Game program and game server

The game program and server system dynamically adjust story branching by incorporating AI-generated responses and calculated agreement rates, addressing the issue of bland interactions and ensuring player intent alignment for enhanced immersion.

JP2026047562AActive Publication Date: 2026-03-16NHN PLAYART

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-04
Publication Date
2026-03-16

AI Technical Summary

Technical Problem

Existing games with AI-generated dialogue lack the ability to dynamically adjust story branching based on player input, leading to potential deviations from intended storylines and diminished immersion due to bland character interactions.

Method used

A game program and server system that allows for the modification of story branching by sending progress data including retry operation information to a game server, utilizing AI to generate appropriate responses and enabling scene transitions based on calculated agreement rates between player input and pre-prepared responses.

Benefits of technology

Enables dynamic adjustment of story paths, ensuring player intent alignment and enhancing immersion by providing contextually appropriate dialogue, thus allowing for more engaging and personalized gameplay experiences.

✦ Generated by Eureka AI based on patent content.

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Abstract

We provide a game program and game server for a story game that allows players to adjust the branching paths of the story. [Solution] The game program is a game program executed by a user terminal that provides information received from a game server to the game player, and repeatedly causes the user terminal to send progress data based on input data to the game server, including sending progress data including retry operation information to the game server S102, to obtain presentation data from the game server corresponding to output data generated using AI on the progress data, including obtaining presentation data from the game server that was generated at a past point in the game's story corresponding to the progress data including retry operation information S103, and to present information based on the presentation data obtained from the game server S104.
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Description

Technical Field

[0001] One embodiment of the present disclosure relates to a game program and a game server.

Background Art

[0002] Conventionally, there is known a game in which a player operates a main character and repeats conversations with other characters in the game.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Patent Document 1 describes a game program that changes parameters such as the abilities of characters in the game based on conversations between the main character operated by the player and other characters.

[0005] In games like those described above, the dialogue options available to the main character are often designed to be bland and unoriginal, appealing to as many players as possible, to minimize any sense of incongruity while playing. This is because if the main character's attributes (personality, abilities, way of thinking, etc.) are set too uniquely, the discrepancy with the attributes of real-life players becomes too large, leading players to believe they wouldn't choose any of the dialogue options, thus diminishing the game's realism and immersion. To address this problem, one could consider allowing the player to freely input text or voice to make the main character speak, and then having artificial intelligence (AI) generate responses from the corresponding characters, thus eliminating the restriction of choosing from a set of options. However, the AI-generated responses may not always be appropriate to the game's storyline, and if they are incorrect, a new problem may arise where the story progresses in a way that the player did not intend.

[0006] In light of the above circumstances, in a story game that uses AI for conversation, it is desirable to be able to correct the story's branching course if the AI's principles cause the story to diverge in a direction that does not align with the player's intentions.

[0007] The objective of one embodiment of this disclosure is to provide a story game that allows for the modification of the story's branching path. [Means for solving the problem]

[0008] A game program according to one embodiment of the present disclosure is a game program executed by a user terminal that provides information received from a game server connected to a game server to a game player, and repeatedly causes the user terminal to send progress data based on input data to the game server, to obtain presentation data from the game server corresponding to output data generated using AI on the progress data, and to present information based on the presentation data obtained from the game server, wherein sending progress data to the game server includes sending progress data including retry operation information to the game server, and obtaining presentation data from the game server includes obtaining presentation data from the game server that was generated at a past point in the game's story in relation to the progress data including retry operation information. [Effects of the Invention]

[0009] According to one embodiment of this disclosure, it is possible to provide a game program and game server for a story game that allows for the modification of the story branching. [Brief explanation of the drawing]

