Computer program, situation provision system used therein, and control method

The system addresses the challenge of understanding game situations in incomplete information games by using trained models to analyze and display battle information, improving situational awareness for players and spectators.

JP2026046575APending Publication Date: 2026-03-13KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-03
Publication Date
2026-03-13

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Abstract

This invention provides a computer program that can assist in understanding the game situation in imperfect information games. [Solution] The computer program PG2 uses a spectator match screen 50, which includes footage of a card game being played using the deck cards of the first AI and the deck cards of the second AI (another opponent), to cause the control unit 31, which is incorporated into the user device 3 that provides match information, to function as follows: a means for acquiring input information that can be recognized by the spectator, such as the types of face-up card objects CO or the number of face-down card objects CO, at a predetermined time; a means for acquiring the predicted win rate of the first AI at a predetermined time based on that input information; a means for acquiring information on the win rate value calculated by the first AI based on the input information recognized by the first AI; and a means for displaying the predicted win rate and the win rate value on the spectator match screen 50.
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Description

Technical Field

[0001] The present invention relates to a computer program or the like applied to a computer incorporated in a situation providing system that provides battle information related to a battle, using a display device that displays a battle screen including the state of the battle of an incomplete information game, in a case where an incomplete information game of a type in which a limited secrecy state in which identification information for identifying each element is concealed from other players is formed in at least a part of the element group of a COM player included as a player realized by a learned model is provided, and the battle is played among a plurality of players including the COM player as a player using the element group for each player.

Background Art

[0002] There is a situation providing system that provides battle information related to a battle, using a display device that displays a battle screen including the state of the battle of an incomplete information game, in a case where an incomplete information game of a type in which a limited secrecy state in which identification information for identifying each element is concealed from other players is formed in at least a part of the element group of one player is provided. For example, a game system that provides a card game, which is a kind of incomplete information game, through a game image including a card object as each element is known (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the card game described in Patent Document 1, a duel field including a first user duel field and a second user duel field is used in a match between two players, a first user and a second user. For example, card objects selected from the first user's hand (a stack of card objects) are placed on the first user duel field. The contents (types) of the first user's hand are revealed to the first user but kept secret from the second user (the other player). In addition, each card object on the first user duel field can be placed face down or face up. When placed face down, the card details image is not displayed, and the second user cannot know its contents. In other words, a state of limited disclosure is created by the hand or face down display. On the other hand, when placed face up, the card details image is displayed, and both the first user and the second user can know its contents.

[0005] On the other hand, in imperfect information games like the card game described in Patent Document 1, it tends to be difficult to grasp the situation during a match, such as which player has the advantage. This tendency is true not only during one's own match but also when watching matches between other players. In recent years, opponents are sometimes represented by trained models (so-called AI). Furthermore, it is possible that not only some, but all of the opponents are AI. As a result, matches between AIs can be watched via a match screen. In such cases, it becomes even more difficult to grasp the situation. Moreover, this tendency is likely to be stronger among beginners.

[0006] Therefore, the present invention aims to provide a computer program or the like that can assist in understanding the game situation in an incomplete information game. [Means for solving the problem]

[0007] The computer program of the present invention is configured to function as a situation provision system that provides battle information relating to a battle using a display device that displays a battle screen including the progress of the battle of the incomplete information game, in a case where an incomplete information game of the type in which a limited confidentiality state is formed in at least a portion of the elements of the COM opponent, is provided as a competitive game played between multiple opponents, including a COM opponent as an opponent realized by a trained model, using a set of elements for each opponent, in which identification information identifying each element is kept secret from other opponents, and the computer incorporated into the situation provision system that provides battle information relating to the battle using a display device that displays a battle screen including the progress of the battle of the incomplete information game, is configured to function as a situation acquisition means that acquires situation information as information recognized by a spectator watching the battle on the battle screen at a predetermined time, an information acquisition means that acquires a battle analysis result as the result of analyzing the battle situation relating to the COM opponent at the predetermined time using a predetermined process that analyzes the battle situation based on the situation information, an identification information of the element corresponding to the limited confidentiality state, and a COM analysis result as the result of analyzing the battle situation calculated by the trained model based on information recognized by the COM opponent including the situation information, and an information display means that displays the battle analysis result and analysis information based on the COM analysis result on the battle screen.

[0008] On the other hand, the present invention provides a situation provision system that provides battle information relating to a battle using a display device that displays a battle screen including the state of the battle of the incomplete information game, in a case where an incomplete information game of the type is provided in which a limited confidentiality state is formed in at least a part of the set of elements of the COM opponent, in which identification information identifying each element is kept secret from other opponents, as a competitive game played between multiple opponents, including a COM opponent as an opponent realized by a trained model, using a set of elements for each opponent, the situation provision system provides battle information relating to the battle using a display device that displays a battle screen including the state of the battle of the incomplete information game, the situation provision system comprises: a situation acquisition means for acquiring situation information as information recognized by a spectator watching the battle on the battle screen at a predetermined time; an information acquisition means for acquiring a battle analysis result as an analysis result of the battle situation relating to the COM opponent at the predetermined time, using a predetermined process for analyzing the battle situation based on the situation information; a result acquisition means for acquiring a COM analysis result as an analysis result of the battle situation calculated by the trained model based on the identification information of the element corresponding to the limited confidentiality state and the information recognized by the COM opponent including the situation information; and an information display means for displaying the battle analysis result and analysis information based on the COM analysis result on the battle screen.

[0009] Furthermore, the control method of the present invention provides an incomplete information game of the type in which, as a competitive game played between multiple opponents, including a COM opponent as an opponent realized by a trained model, using a set of elements for each opponent, a limited confidentiality state is formed in at least a part of the set of elements of the COM opponent, in which identification information identifying each element is kept secret from other opponents, and a display device that displays a battle screen including the state of the incomplete information game is used to cause a computer incorporated into a situation provision system that provides battle information related to the battle to execute: a situation acquisition procedure for acquiring situation information as information recognized by a spectator watching the battle on the battle screen at a predetermined time; an information acquisition procedure for acquiring a battle analysis result as the result of analyzing the battle situation regarding the COM opponent at the predetermined time, using a predetermined process that analyzes the battle situation based on the situation information; a result acquisition procedure for acquiring a COM analysis result as the result of analyzing the battle situation calculated by the trained model based on the identification information of the elements corresponding to the limited confidentiality state and the information recognized by the COM opponent, including the situation information; and an information display procedure for displaying the battle analysis result and analysis information based on the COM analysis result on the battle screen. [Brief explanation of the drawing]

[0010] [Figure 1] A diagram showing the schematic configuration of a network system to which a status provision system according to one embodiment of the present invention is applied. [Figure 2] A functional block diagram showing the essential components of the control system of a network system. [Figure 3] A schematic diagram showing an example of a typical battle screen. [Figure 4] A diagram illustrating an example of the steps involved in playing a card game. [Figure 5] A schematic example of a spectator's match screen. [Figure 6] This diagram shows a table illustrating an example of absolute value presentation for each win rate value. [Figure 7] This diagram shows a table illustrating an example of relative value generation based on the change in the win rate. [Figure 8]An explanatory diagram illustrating an example of the input information used by each AI. [Figure 9] An explanatory diagram illustrating an example of a method used by a third-party AI to calculate probability values. [Figure 10] A diagram showing a table illustrating an example of input information for a third-party AI. [Figure 11] A flowchart illustrating an example of the procedure for displaying the win rate. [Figure 12] A flowchart illustrating an example of the procedure for analyzing choices. [Figure 13] A flowchart showing an example of the cube animation processing procedure. [Figure 14] An explanatory diagram illustrating an example of a win rate display unit related to a modified example. [Modes for carrying out the invention]

[0011] (Overall structure) Hereinafter, a control method according to one embodiment of the present invention and a situation provision system (a situation provision system according to one embodiment of the present invention) with a computer program implemented will be described with reference to the drawings. First, the overall configuration of a network system to which the situation provision system according to one embodiment of the present invention is applied will be described with reference to Figure 1. As shown in Figure 1, the network system 1 is configured as a client-server type system including a plurality of user devices 3 as clients and a game server 2 connected to each user device 3 via network NT.

[0012] The user device 3 is a device provided for user use, and is a computer device (information communication terminal device) having an information communication function via the network NT. The user device 3 implements a computer program according to an embodiment of the present invention. And it functions as a situation providing system according to an embodiment of the present invention in the network system 1. As the user device 3, a smartphone having a communication call function, or a tablet terminal may be used. The user device 3 may be a PC (abbreviation for personal computer), or may be a personal or household game machine provided as a so-called consumer game machine. Further, as the user device 3, a business-use game machine provided as a so-called arcade game machine may be used. Hereinafter, a case where a smartphone is used as the user device 3 will be described as an example.

[0013] The user device 3 (smartphone) functions as a game machine by implementing a predetermined software (application). The user device 3 provides a battle-type game played using an element group for each fighter. The fighters include the user of the user device 3, the users of other user devices 3, and the computers of each user device 3 (including other user devices 3). In the battle-type game, battles by appropriate combinations of those fighters are provided.

[0014] Competitive games are offered as incomplete information games. Unlike perfect information games, where all information about the user's set of elements is shared with the opponent, incomplete information games are games where the content of at least one element of the set of elements is not shared with the opponent. In incomplete information games, a limited confidentiality state is formed in the user's set of elements, where the identifying information that identifies each element is kept secret from other opponents (in other words, it is disclosed only to the user among opponents). The identifying information includes various types of information used to identify each element, such as the effect set for each element or simply its type. In addition, incomplete information games may also form other states in the user's set of elements, such as a disclosure state where the identifying information is disclosed to other opponents, or conversely, a confidential state where the identifying information is kept secret from all opponents, including the user. Examples of incomplete information games include various card games such as mahjong or poker. Below, we will explain, as an example, the case in which a card game classified as an incomplete information game is offered as a competitive game.

[0015] In network system 1, the card game is provided as a video game via a game screen containing card-shaped objects (hereinafter sometimes referred to as card objects) that function as each element. In the card game, each player may function as a member of a team, or the game may be played in a one-to-many format (including cases where multiple players other than oneself are independent opponents, such as in poker), or a many-to-many format. Below, we will describe a type of card game played in a one-to-one format as an example.

[0016] The game server 2 may be configured by appropriately combining a plurality of server units (server devices), or may be configured by a single server unit. The game server 2 may be configured as a cloud server using cloud computing technology. The game server 2 provides various services related to the game to the user device 3. This service includes, for example, services such as a distribution service, a matching service, or a relay service. The distribution service is a service that distributes computer programs and various data necessary for the user device 3 to play a game. The matching service is a service that matches users (opponents) of each user device 3. The relay service is a service that relays game information to be shared between the user devices 3.

