed for commercial use, or electronic devices such as a personal computer, smartphone, or tablet.

[0084] Although not described in the above embodiment, the content of the game to which the present system is applied is not limited. The present system may be applied to any game, such as a first-person shooter (FPS), a third-person shooter (TPS), a role-playing game (RPG), an action game (including so-called open world games), a simulation game, a sports game, a card game, a battle royale (symmetric or asymmetric), a multiplayer online battle arena (MOBA), a music game, a fighting game, or a quiz game.

[0085] The above-described series of processes can be executed by hardware or software. In other words, the functional configurations in FIG. 3 and the like are merely examples and are not particularly limited. That is, it is sufficient that the information processing system is provided with a function that can execute the above-described series of processes as a whole, and the type of functional block used to realize this function is not limited to the example shown in Fig. 3. Furthermore, the location of the functional block is not limited to the example shown in Fig. 3, and may be arbitrary. Furthermore, one functional block may be configured by hardware alone, by software alone, or by a combination of these.

[0086] Specifically, for example, in this system, multiple game devices 1 may be connected by a method such as P2P (Peer to Peer), and various processes executed by the server 2 in the above-described embodiment may be performed by other game devices 1. In other words, in this system, the server 2 is not an essential component and is not limited thereto.

[0087] Furthermore, the number of various hardware components constituting this system and the number of users are optional, and the system may also include other hardware components.

[0088] Furthermore, when a series of processes is executed by software, the programs that make up the software are installed into a computer or the like from a network or a recording medium.

[0089] The computer may also be a computer that is built into dedicated hardware, or a computer that can execute various functions by installing various programs. That is, for example, the various hardware in the above-described embodiments may be freely adopted as any computer, any mobile terminal such as a smartphone, any game console, etc. Furthermore, any combination of types and contents of various input units and various output units may be adopted.

[0090] Furthermore, the recording medium containing such a program may be configured not only as a removable medium (not shown) provided separately from the device main body in order to provide the program to the player, etc., but also as a recording medium provided to the player in a state where it is pre-installed in the device main body.

[0091] Furthermore, in this specification, each step in a program stored on a storage medium does not necessarily have to be processed chronologically in the order described in the above embodiment, but may be processed in a different order, or some processing may be omitted and only some processing may be executed in parallel or individually.

[0092] In addition, in this specification, the term "system" refers to an overall device that is made up of a plurality of devices or a plurality of means.

[0093] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate.

[0094] To summarize the above, the information processing system to which the present disclosure is applied can take on a variety of different embodiments having the following configurations. A computer that processes games related to virtual space, an automatic movement means (for example, an automatic movement means 64) for automatically moving from a first point in the virtual space to a second point in the virtual space different from the first point; a route selection means (e.g., a route determination means 66) for automatically selecting one route along which the user travels from the first point to the second point in accordance with the situation in the virtual space when there are a plurality of routes from the first point to the second point; Any program that functions as such is sufficient.

[0095] That is, the automatic moving means 64 functions as an automatic moving means. The route determination means 66 functions as a route selection means.

[0096] This allows the player to enjoy the game more efficiently while fully experiencing the game's worldview and other aspects. [Explanation of symbols]

[0097] 1. Game device 11 Control section 60 Game processing execution means 62 Input operation acceptance means 64 Automobile Transportation 66 Route Determination Method 80 Route search methods 82 First game information acquisition means 84 Second game information acquisition means 86 Third game information acquisition means 88 Travel time prediction method 68 Output Control Means 2 Server 100 control section 120 Game information management means

Claims

1. A computer that processes games related to virtual space, automatic movement means for automatically moving from a first point in the virtual space to a second point in the virtual space different from the first point; a route selection means for selecting, when a plurality of routes from the first point to the second point exist, one route for automatically moving from the first point to the second point in accordance with a situation in the virtual space; A program that functions as a

2. The route selection means may select a route other than the shortest route from the first point to the second point. The program according to claim 1.

3. the route selection means selects one route for automatically moving from the first point to the second point in accordance with the status of an enemy character present in the virtual space; The program according to claim 1.

4. the route selection means selects one route for automatically moving from the first point to the second point in accordance with the topographical conditions of the virtual space; The program according to claim 1.

5. the route selection means selects one route for automatically moving from the first point to the second point depending on whether or not there is an advantageous effect for the player character of the game. The program according to claim 1.

6. and further functioning as a route update means for updating the one route selected by the route selection means as time passes, when the location of the second point changes over time. The program according to claim 1.

7. When the route selection means selects the one route a plurality of times, even if the first point and the second point are the same location in each selection of the one route, the route selection means may determine a different one of the routes depending on a situation in the virtual space. The program according to claim 1.

8. the route selection means selects one route for automatically traveling from the first point to the second point based on whether it is possible to travel from the first point to the second point in the shortest time. The program according to claim 1.

9. An information processing method executed by a computer that executes game processing related to a virtual space, an automatic movement step of automatically moving from a first point in the virtual space to a second point in the virtual space that is different from the first point; a route selection step of selecting, in a case where a plurality of routes from the first point to the second point exist, one route for automatically moving from the first point to the second point in accordance with a situation in the virtual space; An information processing method including:

10. An information processing system that executes game processing related to a virtual space, automatic movement means for automatically moving from a first point in the virtual space to a second point in the virtual space different from the first point; a route selection means for selecting, when a plurality of routes from the first point to the second point exist, one route for automatically moving from the first point to the second point in accordance with a situation in the virtual space; An information processing system comprising:

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