[0010] [Figure 1] This is a block diagram showing the configuration of a communication system in one embodiment of the present disclosure. [Figure 2] This is a block diagram showing the configuration of a communication device in one embodiment of the present disclosure. [Figure 3] This is a block diagram showing the server configuration in one embodiment of the present disclosure. [Figure 4] This block diagram shows the configuration of another server in one embodiment of the present disclosure. [Figure 5] Block diagram showing the game processing function of a communication device in one embodiment of the present disclosure. [Figure 6] This diagram illustrates an example of story progression in a story-driven game. [Figure 7] Figure 1 shows an example of a data structure used in the communication system shown. [Figure 8] FIG. 2 is a diagram showing another example of a data structure used in the communication system shown in FIG. 1. [Figure 9] FIG. 5 is a diagram showing an example of a screen displayed on a display unit of a user terminal of the communication system shown in FIG. 1. [Figure 10] FIG. 8 is a diagram showing an example of a data structure used in the communication system shown in FIG. 1. [Figure 11] FIG. 11 is a diagram showing an example of a process executed in the user terminal shown in FIG. 1. [Figure 12] FIG. 14 is a block diagram showing a game processing function of the server shown in FIG. 1. [Figure 13] FIG. 17 is a diagram showing an example of a process executed in the server shown in FIG. 1. [Figure 14] FIG. 20 is a block diagram showing an AI processing function of the server shown in FIG. 1. [Figure 15] FIG. 23 is a diagram showing an example of a process executed in the server shown in FIG. 1. [Figure 16] FIG. 26 is a diagram showing another example of a process executed in the server shown in FIG. 1. [Figure 17] FIG. 29 is a diagram showing another example of a process executed in the server shown in FIG. 1. [Figure 18] FIG. 32 is a diagram showing another example of a screen displayed on a display unit of a user terminal of the communication system shown in FIG. 1. [Figure 19] FIG. 35 is a diagram showing another example of a data structure used in the communication system shown in FIG. 1. [Figure 20] FIG. 38 is a diagram for explaining another example of the progress of a story in a story game. [Figure 21] FIG. 41 is a block diagram showing a game processing function of a communication device in another embodiment of the present disclosure. [Figure 22] FIG. 44 is a diagram showing an example of a screen displayed on a display unit of a user terminal of the communication system shown in the modification. [Figure 23] FIG. 47 is a diagram showing an example of a data structure used in a communication system according to another embodiment.

Best Mode for Carrying Out the Invention

[0011] Hereinafter, a game program (specifically, a program for image control of a story game), which is an embodiment of the present disclosure, will be described with reference to the drawings. However, the present disclosure can be implemented in many different modes. That is, the present disclosure is not construed as being limited to the description of the embodiments shown below. In the drawings referred to in the present embodiment, the same reference numerals or reference numerals with letters appended thereto are used for the same parts or parts having the same functions, and the repeated description thereof will be omitted.

[0012] [Definitions] In this specification and the claims, each term is defined as follows.

[0013] "Story" refers to a narrative that progresses along a specific scenario. In this specification, the story may include a plurality of routes that branch in the middle. [[ID=十六]] [[ID=十七]]

[0014] [[ID=十八]]<0000十一十>[[ID=十九]] [[ID=二十]]"Scene" is the minimum unit for managing the progress of the story, and refers to something that has a common theme, location, character, etc. [[ID=二十一]] [[ID=二十二]]

[0015] [[ID=二十三]] [[ID=二十四]]"Story game" refers to a game in which a game player (hereinafter simply referred to as "player") operates a user terminal to operate the main character in the game and interact with other characters, thereby advancing the story. [[ID=二十五]] [[ID=二十六]]

[0016] [[ID=二十七]] [[ID=二十八]]"Presentation" means providing recognizable information from the user terminal to the player, and includes, for example, displaying images, characters, etc. on the display of the user terminal, emitting sound from the speaker of the user terminal, etc. [[ID=二十九]] [[ID=三十]]

[0017] [[ID=三十一]] It should be noted that there seems to be an error in the reference numerals in the original text (such as "十六", "十七", etc. which should be normal Arabic numerals or other correct identifiers). The above translation is based on the corrected understanding as much as possible."Game images" are images displayed on the user's device screen that represent the game's progress. In the case of a story game, the display will show images of the characters (described later), images showing the lines spoken by the characters in the game, the game status, and interface images that display menus, etc.

[0018] "Character" includes the main character controlled by the player in a story game, and other characters such as allies and enemies who interact with the main character in the game but are not directly controlled by the player. Presenting a character includes displaying an image of the character, an image showing the lines the character has spoken in the game, or outputting audio corresponding to the lines the character has spoken.

[0019] "Conversation" refers to the exchange of messages between the main character and other characters within a game, or the messages themselves. Conversation includes utterances such as questions and inquiries, and answers to those utterances.