[0017] The network NT may be appropriately configured as long as the user device 3 can be connected to the game server 2. As an example, the network NT is configured to realize network communication using the TCP / IP protocol. Typically, the network NT is configured by combining the Internet as a WAN and an intranet as a LAN. In the example of FIG. 1, the game server 2 is connected to the network NT via the router NTr, and the user device 3 is connected to the network NT via the access point PP.

[0018] (Control system of the network system) Next, the main components of the control system of the network system 1 will be explained with reference to Figure 2. First, the game server 2 is provided with a control unit 21 and a storage unit 22 as a storage means. The control unit 21 is configured as a computer that combines a processor unit that performs various calculations and operation controls according to a predetermined computer program, and internal memory and other peripheral devices necessary for its operation. The processor unit may appropriately include units such as a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), and an NPU (Neural Network Processing Unit) (including cases where each processor unit is integrated as appropriate, such as when a GPU is incorporated into the CPU).

[0019] The storage unit 22 is an external storage device implemented by a storage unit that includes a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data on a single storage unit, or it may be configured to distribute and store data across multiple storage units. The storage unit 22 stores the server program PG1 and the server data SD. The server program PG1 is a computer program that causes the control unit 21 to execute the processing necessary to provide various services to the user device 3.

[0020] Server data SD is data referenced by the server program PG1 in order to provide various services. Server data may include appropriate data related to various services. In the example in Figure 2, play data PD and relay data RD are shown as examples.

[0021] Play Data PD is data that describes information about each user's past play history. Play Data PD is not limited to play history and may include other information necessary for managing each user, such as various personal information including attributes such as each user's gender or address. Each user's possessions within the card game may be managed as appropriate, and are managed in Play Data PD as an example. For example, the card game is configured to grant card objects to users who meet certain granting conditions (such as purchase, lending, granting through lottery or game progress). Then, the card objects granted to each user (hereinafter sometimes referred to as owned cards) are managed in Play Data PD so that they are associated with each user.

[0022] The relay data RD is data containing various information necessary to enable a match between another user device 3 and another user device 3 when that device is matched as an opponent (including the user of the other user device 3 and their computer; hereinafter sometimes referred to as "the other opponent"). This information includes, for example, the results of the other opponent's actions and the game situation progressing according to those results. The relay data RD is provided to the user device 3 and used by the user device 3 to reflect the results of the other opponent's actions on the game screen.

[0023] The control unit 21 can be equipped with various logical devices through a combination of its hardware resources and the server program PG1, which serves as a software resource. In the example shown in Figure 2, the battle implementation unit 25 is shown as one example. The battle implementation unit 25 is a logical device that performs various processes necessary for the user device 3 to provide the card game. The battle implementation unit 25 performs processes to realize services such as distribution services, matching services, or relay services. Input devices such as keyboards and output devices such as monitors may be connected to the control unit 21 as needed. However, these are not shown in the illustration.

[0024] On the other hand, the user device 3 is provided with a control unit 31 and a storage unit 32 as a storage means. The control unit 31 is configured as a computer that combines a processor unit that performs various calculations and operation controls according to a predetermined computer program with internal memory and other peripheral devices necessary for its operation. The processor unit may appropriately include units such as a CPU, GPU, and NPU (including cases where each processor unit is integrated as appropriate, such as when a GPU is incorporated into the CPU).

[0025] The memory unit 32 is an external storage device implemented by a storage unit that includes a non-volatile storage medium (computer-readable storage medium) such as a hard disk or semiconductor memory device. The memory unit 32 stores the game program PG2 and game data GD. The game program PG2 is a computer program that instructs the control unit 21 to execute the processing necessary to make the user device 3 function as a game device. The game program PG2 may include various programs as appropriate. In Figure 2, an example is shown which includes the opponent program AP and the win rate calculation program VP.

[0026] The opponent program AP is a computer program that causes the control unit 21 (computer) to execute various processes to realize a simulated opponent using a computer, that is, various processes to make the control unit 21 (computer) function as a simulated opponent. The opponent program AP may be configured as appropriate, for example, it may be configured to cause the control unit 21 to execute processes that perform progress (selection) based on predetermined logic (including predetermined rules such as rules). In the example in Figure 2, the opponent program AP is configured to make the control unit 21 (e.g., GPU) function as a trained model (artificial intelligence). Specifically, the opponent program AP is configured as an inference program that incorporates trained parameters output by training a training program with a training dataset.

[0027] The win rate calculation program VP is a computer program that causes the control unit 21 to execute various processes for displaying the user's win rate during a card game match. The win rate calculation program VP may be configured as appropriate; for example, it may be configured to cause the control unit 21 to execute a process that performs calculations based on a predetermined logic (including a predetermined calculation formula). In the example in Figure 2, the win rate calculation program VP is configured to make the control unit 21 (e.g., a GPU) function as a trained model (artificial intelligence), similar to the opponent program AP. In other words, the win rate calculation program VP is also configured as an inference program that incorporates trained parameters output by training a training program with a training dataset. However, the training dataset, training program, and trained parameters are different from those of the opponent program AP. In other words, the win rate calculation program VP is an inference program different from the opponent program AP.

[0028] Game data GD is data referenced by the game program PG2 for providing the game. Game data GD may appropriately include various types of data (including various tables) necessary for playing the game, such as image data, audio data, and card data. Image data is data for displaying various images for the game. Audio data is data for playing various sounds (including background music such as songs). Card data is data that defines each card object. In the example in Figure 2, play data PD and trained data AD are shown as examples of such various types of data. Trained data AD is data that describes trained parameters. Trained data AD includes multiple data sets that describe trained parameters for the opponent program AP and trained parameters for the win rate calculation program VP, respectively. Game data GD is provided and stored from game server 2 via a distribution service, for example.

[0029] The control unit 31 can be equipped with various logical devices through a combination of the control unit 31's hardware resources and the game program PG2 as software resources. Figure 2 shows, as an example, a progress control unit 33, a data management unit 34, a battle model unit 35, and a win rate model unit 36.

[0030] The battle model unit 35 and the win rate model unit 36 ​​are both logical devices that function as trained models (so-called AI). The battle model unit 35 is implemented based on the opponent program AP. Specifically, the battle model unit 35 (trained model) is implemented by the opponent program AP, which is executed by incorporating the trained data AD for the opponent program AP. Similarly, the win rate model unit 36 ​​(trained model) is implemented by the win rate calculation program VP, which is executed by incorporating the trained data AD for the win rate calculation program VP. These types of trained models tend to have different thinking processes due to differences in at least one element, such as the content of the training dataset, the algorithm of the training program (in other words, the content of the trained parameters), and the algorithm of the inference program.

[0031] The battle model unit 35 performs various processes to enable the control unit 21 to function as a simulated opponent. These processes include, for example, a choice analysis process. Meanwhile, the win rate model unit 36 ​​performs various processes to calculate and display the predicted win rate during the battle. These processes include, for example, a win rate display process. Details of the choice analysis process and the win rate display process will be described later.

[0032] The progress control unit 33 performs various processes necessary for the progress of the card game. These processes include those necessary to enjoy the services provided by the game server 2. For example, it performs processes to provide opportunities for selection in each turn or phase, as described later, and to switch between turns and phases. It also performs processes related to matching opponents in cooperation with the match implementation unit 25, and processes to reflect the opponent's play based on relay data RD into its own progress during a match, or conversely, to generate relay data RD to reflect its own play to the opponent. Similarly, the progress control unit 33 also performs various processes related to the display of the game screen. As an example of processes related to the display of the game screen, the progress control unit 33 performs cube animation processing. Details of the cube animation processing procedure will be described later.

[0033] Furthermore, the progress control unit 33 generates a situation log SL that records game information necessary for other processes such as the execution of selections by the battle model unit 35 or the calculation of win rates by the win rate model unit 36, stores it in the internal memory of the control unit 31, and also performs a process to update the situation log SL as appropriate in accordance with changes in the situation. The situation log SL may appropriately include various information about the game situation as game information. For example, the situation log SL (data) includes various information (which may be limited to some information as appropriate) to determine the situation of the card game, such as information on all card objects currently in use (including information on the type of each card object), information on each card object placed in the various placement locations described later, attributes of each card object (including various card object states such as summoning or leaving the field area described later), the state of each card object (revealed state, hidden state, limited disclosure state, etc.), life points, phase, and the options that can be selected in each situation.

[0034] The data management unit 34 performs various processes related to the management of game data GD. The processes performed by the data management unit 34 include, for example, data acquisition processing, data update processing, and data transmission processing. The data acquisition processing is the process of acquiring game data GD, such as play data PD and relay data RD, from the game server 2. The data update processing is the process of updating the game data GD as appropriate. Similarly, the data transmission processing is the process of providing (transmitting) game data GD (including relay data RD for reflecting the results of one's own operations, etc., to the opponent's user device 3) to the game server 2.

[0035] The user device 3 is equipped with appropriate output and input devices. In the example shown in Figure 2, a monitor MO, speaker SK, and touch sensor TS are shown as examples of output devices. All of these are general-purpose hardware installed in information and communication terminals such as smartphones. For example, the touch sensor TS is an input device that inputs a signal corresponding to the user's touch operation (operation by touching with a finger) to the control unit 31. The speaker SK is an output device for playing various sounds in response to signals from the control unit 31. The monitor MO is an output device (display device) for displaying game screens, etc., in response to signals from the control unit 31. In addition, the user device 3 may be equipped with various other devices as appropriate, such as a gyro sensor, an accelerometer, and a location information (e.g., GPS information) receiver.

[0036] (Game Overview) Next, an overview of the card game will be explained with reference to Figures 3 and 4. The card game is structured to be played using, for example, a deck of cards (a set of elements) for each player. A deck of cards is a bundle of card objects (a predetermined number of card objects) selected by the user from their owned cards for gameplay. The predetermined number of cards constituting a deck of cards may be constant or variable, and does not necessarily have to match the number of cards in the opponent's deck.

[0037] Figure 3 is a schematic diagram showing an example of a battle screen for playing a card game. The battle screen 50 is a game screen for realizing battles in a card game and includes the battle process. The battle screen 50 includes various areas where, for example, each card object should be placed. Various card objects can be placed (displayed) in various ways within these areas. Depending on the placement, a disclosure state, a limited concealment state, or a concealment state can be formed. For example, each card object can be placed face up (with the user able to see the contents of the card object) or face down (with the contents of the card object not visible and therefore concealed) in an appropriate area. The face-up placement forms a disclosure state, and the face-down placement forms a limited concealment state or a concealment state, respectively. Face-up card objects and face-down card objects are formed by different card objects (elements). In the example in Figure 3, for the sake of explanation, face-up card objects are shown with a dot pattern, regardless of their type or content, while face-down card objects are shown with a diagonal line to the right.

[0038] Specifically, as shown in Figure 3, the battle screen 50 includes a user area 51, a shared area 52, and an opponent area 53. The user area 51 is an area exclusively for the user. The user area 51 can be configured as appropriate. In the example in Figure 3, the user area 51 includes a field area 54, a main deck placement area 55, an extra deck placement area 56, a hand placement area 57, a graveyard area 58, an exile area EA, and a point display area LR.

[0039] Field area 54 is an area where multiple card placement areas CP (only some of the symbols are shown) are formed. Each card placement area CP is a place (area) where each card object CO from the deck cards necessary to advance the game should be placed. Card games may have various types of card object COs with different effects (roles or uses). For example, there may be card object COs that represent monsters (hereinafter sometimes called "monster card CO1"), card object COs that represent magic (a predetermined effect) (hereinafter sometimes called "magic card CO2"), card object COs that represent traps (an effect different from magic) (hereinafter sometimes called "trap card CO3"), or card object COs that represent special effects (hereinafter sometimes called "special card CO4"). When a card object CO is placed in each card placement area CP, that card object CO actually performs its role in the game.

[0040] For example, Monster Card CO1 is assigned roles such as attacking or defending against the opponent or the opponent's Monster Card CO1. Furthermore, Monster Card CO1 can be classified into various types. As an example, Monster Card CO1 includes two types: Normal Monster Card CO1 and Extra Monster Card CO1. Normal Monster Card CO1 is a Monster Card CO1 that can be placed from the hand placement area 57 to the field area 54.

[0041] On the other hand, Extra Monster Card CO1 is a Monster Card CO1 that is summoned (called out) in exchange for Monster Card CO1 leaving Field Area 54. The placement (summoning) of Extra Monster Card CO1 is normally restricted to Common Area 52, but placement in Field Area 54 may be permitted if certain field conditions are met. For this reason, Monster Card CO1 may have the role of summoning (calling out) other Monster Card CO1 to Field Area 54, etc. Then, Monster Card CO1 placed in Card Placement CP is used to actually impart roles such as attack, defense, or summoning to the progress of the game.

[0042] Similarly, Spell Card CO2, Trap Card CO3, and Special Card CO4 are card objects CO that can be placed in the hand area 57 to the field area 54. These are placed in the card area CP and used to activate the effect indicated by each card object CO.

[0043] Multiple card placement areas CP may be appropriately arranged in the field area 54. In the example in Figure 3, the multiple card placement areas CP are arranged to form two rows: a front row 54A located closer to the opponent's area 53, and a back row 54B located behind it. The front row 54A and the back row 54B are columns formed by six card placement areas CP and five card placement areas CP, respectively, arranged side by side. There are no restrictions on which card object CO can be placed in each card placement area CP. For example, each card placement area CP may have restrictions on the types of card object CO that can be placed in it. The front row 54A and the back row 54B may be used interchangeably as appropriate, for example, depending on the types of card object CO that can be placed in them.

[0044] Specifically, the front row 54A is used as each card placement area CP where monster cards CO1 from the card object CO types should be placed. However, the leftmost card placement area CP of the six card placement areas CPs that make up the front row 54A (which can be formed as appropriate, but in the example in Figure 3 it is formed to be slightly smaller than the other card placement areas CPs) is an exception. The leftmost card placement area CP is used as each card placement area CP where special cards should be placed. In other words, the placement of card object COs such as magic cards CO2 or trap cards CO3 in the front row 54A is restricted, the placement of special cards CO4 in the front row 54A other than the leftmost card placement area CP is restricted, and the placement of monster cards CO1 in the leftmost card placement area CP is further restricted. Hereafter, the leftmost card placement area CP of the front row 54A may be referred to as the special zone, and the other five card placement areas CP may be referred to as the monster zone.

[0045] On the other hand, the back row 54B is used as card placement CPs where Spell Card CO2 and Trap Card CO3, among the types of card object CO, should be placed. In other words, the placement of card object COs such as Monster Card CO1 or Special Card CO4 in the back row 54B is restricted. However, a Monster Card CO1 with the characteristics of a Spell Card CO2 (a Monster Card CO1 corresponding to a monster with a magic effect) may be provided, and such a Monster Card CO1 with a magic attribute may be allowed to be placed in the designated card placement CPs in the back row 54B (for example, the card placement CPs at both the left and right ends). In other words, a card object CO with multiple attributes may be included, and the placement of such card object COs may be allowed in both the front row 54A and the back row 54B depending on the multiple attributes. Hereafter, each card placement CP in the back row 54B may be referred to as a Spell / Trap Zone.

[0046] Within the field area 54, card objects CO can be placed as appropriate according to the user's instructions, subject to the limitations of each card placement area CP. In the example in Figure 3, one monster card CO1 is placed in the third card placement area CP from the right in the front row 54A. Each card object CO may be placed in a card placement area CP facing various directions, such as vertically or horizontally, and the orientation can be used as appropriate. In the example in Figure 3, monster card CO1 is placed horizontally when used for defense and vertically when used for attack.

[0047] The hand placement area 57 is the area where card objects CO (hereinafter sometimes referred to as hand CO5) from the deck that are virtually in the player's hand should be placed (displayed). Hand CO5 are candidate card objects CO that are placed in the field area 54 (each card placement area CP). An appropriate number of hand CO5 may be placed in the hand placement area 57. In the example in Figure 3, five hand CO5 are placed in the hand placement area 57.

[0048] The Main Deck placement area 55 and the Extra Deck placement area 56 are both areas where card object COs representing the remaining deck cards (the remaining cards after deducting the card object COs for the Field area 54 and the Hand placement area 57 from the original deck cards) should be placed. However, the Main Deck placement area 55 and the Extra Deck placement area 56 have different purposes.

[0049] Specifically, the Main Deck placement area 55 is the area where card objects CO (sometimes referred to as the Deck CO6) that are candidates to be added to the Hand CO5 from the remaining deck cards should be placed. The card objects CO of the Deck CO6 are added to the Hand CO5 through the draw during the Draw Phase, which will be described later. On the other hand, the Extra Deck placement area 56 is the area where the group of card objects as a bundle of Extra Monster Cards CO1 (sometimes referred to as Extra Deck Cards CO7) should be placed. When an Extra Monster Card CO1 is summoned via a Normal Monster Card CO1, an Extra Monster Card CO1 that should be placed in the Field Area 54 is drawn from the Extra Deck Cards CO7. In other words, the remaining deck cards are divided into the Deck CO6 and the Extra Deck Cards CO7, and placed in the Main Deck placement area 55 and the Extra Deck placement area 56, respectively.

[0050] The Graveyard Area 58 is, in principle, an area for accommodating card objects CO that have left the Field Area 54. For example, a monster card CO1 will leave the Field Area 54 when it meets certain conditions (conditions that cause it to leave the Field Area 54, etc.), such as being attacked by an opponent's monster card CO1 or being summoned as an Extra Monster Card CO1. Similarly, card objects CO that perform certain effects, such as a spell card CO2 or a trap card CO3, will leave the Field Area 54 after activating their effect, depending on the card's effect. The Graveyard Area 58 is provided as a place (destination) for accommodating (placing) these card objects CO that have left the Field Area 54. The Graveyard Area 58 may be configured to display the card objects CO that have left the Field Area 54. In the example in Figure 3, the Graveyard Area 58 is configured to omit the display of card objects CO.

[0051] The Exclusion Area EA is an area for placing card objects CO that have been removed from the game. When the predetermined exclusion conditions are met, card objects CO are removed from the game and placed in the Exclusion Area EA. The Exclusion Area EA may be configured to display the card objects CO placed there, but in the example in Figure 3, it is configured to omit the display of card objects CO, similar to the Graveyard Area 58.

[0052] The point display area LR is an area for displaying the user's life points. In card games, appropriate life points may be set for both the user and the opponent. For example, both players may be set to 8000 life points, and in the example in Figure 3, the value "8000" (initial value) is displayed as the remaining amount in the point display area LR. The win / loss conditions for determining the winner and loser in a match can be set as appropriate, but are met, for example, when the opponent's life points are reduced to zero. In other words, life points function as a parameter for determining the winner and loser. Specifically, the user can reduce the opponent's life points by using monster card CO1, which is placed in the field area 54 and the common area 52, to attack. If the user can reduce the opponent's life points to zero, it is determined that the user has won, and the match ends. On the other hand, if the user's life points are reduced to zero by an attack from the opponent's monster card CO1, it is determined that the user has lost, and the match ends.

[0053] The shared area 52 is an area shared by the user and the opponent. The shared area 52 can be configured as appropriate. In the example in Figure 3, the shared area 52 has two card placement areas CP. The user's card object CO and the opponent's card object CO are placed in each card placement area CP as appropriate. As an example, placement in each card placement area CP is limited to Extra Monster Card CO1. That is, Extra Monster Card CO1 summoned from Extra Deck Card CO7 is first placed in each card placement area CP in the shared area 52, and is only allowed to be placed in the field area 54 if certain field conditions are met. Note that placement in each card placement area CP in the shared area 52 may be permitted without restriction, regardless of the type of card object CO. Hereinafter, the shared area 52 may be referred to as the Extra Monster Zone.

[0054] The opponent's area 53 is an area exclusively for the opponent. The opponent's area 53 serves the same purpose for the opponent as the user area 51. For this reason, the opponent's area 53 also has a field area 54, a main deck placement area 55, an extra deck placement area 56, a hand placement area 57, a graveyard area 58, an exile area EA, and a point display area LR. Their roles are the same as those of the user area 51, so their explanation is omitted. In this example, multiple card placement areas CP and the user area 51 function as multiple placement positions and placement areas according to the present invention.

[0055] Figure 4 shows an example of the procedure for playing the card game in the example shown in Figure 3. As shown in Figure 4, the card game includes the user's turn and the opponent's (including the computer's) turn. The game proceeds in a so-called turn-based system, with the user and the opponent (hereinafter, when neither is distinguished, they may be referred to as players) taking turns alternately (in order). Specifically, first, as preparation for the game, processes such as shuffling the players' deck cards and placing them in the main deck placement area 55, and drawing a predetermined number of card objects CO from each player's deck cards (deck CO6) and displaying (placing) them as hand CO5 in the hand placement area 57 are performed. Once the preparation is complete, the game begins with the turn of the first player (for example, the user takes the first turn). One turn is divided into multiple phases. A phase is a concept for dividing the procedures to be performed in one turn into multiple stages according to their content and nature. In the example in Figure 4, one turn is divided into six stages from the draw phase to the end phase, but this is just one example.

[0056] In each phase, the player who has been given a turn can choose appropriate actions within the scope defined for each phase. For example, in the Draw Phase, a Card Object CO is drawn from Deck CO6, and in the Standby Phase, the effects of Card Object COs designated to be processed in that phase can be activated. In the First Main Phase, various actions are permitted, such as summoning various objects like monsters to be used in battle, setting Card Object COs with unique effects like spells and traps, or activating their effects, while appropriately using Card Object COs in Field Area 54. In the Battle Phase, battles are fought using Card Object COs. For example, a battle takes place when a Monster Card CO1 to be used for an attack on the user's turn and a Monster Card CO1 to be targeted by the opponent's attack (or a direct attack to life points if no Monster Card CO1 exists in Field Area 54) are selected. The outcome of the battle is determined according to parameters such as the attribute and strength of Monster Card CO1. In the Second Main Phase, the same actions as in the First Main Phase are permitted. During the end phase, the end of the turn is indicated (declared).

[0057] In the Battle Phase, combat can be avoided by the player whose turn it is. In that case, the Battle Phase and the Second Main Phase are skipped. Similarly, the Second Main Phase can be avoided by the player during the Battle Phase. Also, the types of phases provided in each turn may vary as appropriate; for example, the first turn may skip the Draw Phase, Battle Phase, and Second Main Phase. The end of a phase is indicated by a predetermined end operation. When a turn ends, the turn passes to the opponent player. The game ends when the predetermined win / loss conditions are met as turns are repeated alternately. As an example of a win / loss condition, as mentioned above, the conditions are met when each player's life points are reduced to a predetermined value (for example, 0) through combat.

[0058] (Win rate display function, etc.) The card game will have a win rate display function. This function displays the predicted win rate during a match. The predicted win rate is calculated (predicted) based on information perceived from the perspective of a spectator watching the match on the match screen 50. The spectator can be a concept that virtually represents an objective perspective (the perspective of a third party who is not a player). Therefore, it may or may not actually exist. The win rate display function may be applied at all times, or it may be possible to switch its application on or off with an on / off setting. Figure 5 schematically shows an example of the match screen 50 when the win rate display function is applied.

[0059] Furthermore, card games offer various modes with different play styles, in addition to a battle mode in which a user plays against an opponent (including both users and computers). For example, a card game may offer a spectator mode. The spectator mode allows users to watch battles between other players. These other players may be users utilizing other user devices 3, or computers (battle model units 35) functioning as trained models (so-called AI). The spectator mode may be provided on an appropriate screen that includes the battle in progress, for example, via a battle screen 50. Figure 5 shows a battle screen 50 when a battle between trained models is being watched in spectator mode. The two trained models may both be implemented by their own battle model units 35 (their algorithms may differ), but for example, they may be implemented by their own battle model unit 35 and the battle model unit 35 of another user device 3. Figure 5 shows a battle screen 50 when a win rate display function is applied in an AI vs. AI battle spectator mode.

[0060] In the example in Figure 5, components common to both the example in Figure 3 and Figure 5 are denoted by the same reference numerals, and their explanations are omitted. Furthermore, the battle screen 50 in the example in Figure 3 may be referred to as the normal battle screen 50, and the battle screen 50 in the example in Figure 5 may be referred to as the spectator battle screen 50 to distinguish them. Additionally, the AI ​​implemented by the user's own battle model unit 35 may be referred to as the first AI, and the AI ​​implemented by the battle model unit 35 of another user device 3 may be referred to as the second AI to distinguish the two AIs. The first AI and the second AI may appropriately utilize the user area 51 and the opponent area 53 in the battle screen 50. The example in Figure 5 shows the case where the first AI utilizes the user area 51 and the second AI utilizes the opponent area 53. In this example, the first AI functions as one opponent or a COM opponent of the present invention. Also, the first AI and the second AI function as multiple opponents of the present invention. Furthermore, the second AI functions as another trained model of the present invention.

[0061] As shown in Figure 5, the spectator match screen 50 includes a win rate display unit 61, an AI thinking display unit 62, and a cube 63, compared to the example in Figure 3. The win rate display unit 61 is the part for displaying the predicted win rate. The win rate display unit 61 is displayed when the win rate display function is turned on. The predicted win rate displayed in the win rate display unit 61 indicates the win rate of the first AI, that is, the probability that the first AI will win. The predicted win rate may be calculated as appropriate, for example, according to a predetermined calculation formula (algorithm). As an example, the predicted win rate is calculated using a trained model (so-called AI). Specifically, the predicted win rate in the win rate display function is calculated by a trained model implemented by the win rate model unit 36.

[0062] The win rate display unit 61 may be configured as appropriate as long as it can display the predicted win rate. In the example in Figure 5, it is formed in the shape of a bar that curves slightly and extends from the user area 51 (the area of ​​the first AI) on the near side to the opponent area 53 (the area of ​​the second AI) on the far side. The win rate display unit 61 may be provided with scales as appropriate, and in the example in Figure 5, scales are provided in three places: the minimum value (0%), the predicted value, and the maximum value (100%). The minimum value scale is located at the near end, the maximum value scale is located at the far end, and the predicted value scale is located at the position corresponding to the predicted win rate. The predicted win rate may be displayed only by the predicted value scale, but in the example in Figure 5, a number corresponding to the predicted win rate ("58.8%") is displayed next to the predicted value scale. The predicted win rate indicates the probability that the first AI will win. The value obtained by subtracting the predicted win rate of the first AI from 100% (41.2%) is the predicted win rate of the second AI. In other words, the win rate display unit 61 is configured to display both the predicted win rate of the first AI and the predicted win rate of the second AI. In this example, the information on the predicted win rate of the first AI functions as the match information of the present invention. Furthermore, the predicted win rate of the first AI and the predicted win rate of the second AI function as the analysis result of the match situation (or match analysis result) and other match analysis results of the present invention, respectively.

[0063] The AI ​​thinking display unit 62 is the part that displays the thinking of the first AI during a match. The AI ​​thinking display unit 62 may display various information that the first AI calculates in order to advance the match as the thinking of the first AI. In the example in Figure 5, information on the win rate value for each option, which the first AI calculates for each choice opportunity, is displayed. Specifically, players in a card game are given choices from time to time to make choices such as giving a phase end instruction, a turn end instruction, or which card object CO to place in which card area CP during the battle phase. There are multiple options for each choice opportunity, and the first and second AIs calculate a win rate value for each choice opportunity as information indicating the superiority or inferiority among the multiple options. This win rate value may be an appropriate value, and for example, it may be a win rate calculated independently for each option (the sum of the values ​​for all options does not necessarily equal 100%). As an example, this win rate value is calculated as a value in which the sum of the win rates of each option equals 100%, that is, as a relative win rate among multiple options. The game progresses by having both the first AI and the second AI select the option with the highest win rate. The AI ​​thinking display unit 62 displays information on the top few win rates among the win rates of each option calculated by the first AI at each selection opportunity.

[0064] The AI ​​thinking display unit 62 may appropriately display the win rate value for each option, and in the example in Figure 5, it includes a card display unit 62A (only a part of the symbol is shown) and a detail display unit 62B. The card display unit 62A is the part that displays the selectable card object CO (option) at each selection opportunity. In the case of an option unrelated to the card object CO, such as a phase end instruction, the card display unit 62A may be omitted, or another image corresponding to that option may be displayed in place of the card display unit 62A. The detail display unit 62B is the part for displaying the details of the option. The details of the option may include various information about the option. In the example in Figure 5, it includes information on the win rate value of each option calculated by the first AI and information on the position (card placement area CP) where each card object CO should be placed. In this example, the win rate value of the first AI displayed in the AI ​​thinking display unit 62 functions as the COM analysis result of the present invention. In addition, the separately displayed predicted win rate and the win rate value of the first AI function as analysis information of the present invention.

[0065] Cube 63 is the part that represents the virtual psychological state of the first AI. Various effects are added to Cube 63 to represent the psychological state, depending on the situation of the match. These effects include, for example, absolute value effects and relative value effects. Absolute value effects are effects added according to the win rate of the option selected this time. For example, the higher the win rate of the selected option this time, the more spectacular the effect will be. On the other hand, relative value effects are effects added according to the change in the win rate between the win rate of the previously selected option and the win rate of the selected option this time. For example, the higher the win rate of the selected option this time is than the win rate of the previous option, the more exciting the effect will be.

[0066] (Absolute value effect) Next, we will explain the details of the absolute value animation by referring to Figure 6. Figure 6 is a table illustrating an example of the absolute value animation for each win rate value. As shown in Figure 6, the absolute value animation is classified into five types: when the win rate value of the selected option is less than 20 points, between 20 and 40 points, between 40 and 60 points, between 60 and 80 points, and 80 points or more. The higher the win rate value, the more elaborate the animation (video) of the absolute value animation is added to Cube 63.

[0067] Specifically, if the win rate of the selected option is less than 20 points, a very negative animation is added to Cube 63 as an absolute value effect, representing a state of complete loss of confidence. Similarly, if the win rate is between 20 and 40 points, a slightly negative animation is added to Cube 63 as an absolute value effect, and if it is between 40 and 60 points, a flat, quiet animation is added. These represent a state of slight loss of confidence and a neutral state (initial state), respectively. Furthermore, if the win rate is between 60 and 80 points, and if it is 80 points or more, a slightly flashy animation and a very flashy animation are added to Cube 63 as absolute value effects, respectively. These represent a state of slight confidence and a state of overflowing confidence, respectively.

[0068] (Relative value presentation) Next, we will explain the details of the relative value effects with reference to Figure 7. Figure 7 is a table illustrating an example of relative value effects according to the change in the win rate value. As shown in Figure 7, relative value effects are classified into five types according to the change in the win rate value between the previously selected option and the currently selected option. The greater the change, the more relative value effects that express excitement are added to Cube 63.

[0069] Specifically, if the change in the win rate between the previously selected option and the currently selected option is less than -25 points, or between -25 points and less than -5 points, meaning the win rate of the previously selected option is higher than the current one, it is classified as a significant decrease or decrease, depending on the degree of the change. Similarly, if the change in the win rate between the previously selected option and the currently selected option is between +5 points and less than +25 points, or between +25 points and or more, meaning the win rate of the currently selected option is higher than the previous one, it is classified as an increase or a significant increase, depending on the degree of the change. On the other hand, if the same change is between -5 points and less than +5 points, meaning there is little change, it is classified as flat, and no relative value effect is added.

[0070] The relative value effects of a significant drop, drop, rise, and significant rise may be implemented as appropriate. In the example in Figure 7, the relative value effects of a significant drop and drop are implemented by the number of drop effects and the presence or absence of a dwindling background (circular left diagonal line). For example, the relative value effect of a drop is represented by four drop effects. On the other hand, the relative value effect of a significant drop is represented by six drop effects and a dwindling background. Similarly, the relative value effects of a rise and a significant rise are implemented by the number of rise effects and the presence or absence of a rumble background (circular right diagonal line). For example, the relative value effect of an rise is represented by four rise effects. On the other hand, the relative value effect of a significant rise is represented by six rise effects and a rumble background.

[0071] (AI input information) Next, with reference to Figure 8, the input information for each AI in the AI ​​vs. AI match spectator mode will be explained. In the example in Figure 5, the AI ​​used in the match spectator mode includes three AIs: the first AI implemented by its own match model unit 35, the second AI implemented by the match model unit 35 of another user device 3, and the AI ​​implemented by the win rate model unit 36 ​​that calculates the predicted win rate as a result of analyzing the match situation (hereinafter, this may be referred to as the third-party AI to distinguish it from the other AIs). Each AI calculates the win rate value and the predicted win rate for each option based on the input information. However, there are differences in the input information used by each AI. Figure 8 is an explanatory diagram to illustrate an example of the input information used by each AI. In the example in Figure 8, (1) shows the input information for the third-party AI, (2) shows the input information for the first AI, and (3) shows the input information for the second AI.

[0072] As shown in Figure 8(1), the information displayed on the spectator battle screen 50 includes information on card objects CO placed in the user area 51, the shared area 52, and the opponent area 53. Each card object CO is placed in the user area 51, the shared area 52, and the opponent area 53 either face up or face down. Card objects CO placed face up reveal their contents and thus form a revealed state. On the other hand, card objects CO placed face down conceal their contents and thus form a limited concealment state or a concealment state. Specifically, among the face-down card objects CO, those placed in the card storage area CP form a limited concealment state. On the other hand, among the face-down card objects CO, the deck CO6 (card object CO in the main deck placement area 55) and the extra deck card CO7 (card object CO in the extra deck placement area 56) form a concealment state. Furthermore, among the card object COs in a limited confidential state, card object COs placed by the 1st AI are kept secret from the 2nd AI, and conversely, card object COs placed by the 2nd AI are kept secret from the 1st AI.

[0073] Of the information on each card object CO, the information that can be recognized from the perspective of a spectator (third party) is the detailed information of face-up card object COs and the number of face-down card object COs. In addition, for face-down card object COs placed in each card placement area CP, the information of the card placement area CP (location) in which they are placed is also recognized. Therefore, in the case of a third-party AI, the detailed information of face-up (revealed) card object COs, the number and location of face-down (limited concealment) card object COs placed in each card placement area CP, and the number of deck CO6 and extra deck card CO7 (concealment) are used as input information.

[0074] The detailed information may be any information necessary for the trained model, such as the training dataset or the contents of the training program, and may include, for example, information about the contents of each card object CO, such as various effects. As an example, information that identifies the specific type of each card object CO (for example, a card ID to identify each card object CO) is used as detailed information. The predicted win rate is then calculated based on the input information, such as the detailed information. In this example, the input information of the third-party AI functions as the situation information of the present invention. In addition, the detailed information (for example, card ID information) functions as the identification information of the present invention. In the example in Figure 8, the card object COs for which detailed information is used are indicated by diagonal lines.

[0075] On the other hand, as shown in Figure 8 (2), in the case of the first AI, not only the face-up (disclosed) card object CO is recognized by the first AI, but also the detailed information of the face-down (concealed by the second AI, limited concealment by the first AI) card object CO placed in each card storage CP by the first AI. Therefore, the detailed information of the face-up card object CO and the face-down card object CO placed in each card storage CP by the first AI, the number of face-down (concealed by the first AI, limited concealment by the second AI) card object CO placed in each card storage CP by the second AI, information on the card storage CP (location), and information on the number of deck CO6 and extra deck cards CO7 (concealed) are used as input information. Based on this input information, the win rate value for each option is calculated.

[0076] Similarly, as shown in Figure 8 (3), in the case of the second AI, the second AI also recognizes the details of the face-up (revealed) card object CO and the face-down (limited concealment by the second AI) card object CO placed in each card storage CP by the second AI. Therefore, the details of the face-up card object CO and the face-down card object CO placed in each card storage CP by the second AI, the number of face-down (limited concealment by the first AI) card object CO placed in each card storage CP by the first AI, information on the card storage CP (location), and the number of deck cards CO6 and extra deck cards CO7 (concealed) are used as input information. Based on this input information, the win rate value for each option is calculated.

[0077] (Method for calculating predicted win rate) Next, with reference to Figures 9 to 10, we will explain how the third-party AI (win rate model unit 36) calculates the predicted win rate. Figure 9 is an explanatory diagram illustrating an example of a method by which the third-party AI calculates probability values. Generally, artificial intelligence models are generated by machine learning a training dataset using a predetermined learning method (algorithm), and tend to have thinking (algorithms) corresponding to the learning method. Various learning methods are included in machine learning, such as imitation learning and reinforcement learning (imitation learning is sometimes considered a type of reinforcement learning). Imitation learning is often classified into methods such as Behavoir cloning, Dataset Aggregation, or Inverse Reinforcement Learning, but in many cases the reward is not explicitly defined. On the other hand, reinforcement learning is often classified into methods such as Dynamic Programming (DP method), Monte Carlo method, or Temporal Difference Learning (TD method), and is often a method that maximizes the reward.

[0078] The artificial intelligence model for the win rate display function (win rate calculation program VP) may be generated appropriately using various learning methods, one example being the TD method of reinforcement learning. The TD method may include techniques such as SARSA. As an example, the Q-Learning method is used to generate the artificial intelligence model for the win rate display function.

[0079] Q-learning is a method that evaluates actions (choices) by finding an action-value function (Q-function). The Q-function is generally defined as a function that predicts what the reward (often called the Q-value) will be if a certain action is taken in a given state (a detailed explanation of the specific function formula is omitted). However, Q-learning tends to become difficult to implement when the Q-function table (input information) becomes large (an enormous amount), as the calculations cannot keep up. For this reason, trained artificial intelligence models for analysis services are generated using the DQN (Deep Q Network) method, which obtains an approximate value of the Q-value using a neural network. In this case, the third-party AI is configured to calculate the predicted win rate (Q-value) in a match using the DQN method.

[0080] Figure 9 shows an overview of the DQN method for calculating the predicted win rate (Q-value). As shown in Figure 9, the DQN method utilizes a neural network (deep learning), forming an input layer, hidden layers, and an output layer, with each layer working together to output the calculation results for the data. The input layer is responsible for collecting data. The hidden layers are responsible for calculations to determine the predicted win rate. The output layer is responsible for outputting the calculation results performed in the hidden layers. An artificial intelligence model trained using the DQN method is configured to output the probability of winning a match (predicted win rate) in the output layer.

[0081] Furthermore, in the example in Figure 9, a Transformer-type deep learning is applied. In the Transformer type, "Positional Encoding" is applied in the intermediate layer, taking into account the card location CP (position) where each card object CO is placed. Also, in the example in Figure 9, "Nx" indicates N repetitions, and the processing in the dashed line portion is executed N times in the intermediate layer. The first AI, second AI, and third-party AI may be configured to have appropriate thinking processes, and may have different thinking processes from each other. For example, the first AI and second AI may be configured to have similar thinking processes. However, since the input information is different, different win rate values ​​may be calculated. On the other hand, the third-party AI may be configured to have a different thinking process from the first AI and second AI. However, the win rate values ​​for each choice in the first AI and second AI may be calculated using a Transformer-type deep learning similar to the example in Figure 9.

[0082] Figure 10 is a table illustrating an example of input information for a third-party AI. In Figure 10, "Item Name" is the name assigned to each item of the input information, and "Description" is the description of each item. "Address" is information indicating the position of each input layer in the example in Figure 9, and each item is input to the position corresponding to the "Address". "PE" is an abbreviation for "Positional Encoding" and functions as information indicating the position of each card placement CP. "Card ID" is information indicating the card ID for identifying the type of each card object. As shown in Figure 10, the input information for the third-party AI is classified into 124 items according to various elements such as location (each card placement CP, etc.), placement of card objects CO, and offense / defense, and these correspond to input layers 1 to 124 in the example in Figure 9.

[0083] For example, in the example in Figure 3, each monster zone is distinguished from left to right as "Monster Zone 0," "Monster Zone 1," and so on. The input information includes items corresponding to each of these monster zones. However, each monster zone is distinguished according to whether the card object CO placed there is for attack or defense. Furthermore, each monster zone is distinguished by the orientation of the card object CO, whether it is face up or face down. Therefore, the input information includes items corresponding to each monster zone for both attack and defense, and for each orientation. In addition, for each item, the "Card ID" information is used to identify each face-up card object CO (e.g., "1111" or "1110"). On the other hand, if no card object CO is placed in each monster zone, or if each card object CO is placed face down, information indicating these (e.g., "0" and "1") is used in common. In addition, the "PE" for each item is assigned a unique ID to distinguish each card placement CP.

[0084] The Extra Monster Zone, Special Zones, and Spell / Trap Zones are distinguished by ATK / DEF and placement, similar to the Monster Zones. However, the Spell / Trap Zone may contain equipped Spell Cards CO2, etc. Therefore, the Spell / Trap Zone is further distinguished by equipment. The Graveyard Area 58 can also contain multiple Card Object COs, so it is distinguished according to the number it can contain. The input information includes each item classified according to these distinctions. However, although the Graveyard Area 58 can contain multiple Card Object COs, there is no need to distinguish them from one another. Therefore, the "PE" of each item corresponding to the Graveyard Area 58 is uniformly assigned the same ID indicating the same location ("39," for example).

[0085] The input information includes various game information related to the game situation, in addition to information on card object COs for each card placement CP. For example, such game information includes information on life points, current phase, turn information, information on the target player, the number of CO5 cards in hand, the number of CO6 cards in the deck, the number of CO7 cards in the extra deck, the number of card object COs contained in graveyard area 58 ("number of graveyard cards"), the number of card object COs placed in the banished area EA ("number of banished cards"), and battle information such as attack or defense. Each of these items may be processed as appropriate by a third-party AI. For example, life points, which can reach a maximum of 8000, may be divided into appropriate chunks of 400 points or so for data compression or to reduce processing load.

[0086] (Network system processing) Next, referring to Figures 11 to 13, we will describe the win rate display process, the choice analysis process, and the cube animation process as examples of the processing of the network system 1. The win rate display process is a process for displaying the predicted win rate via the win rate display unit 61 when the win rate display function is turned on. The win rate model unit 36 ​​starts the win rate display process shown in Figure 11 at a predetermined time on the battle screen 50 (for example, each time the user or the first AI has a chance to make a choice), and first acquires input information (step S101). The input information includes, for example, information for each card placement CP, each placement method, and each offense and defense, as shown in Figure 10. This information is managed in the situation log SL. Therefore, the win rate model unit 36 ​​acquires the input information necessary to calculate the predicted win rate from the situation log SL.

[0087] Next, the win rate model unit 36 ​​calculates the predicted win rate based on the input information obtained in step S101 (step S102). This calculation is performed, for example, by the method shown in Figure 9. Subsequently, the win rate model unit 36 ​​displays the win rate display unit 61, which includes the information of the predicted win rate calculated in step S102 (step S103). The win rate display unit 61 is formed in a bar shape to show, for example, both the predicted win rate of the first AI and the predicted win rate of the second AI. Therefore, the win rate model unit 36 ​​displays a bar-shaped win rate display unit 61 on the battle screen 50, with the end of the user area 51 on the near side representing 0% and the end of the opponent area 53 on the far side representing 100%. After this display, the win rate model unit 36 ​​terminates the win rate display process. As a result, the information of the predicted win rate calculated from the spectator's perspective is displayed on the battle screen 50 via the win rate display unit 61. In other words, the win rate display function is realized.

[0088] The choice analysis process is a process for displaying the AI ​​thinking display unit 62 on the battle screen 50 in battle spectator mode. The battle model unit 35 starts the choice analysis process shown in Figure 12 at a predetermined time (for example, each time the user or the first AI has a chance to make a choice) and first acquires input information (step S201). The input information includes, for example, input information from the third-party AI (input information for predicting the win rate) as shown in Figure 8, as well as detailed information known only to the first AI (for example, detailed information on the face-down card object CO in each card placement CP). This information is managed in the situation log SL. Therefore, the battle model unit 35 acquires the input information necessary for displaying the AI ​​thinking display unit 62 (analysis of each choice) from the situation log SL.

[0089] Next, the battle model unit 35 performs an analysis based on the input information acquired in step S201 (step S202). This analysis is performed to calculate the relative win rate among multiple selectable options in the target selection opportunity. Subsequently, the battle model unit 35 displays the AI ​​thinking display unit 62, which includes the analysis results from step S202 (step S203). The AI ​​thinking display unit 62 is displayed for each option and includes a card display unit 62A (which is omitted depending on the type of option) and a detailed display unit 62B that includes win rate information. Therefore, the battle model unit 35 displays the AI ​​thinking display unit 62 so as to include the detailed display unit 62B for each option. Also, if the display range of the AI ​​thinking display unit 62 is limited to a part of the selectable options (for example, the top five in terms of win rate), the AI ​​thinking display unit 62 is displayed so as to be limited to that part. After this display, the battle model unit 35 ends the option analysis process. As a result, the AI ​​thinking display unit 62 corresponding to the thinking of the first AI is displayed on the battle screen 50.

[0090] The cube animation process is a process for applying absolute value animation and relative value animation to cube 63. The progress control unit 33 starts the cube animation process shown in Figure 13 at a predetermined time (for example, each time the user or the first AI has a selection opportunity), and first the battle model unit 35 obtains the win rate value of the option selected this time (step S301).

[0091] Next, the progress control unit 33 determines the absolute value effect to be assigned to cube 63 based on the win rate value obtained in step S301 (step S302). This determination is performed according to the table in the example in Figure 6. Next, the progress control unit 33 determines the difference from the win rate value of the previously selected option (step S303), and determines the relative value effect to be assigned to cube 63 based on that difference (step S304). This determination is performed according to the table in the example in Figure 7. After that, the progress control unit 33 performs the effect on cube 63 (step S305). This effect is performed so that the absolute value effect determined in step S302 and the relative value effect determined in step S304 are assigned to cube 63. After this effect, the progress control unit 33 terminates the cube effect processing for this time. As a result, the absolute value effect and the relative value effect corresponding to the win rate value for each option calculated by the battle model unit 35 are assigned to cube 63. In other words, the virtual psychological state of the battle model unit 35 (first AI) is expressed through the absolute value and relative value effects of Cube 63.

[0092] As explained above, in this configuration, when the win rate display function is applied, the match situation is analyzed based on the input information recognized by the spectator on the match screen 50, and the results of this analysis are displayed on the match screen 50 as information about the match situation at a predetermined time. Therefore, it is possible to use the analysis results based on the input information to help understand the match situation. This can, for example, help beginners.

[0093] For example, during a match between a user and an opponent, the user's predicted win rate is displayed as an analysis result on the normal match screen 50. Also, for example, in the spectator mode of a match between the first AI and the second AI, the first AI's predicted win rate is displayed as an analysis result on the spectator match screen 50 via the win rate display unit 61. On the spectator match screen 50, the analysis results of the match situation calculated by the first AI (win rate values ​​for each option) are also displayed via the AI ​​thinking display unit 62. The first AI analyzes the match situation based on the information it recognizes, and this information also includes detailed information about the card object CO that corresponds to the face-down (limited concealment) state placed by the first AI. Therefore, it is possible to use two types of analysis results, each using different input information, to assist in understanding the match situation. Furthermore, it is possible to assist in understanding the match situation more accurately than with information from only one type of analysis result.

[0094] Furthermore, the battle screen 50 provides win rate information as part of the analysis results. This allows for the display of quantitative information regarding the battle results, which is expected to be of most interest to spectators, as part of the battle situation analysis. The win rate display section 61 is formed in a bar shape, extending from the front end of the lowest value to the back end of the maximum value, flanking the predicted win rate. Therefore, when viewed from the front, it corresponds to the predicted win rate of the first AI, and when viewed from the back, it corresponds to the predicted win rate of the second AI. In other words, the win rate display section 61 displays both the predicted win rate of the first AI and the predicted win rate of the second AI. In this case, it is possible to compare the predicted win rate (analysis result) for the first AI with the predicted win rate (analysis result) for the second AI.

[0095] Furthermore, the battle screen 50 includes a user area 51 where various card placement areas CP are provided, and is configured to display the state of a card game using these areas. Therefore, a card game that progresses through the placement of card objects CO in each of the various card placement areas CP can be provided as a type of incomplete information game. In addition, the battle screen 50 includes card objects CO in various states, such as face-up card objects CO (revealed state), face-down card objects CO (limited concealment state), and deck CO6 (concealed state). For example, detailed information on face-up (revealed state) card objects CO, the number and position of face-down (limited concealment state) card objects CO placed in each card placement area CP, and the number of deck CO6 and extra deck cards CO7 (concealed state) are used as input information by a third-party AI to calculate the predicted win rate. Furthermore, the input information, which includes detailed information on the face-down (limited concealment) card object COs of the first AI, or the face-down (limited concealment) card object COs of the second AI, is used for the selection of either the first or second AI, respectively. The number, placement, and detailed information of each of these card object COs are highly likely to significantly influence the match outcome. Therefore, by using this input information to calculate predicted win rates, the accuracy of the analysis results can be improved.

[0096] In the above configuration, the win rate model unit 23 of the user device 3 functions as a status acquisition means, an information acquisition means, and an information display means of the present invention by executing the procedure shown in Figure 11. Specifically, the win rate model unit 23 functions as a status acquisition means by executing step S101 in Figure 11, as an information acquisition means by executing step S102, and as an information display means by executing step S103. Furthermore, the process executed by the win rate model unit 23 in step S102 to realize the calculation method shown in Figure 9 functions as a predetermined process of the present invention. On the other hand, the battle model unit 35 of the user device 3 functions as a result acquisition means and an information display means of the present invention by executing the procedure shown in Figure 12. Specifically, the battle model unit 35 functions as a result acquisition means by executing step S202, and as an information display means by executing step S203.

[0097] The present invention is not limited to the embodiments described above and may be implemented in forms that have been modified or changed as appropriate. Furthermore, the present invention may be implemented in forms obtained by appropriately combining the various technical means included in the embodiments described above and the embodiments that have been modified as described below. In the embodiments described above, the predicted win rate is displayed via a bar-shaped win rate display unit 61. However, the present invention is not limited to this form. The win rate display unit 61 may have various configurations for displaying the predicted win rate. Figure 14 is an explanatory diagram for illustrating an example of a modified win rate display unit 61. In Figure 14, (1) shows the first modified form, (2) shows the second modified form, and (3) shows the third modified form. (1) to (3) all show modified forms of the win rate display unit 61 displayed in the AI ​​vs. AI match viewing mode.

[0098] As shown in Figures 14(1) and (2), the win rate display unit 61 may include three types of analysis results (win rate information) for the third-party AI, the first AI, and the second AI. In other words, the win rate display unit 61 may be configured to display not only information on the predicted win rate, but also information on the win rate value of the first AI and the win rate value of the second AI.

[0099] For example, in the first modified example, the win rate display unit 61 includes three types of bars: a first bar 61A that displays the predicted win rate, a second bar 61B that displays the win rate value of the first AI, and a third bar 61C that displays the win rate value of the second AI. Each of the bars from the first bar 61A to the third bar 61C is configured to extend from the left end, which shows the minimum value of 0%, to the right end, which shows the maximum value of 100%. The probability of the first AI winning, calculated by the three types of AI, is shown in gray and numerical values. For example, the predicted win rate of "51%" calculated by the third-party AI is shown in the first bar 61A. Similarly, the win rate values ​​of "45%" and "43%" calculated by the first AI and the second AI are shown in the second bar 61B and the third bar 61C, respectively.

[0100] On the other hand, in the second modified example, the same three types of analysis results as in the first modified example are displayed on a single bar. Specifically, the win rate display section 61 is configured as a bar extending from the left end, which shows the minimum value of 0%, to the right end, which shows the maximum value of 100%. The three types of analysis results (win rate information) for the third-party AI, the first AI, and the second AI are displayed in different colors. For example, the analysis result of the third-party AI (predicted win rate) is displayed in gray. The analysis results of the first AI and the second AI (win rate values) are displayed in a dot pattern and a grid pattern, respectively.

[0101] As shown in the first and second modified examples, the win rate display unit 61 may include information on the win rate of the first AI calculated by the second AI, in addition to the win value of the first AI. The second AI can use input information such as detailed information that only the second AI possesses to calculate the win rate. In other words, the second AI can calculate the win rate of the first AI based on information that differs from that of the first AI and the third-party AI. This makes it possible to provide a wide range of information regarding the win rate of the first AI. Furthermore, it can help in understanding the match situation more accurately compared to when only one type of analysis result is displayed. In addition, as an analysis result regarding the win rate of the first AI, it is possible to compare the three types of analysis results: the third-party AI, the first AI, and the second AI.

[0102] Furthermore, as shown in (3) of Figure 14, the win rate display section 61 is not limited to a simple bar shape, but may be formed to have a portion that oscillates up and down. For example, in the third modified example, the win rate display section 61 is configured as a line extending from the left end, which shows the minimum value of 0%, to the right end, which shows the maximum value of 100%. The win rate display section 61 also has an amplitude section in the middle (between the two ends) that shows the average value of the three types of analysis results. The amplitude section is formed to be highest in the central part between the minimum value (43%) and the maximum value (51%) of the three types of analysis results, that is, at the position corresponding to the average value (approximately 46%). The difference in height indicates the reliability of the information. In this case, the average value (win rate) information based on three types of analysis results using different input information can be used to help understand the match situation. For this reason, it can help understand the match situation more accurately than win rate information based on only one type of analysis result.

[0103] In the example in Figure 14, the win rate value of the first AI calculated by the second AI functions as another analysis result of the present invention. In Figure 14 (3), the mean value is used as highly reliable information, but this is not the only option. For example, the amplitude section may be configured to show various information (win rate) obtained from three types of analysis results, such as the mode, minimum value, maximum value, or variance (a numerical value indicating how much the values ​​are scattered from the mean value). Furthermore, these mean values, etc., are not limited to the example in Figure 14 (3) and may be displayed in various forms.

[0104] In the above-described configuration, the user device 3 functions as the status provision system of the present invention on its own within the network system 1. However, the present invention is not limited to this configuration. For example, the game server 2 may perform all or part of the roles (various processes) of the user device 3. If the game server 2 performs all of the roles of the user device 3 (for example, the processes shown in Figures 11 to 13), the game server 2 (including cases where it is composed of multiple server devices) may function as the status provision system of the present invention on its own. On the other hand, if part of the roles of the user device 3 are performed by the game server 2, the combination of the user device 3 and the game server 2 (including the network system 1) may function as the status provision system of the present invention. Furthermore, programs and control methods implemented in devices such as the network system 1, the user device 3, or the game server 2 may function as the game program and control method of the present invention. Alternatively, the game server 2 may be omitted. In other words, the user device 3 may be configured as an offline game device that is played without connecting to the network NT. And that user device 3 may function as the status provision system of the present invention on its own.

[0105] In the above-described configuration, the match is viewed via the game screen (match screen 50). However, the present invention is not limited to this configuration. Various matches may be viewed on any appropriate screen that includes the match in progress. For example, the match may be viewed not on the match screen 50 itself, but on a distribution screen that includes the match screen 50. Information such as the predicted win rate may be displayed (added) on that screen. For this reason, the game does not have to be provided by the situation provision system. For example, a distribution server that acquires the match screen 50 from the user device 3 via the game server 2 and distributes it may function as the situation provision system of the present invention. Furthermore, the match game is not limited to video games. For example, the situation provision system may distribute a screen that adds information such as the predicted win rate to captured images of a real card game using physical cards. That screen may function as the match screen of the present invention.

[0106] Various aspects of the present invention derived from the embodiments and modifications described above are described below. In the following description, corresponding components shown in the accompanying drawings are indicated in parentheses to facilitate understanding of each aspect of the present invention, but this does not mean that the present invention is limited to the illustrated forms.

[0107] The present invention provides an incomplete information game of the type in which a limited confidentiality state is formed in at least a portion of the COM opponent's element group, in which identification information identifying each element (CO) is kept secret from other opponents, as a competitive game played between multiple opponents, including a COM opponent as an opponent realized by a trained model (35), using a set of elements for each opponent, and a computer (31) incorporated into a situation provision system (3) that provides competitive information related to the match using a display device (MO) that displays a match screen (50) including the state of the incomplete information game, as information that can be recognized by a spectator watching the match on the match screen. The system is configured to function as: a situation acquisition means (36) for acquiring situation information at a predetermined time; an information acquisition means (36) for acquiring a match analysis result as an analysis result of the match situation regarding the COM opponent at the predetermined time, using a predetermined process for analyzing the match situation based on the situation information; a result acquisition means (35) for acquiring a COM analysis result as an analysis result of the match situation calculated by the trained model based on the identification information of the element corresponding to the limited confidential state and the information recognized by the COM opponent, including the situation information; and an information display means (35, 36) for displaying the match analysis result and analysis information based on the COM analysis result on the match screen.

[0108] According to this invention, the battle situation is analyzed based on situational information recognized by the player on the battle screen. Furthermore, the analysis results of the battle situation calculated by the COM opponent (a trained model) are also obtained. Then, analysis information based on these two types of analysis results is displayed on the battle screen. The COM opponent analyzes the battle situation based on the information it recognizes, but this information includes not only situational information but also identification information of elements corresponding to limited concealment states. Therefore, it is possible to assist in understanding the battle situation by using analysis information based on two types of analysis results that use different input information. Moreover, it is possible to assist in understanding the battle situation more accurately compared to analysis information based on only one type of analysis result. As a result, for example, it is possible to help beginners.

[0109] The analysis information may be two different analysis results displayed separately, or it may be one of the two analysis results selected based on those results. Alternatively, it may be a different analysis result obtained based on the two analysis results. Furthermore, the analysis information may be any information relevant to the match situation. For example, the analysis information may be qualitative information such as whether one of the opponents is at an advantage or disadvantage. Alternatively, it may be various quantitative information that appropriately quantifies the degree of advantage, etc. For example, if it is quantitative information, the maximum or minimum value of the two analysis results may be used as the analysis information. Alternatively, information such as the mean or variance of the two analysis results may be used as the analysis information. Moreover, the number of opponents realized by the trained model is not limited to one. There may be two or more opponents realized by separate trained models, each representing a different opponent. In this case, the analysis information may be obtained not only from the COM opponent, but also from analysis results obtained by other trained models (one or more).

[0110] Specifically, for example, in one embodiment of the computer program of the present invention, the information display means may display the match analysis results and the COM analysis results separately on the match screen as analysis information. In this case, the analysis results for one opponent can be compared with the analysis results for other opponents.

[0111] Furthermore, in one embodiment of the computer program of the present invention, the other opponent may be implemented by a different trained model from the trained model. In addition, the limited confidentiality state of the elements of the other opponent is formed to conceal the identification information from the COM opponent, and the result acquisition means further acquires other analysis results calculated by the other trained model as an analysis result of the match situation concerning the COM opponent, based on the identification information of the elements corresponding to the limited confidentiality state of the other opponent and the information recognized by the other opponent, including the situation information, and the information display means may display the analysis information based on the three types of analysis results: the match analysis result, the COM analysis result, and the other analysis result, on the match screen. Similarly, as the match analysis result, the COM analysis result, and the other analysis result, information on the win rate value, which is the probability that the COM opponent will win against the other opponent at a predetermined time, may be acquired. In this case, analysis information based on quantitative information regarding the match result, which is assumed to be of the greatest interest to spectators, can be provided.

[0112] Furthermore, in a configuration in which a win rate value is obtained as an analysis result, the information display means may display the average value of three types of win rate values—the win rate value corresponding to the match analysis result, the win rate value corresponding to the COM analysis result, and the win rate value corresponding to the other analysis result—as the analysis information on the match screen. Alternatively, the information display means may display the variance of the three types of win rate values—the win rate value corresponding to the match analysis result, the win rate value corresponding to the COM analysis result, and the win rate value corresponding to the other analysis result—as the analysis information on the match screen. Furthermore, the information display means may display at least one of the maximum and minimum values ​​of the three types of win rate values—the win rate value corresponding to the match analysis result, the win rate value corresponding to the COM analysis result, and the win rate value corresponding to the other analysis result—as the analysis information on the match screen.

[0113] Situation information may include various types of information displayed on the battle screen as appropriate. For example, situation information may include information on the number of elements for each player included on the battle screen. Also, if each element is placed in a specific position, it may include information on the position where each element is placed. Furthermore, each player's group of elements may have any appropriate state, not limited to a limited concealment state. And situation information may include appropriate information that can be grasped by spectators regarding the various states of each element. For example, each element may have a disclosure state in which its identification information is revealed to other players, or a concealment state in which its identification information is kept secret not only from other players but also from the person using the element. And, for example, if a disclosure state is formed in each player's group of elements, situation information may include the identification information of the element corresponding to the disclosure state. In addition, situation information may include information such as the score if each player's score is displayed on the battle screen. Furthermore, situation information may include various types of information that can be grasped by spectators even if they are not displayed on the battle screen. For example, information such as the phase if the game includes various phases may be included in the situation information.

[0114] For example, in one embodiment of the computer program of the present invention, the set of elements of the COM opponent may further include a disclosure state in which, when the limited confidentiality state is formed in a part of the set of elements, the identification information is disclosed to the other opponent in elements different from the part of the set of elements, and the set of elements of the other opponent may include a disclosure state in which the identification information is disclosed to the COM opponent, and the status information may include the identification information of the elements corresponding to the disclosure state of the COM opponent and the disclosure state of the other opponent, respectively.

[0115] On the other hand, the situation provision system of the present invention provides a situation provision system (3) that provides battle information relating to a battle, using a display device (MO) that displays a battle screen (50) including the state of the battle of the incomplete information game, when a type of incomplete information game is provided in which a limited confidentiality state is formed in which identification information identifying each element (CO) is kept secret from other battles, as a competitive game played between multiple battlers, including a COM battler as a battler realized by a trained model (35), using a set of elements for each battler, and the situation provision system (3) provides situation information as information that can be recognized by a spectator watching the battle on the battle screen The system comprises: a situation acquisition means (36) that acquires information at a predetermined time; an information acquisition means (36) that uses a predetermined process to analyze the battle situation based on the situation information to acquire a battle analysis result as an analysis result of the battle situation for the COM opponent at the predetermined time; a result acquisition means (35) that acquires a COM analysis result as an analysis result of the battle situation calculated by the trained model based on the identification information of the element corresponding to the limited confidential state and the information recognized by the COM opponent, including the situation information; and an information display means (35, 36) that displays the battle analysis result and analysis information based on the COM analysis result on the battle screen.

[0116] Furthermore, the control method of the present invention provides an incomplete information game of the type in which, as a competitive game played between multiple opponents, including a COM opponent as an opponent realized by a trained model (35), using a set of elements for each opponent, a limited confidentiality state is formed in at least a part of the set of elements of the COM opponent, in which identification information identifying each element (CO) is kept secret from other opponents, and a display device (MO) that displays a battle screen (50) including the state of the incomplete information game is used to provide a computer (31) incorporated into a situation provision system (3) that provides battle information related to the battle, to a spectator watching the battle on the battle screen. The system includes a situation acquisition procedure for acquiring situation information as information to be acquired at a predetermined time; an information acquisition procedure for acquiring a match analysis result as the result of analyzing the match situation with respect to the COM opponent at the predetermined time, using a predetermined process for analyzing the match situation based on the situation information; a result acquisition procedure for acquiring a COM analysis result as the result of analyzing the match situation calculated by the trained model based on the identification information of the element corresponding to the limited confidential state and the information recognized by the COM opponent, including the situation information; and an information display procedure for displaying the match analysis result and analysis information based on the COM analysis result on the match screen.

[0117] (Reference example) The example computer program (PG2) is configured such that, when an incomplete information game of the type in which a limited confidentiality state is formed in at least a portion of the element group of one player, in which identification information identifying each element (CO) is kept secret from other players, is provided as a competitive game played using element groups for each player, the computer (31) incorporated into a situation provision system (3) that provides match information related to the match using a display device (MO) that displays a match screen (50) including the state of the incomplete information game, functions as: situation acquisition means (36) that acquires situation information as information recognized by spectators watching the match on the match screen at a predetermined time; information acquisition means (36) that acquires the analysis result of the match situation at the predetermined time using a predetermined process that analyzes the match situation of one player based on the situation information; and information display means (36) that displays the analysis result of the match situation as the match information at the predetermined time on the match screen.

[0118] According to the present invention, the match situation is analyzed based on situational information recognized by the spectator on the match screen, and the analysis results are displayed on the match screen as match information for a predetermined time. Therefore, the analysis results based on situational information can be used to assist in understanding the match situation. This can, for example, help beginners. Note that the spectator may include each individual player, such as one player or other players. Alternatively, the spectator may be a concept corresponding to a third party separate from each individual player, such as one player or other players.

[0119] Each player's set of elements may have states other than limited concealment. For example, a disclosure state may be formed where identification information is revealed to other players, or a concealment state may be formed where identification information is kept secret not only from other players but also from the person using the element. Similarly, each element may be used as appropriate within the game. For example, each element may be used in a way that divides it into elements in the player's hand and other elements. The other elements may be placed uniformly in the same location, or they may be placed in different locations. If they are placed in different locations, each element may have a designated placement location. Furthermore, the states of each element, such as limited concealment, disclosure, and concealment, may be formed as appropriate. In addition, each element may be used as appropriate within the game. For example, each element may have various effects (uses, roles). These effects may be exerted unconditionally or subject to various conditions.

[0120] Specifically, for example, in one embodiment of the computer program of the reference example, the elements of one opponent may further have a disclosure state formed in elements different from the limited confidential state, in which the identification information is disclosed to the other opponent when the limited confidential state is formed in a part of the elements. In this embodiment, the battle screen is provided with a placement area (51) for each opponent that includes a plurality of placement positions (CPs) where each element should be placed, and each element may be placed in either the limited confidential state or the disclosure state at each placement position. Furthermore, in this embodiment, each element may be set to have a predetermined effect that is not applied in the limited confidential state but is applied in the disclosure state at each placement position. In these cases, a game can be provided that progresses as an incomplete information game through the placement of elements at each placement position.

[0121] The situation information may include various pieces of information displayed on the battle screen as appropriate. For example, the situation information may include information on the number of elements for each player included on the battle screen. Also, if each element is placed in a specific position, it may include information on the position where each element is placed. Alternatively, if a disclosure state is formed for each player's group of elements, it may include identification information for the element corresponding to the disclosure state. In addition, the situation information may include information such as the score if the score of each player is displayed on the battle screen. Furthermore, the situation information may include various pieces of information that can be grasped by spectators even if they are not displayed on the battle screen. For example, if the game includes various phases, information such as the phase may be included in the situation information.

[0122] Specifically, for example, in an embodiment in which a limited concealment state and a disclosure state are formed for a set of elements of a single opponent, the situation information may include information on the number of elements corresponding to the disclosure state, information on their placement, and the identification information, as well as information on the number of elements corresponding to the limited concealment state and their placement. The number of elements, placement, or identification information for each state are highly likely to have a significant impact on the outcome of the match. Therefore, the accuracy of the analysis results can be improved.

[0123] The analysis results of the match situation may be any information relevant to the match situation. For example, the analysis results may be qualitative information such as advantage or disadvantage. Alternatively, they may be various quantitative information that appropriately quantifies the degree of advantage, etc. For example, in one embodiment of the computer program in the reference example, the information acquisition means may use the predetermined processing to acquire information on the winning percentage, which is the probability that one opponent will win against the other opponent at the predetermined time, as the analysis result of the match situation. In this case, quantitative information regarding the match result, which is expected to be of the greatest interest to spectators, can be displayed as the analysis result of the match situation.

[0124] The analysis results for only one opponent may be displayed as the match status. Alternatively, the analysis results displayed as the match status may include analysis results for other opponents. For example, in one embodiment of the computer program of the reference example, the information acquisition means may use the predetermined processing to acquire other match analysis results as an analysis result of the match status for the other opponents at the predetermined time, and the information display means may further display the other match analysis results on the match screen. In this case, the analysis results for one opponent can be compared with the analysis results for other opponents.

[0125] On the other hand, the reference example situation provision system is a competitive game played using a set of elements for each player, in which a limited confidentiality state is formed in at least a portion of the set of elements of one player, in which identification information identifying each element (CO) is kept secret from other players, and the situation provision system (3) provides match information related to the match using a display device (MO) that displays a match screen (50) including the state of the match of the incomplete information game, and comprises: a situation acquisition means (36) that acquires situation information as information recognized by a spectator watching the match on the match screen at a predetermined time; an information acquisition means (36) that acquires the analysis result of the match situation at the predetermined time using a predetermined process that analyzes the match situation of one player based on the situation information; and an information display means (36) that displays the analysis result of the match situation as the match information at the predetermined time on the match screen.

[0126] Furthermore, the control method in the reference example is provided when an incomplete information game of the type in which a limited confidentiality state is formed in at least a portion of the element group of one player, in which identification information that identifies each element (CO) is kept secret from other players, is provided as a competitive game played using element groups for each player, and a display device (MO) that displays a battle screen (50) including the state of the incomplete information game is used to cause a computer (31) incorporated into a situation provision system (3) that provides battle information related to the battle to execute a situation acquisition procedure for acquiring situation information as information that can be recognized by spectators watching the battle on the battle screen at a predetermined time; an information acquisition procedure for acquiring the analysis result of the battle situation at the predetermined time by using a predetermined process that analyzes the battle situation of one player based on the situation information; and an information display procedure for displaying the analysis result of the battle situation as the battle information at the predetermined time on the battle screen. [Explanation of symbols]

[0127] 3. User device (status provision system) 31. Control Unit (Computer) 35. Battle Model Section (Trained Model, Result Acquisition Means, Information Display Means) 36. Win Rate Model Section (Situation Acquisition Means, Information Acquisition Means, Information Display Means) 50 Battle screen 51 User area (placement area) CO card object (element) CP card placement area (location) MO monitor (display device) PG2 Game Program (Computer Program)

Claims

1. In a competitive game played between multiple opponents, including a COM opponent realized by a trained model, using a set of elements for each opponent, an incomplete information game of the type in which a limited confidentiality state is formed in at least a portion of the COM opponent's set of elements, in which identification information for each element is kept secret from other opponents, a computer incorporated into a situation provision system that provides match information related to the match using a display device that displays a match screen including the progress of the match of the incomplete information game, A situation acquisition means that acquires situation information as information recognized by spectators watching the match on the aforementioned match screen at a predetermined time, Information acquisition means that acquires a match analysis result as an analysis result of the match situation regarding the COM opponent at the predetermined time, using a predetermined process that analyzes the match situation based on the aforementioned situation information. Result acquisition means for acquiring COM analysis results as analysis results of the match situation calculated by the trained model based on the identification information of the elements corresponding to the limited confidential state and the information recognized by the COM opponent, including the situation information, and Information display means for displaying analysis information based on the aforementioned match analysis results and the aforementioned COM analysis results on the match screen. A computer program configured to function as such.

2. The computer program according to claim 1, wherein the information display means displays the match analysis results and the COM analysis results separately on the match screen as analysis information.

3. The computer program according to claim 1, wherein the other opponents are implemented by a different trained model from the trained model.

4. The aforementioned limited confidentiality state of the other opponent's element group is formed to conceal the identification information from the COM opponent. The result acquisition means further acquires other analysis results calculated by the other trained model as an analysis result of the match situation concerning the COM opponent, based on the identification information of the element corresponding to the limited confidentiality state of the other opponent, and the information recognized by the other opponent, including the situation information. The computer program according to claim 3, wherein the information display means displays the analysis information based on three types of analysis results: the match analysis result, the COM analysis result, and the other analysis result, on the match screen.

5. The computer program according to claim 4, wherein the match analysis results, the COM analysis results, and the other analysis results all provide information on a win rate value, which is the probability that the COM opponent will win against the other opponent at the predetermined time.

6. The computer program according to claim 5, wherein the information display means displays the average of three types of win rate values ​​as analysis information on the battle screen: a win rate value corresponding to the battle analysis result, a win rate value corresponding to the COM analysis result, and a win rate value corresponding to the other analysis result.

7. The computer program according to claim 5, wherein the information display means displays the variance of three types of win percentage values ​​as analysis information on the battle screen: the win percentage value corresponding to the battle analysis result, the win percentage value corresponding to the COM analysis result, and the win percentage value corresponding to the other analysis result.

8. The computer program according to claim 5, wherein the information display means displays at least one of the maximum and minimum values ​​of three types of win percentage values ​​as analysis information on the battle screen: the win percentage value corresponding to the battle analysis result, the win percentage value corresponding to the COM analysis result, and the win percentage value corresponding to the other analysis result.

9. In the aforementioned group of elements of the COM opponent, if the limited confidentiality state is formed in a part of the group of elements, a disclosure state is further formed in an element different from the part of the group of elements in which the identification information is disclosed to the other opponent. The aforementioned group of elements of the other opponents is configured in a disclosure state that discloses the identification information to the COM opponent. The computer program according to any one of claims 1 to 8, wherein the status information includes the identification information of elements corresponding to the disclosure status of the COM opponent and the disclosure status of other opponents, respectively.

10. In a competitive game played between multiple opponents, including a COM opponent realized by a trained model, using a set of elements for each opponent, an incomplete information game of the type in which a limited confidentiality state is formed in at least a portion of the COM opponent's set of elements, in which identification information for each element is kept secret from other opponents, a situation provision system that provides match information related to the match using a display device that displays a match screen including the progress of the match of the incomplete information game, A situation acquisition means that acquires situation information as information recognized by spectators watching the match on the aforementioned match screen at a predetermined time, Information acquisition means for obtaining a match analysis result as an analysis result of the match situation regarding the COM opponent at a predetermined time, using a predetermined process for analyzing the match situation based on the aforementioned situation information, A result acquisition means for acquiring the COM analysis result as the result of analyzing the match situation calculated by the trained model based on the identification information of the element corresponding to the limited confidential state and the information recognized by the COM opponent, including the situation information, Information display means for displaying analysis information based on the aforementioned match analysis results and the aforementioned COM analysis results on the match screen, A situation provision system equipped with the following features.

11. In a competitive game played using a set of elements for each opponent, including a COM opponent realized by a trained model, where a limited confidentiality state is formed in at least a portion of the COM opponent's set of elements, in which identification information for each element is kept secret from other opponents, a computer incorporated into a situation provision system that provides match information related to the match is provided using a display device that shows a match screen including the progress of the match of the incomplete information game. A procedure for acquiring situation information as information recognized by spectators watching the match on the aforementioned match screen at a predetermined time, Information acquisition procedure for obtaining match analysis results as the result of analyzing the match situation of the COM opponent at a predetermined time, using a predetermined process for analyzing the match situation based on the aforementioned situation information, A result acquisition procedure for acquiring the COM analysis result as the result of analyzing the match situation calculated by the trained model based on the identification information of the element corresponding to the limited confidential state and the information recognized by the COM opponent, including the situation information, Information display procedure for displaying analysis information based on the aforementioned match analysis results and the aforementioned COM analysis results on the match screen, A control method to execute something.

Citation Information

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