[0020] "Touch operation" refers to an operation performed by the player by touching a touch panel or the like with their finger or a stylus pen (hereinafter referred to as "indicator"). "Tap operation" refers to a touch operation in which the duration from the start to the release of contact with the indicator is short. "Long press operation" refers to a touch operation in which the duration from the start to the release of contact with the indicator is longer than that of a tap operation. "Slide operation" refers to an operation in which the point of contact is moved while maintaining contact with the indicator (an operation involving a change in the coordinates of the point of contact). Among slide operations, operations in which the contact time of the indicator is long may be called swipe operations. Also, among slide operations, operations in which the contact time of the indicator is short may be called flick operations. "Click operation" refers to an operation in which the player selects an object displayed on the screen using a mouse, trackball, etc. Tap operations may be performed on parts of the user's terminal that do not have a touch panel, display, etc. "Shake operation" refers to an operation in which the user's terminal is shaken.

[0021] "Program" refers to instructions or sets of instructions executed by a processor in a computer equipped with a processor and memory. "Computer" is a general term referring to the entity that executes a program. For example, when a program is executed by a server (or client), "computer" refers to the server (or client). Also, when a program is executed through distributed processing between a server and a client, "computer" includes both the server and the client. In this case, "program" includes "the program executed on the server" and "the program executed on the client." "Game program" refers to a program executed on a computer in connection with a game. Similarly, when a program is processed in a distributed manner across multiple servers, "computer" includes multiple servers, and "program" includes each program executed on each server.

[0022] <First Embodiment> [Communication system configuration] Figure 1 is a block diagram showing the configuration of a communication system 1000 in one embodiment of the present disclosure. The communication system 1000 includes a user terminal 100, a game server 400, and an AI server 500. The user terminal 100, the game server 400, and the AI ​​server 500 are connected to a network NW such as the Internet or a communication line. The communication system 1000 is a client-server system consisting of a user terminal 100 which is a client, a game server 400 which is a server, and an AI server 500 which is another server.

[0023] The user terminal 100 is, for example, a mobile device such as a tablet or smartphone. By connecting to a network NW, the user terminal 100 can communicate with the game server 400 or other communication devices. It is possible to install a game program on the user terminal 100. By running the game program installed on the user terminal 100, a game is provided that progresses according to the player's actions.

[0024] The game program is downloaded from the game server 400 to the user terminal 100 via the network NW. However, the game program may be pre-installed on the user terminal 100. Furthermore, the game program may be provided already recorded on a computer-readable recording medium such as a magnetic recording medium, optical recording medium, magneto-optical recording medium, or semiconductor memory. In this case, the user terminal 100 can be any information processing device equipped with a device for reading the recording medium.

[0025] The game program can be executed in one of the following ways: by the user terminal 100, by the game server 400, or by the user terminal 100 and the game server 400 sharing the execution responsibilities (so-called distributed processing).

[0026] The game server 400 is an information processing device that provides game programs and various services to the user terminal 100. These services include, for example, login and synchronization processes when running online games on the user terminal 100. Other services may include, for example, social networking services (SNS) and billing processes. The game program is recorded in a storage device included in the game server 400, a recording medium readable by the game server 400, or a database accessible to the game server 400 via a network. In Figure 1, the game server 400 is shown as a single information processing device, but it may be composed of multiple information processing devices.

[0027] [User terminal configuration] Figure 2 is a block diagram showing the configuration of a user terminal 100 in one embodiment of the present disclosure. The user terminal 100 in this embodiment includes a control unit 101, a storage unit 102, a display unit 103, an operation unit 104, a sensor unit 105, an imaging unit 106, a position detection unit 107, a communication unit 108, an audio input / output unit 109, and a notification unit 110. However, the user terminal 100 is not limited to including all of these elements and may include other elements.

[0028] The control unit 101 includes a processor (arithmetic processing unit) such as a CPU (Central Processing Unit) and a storage device such as RAM. The control unit 101 executes the game program stored in the storage unit 102 using the processor to realize various functions in the user terminal 100. Signals output from each element of the user terminal 100 are used by the various functions realized in the user terminal 100.

[0029] The memory unit 102 is a recording device (recording medium) capable of permanently retaining and rewriting information, such as non-volatile memory or a hard disk drive. The memory unit 102 stores the game program and information such as parameters necessary for executing the game program. For example, the aforementioned game program is stored in the memory unit 102.

[0030] The display unit 103 has a display area that displays various display images (for example, game images, etc.) in accordance with the control of the control unit 101. The display unit 103 is a display device such as a liquid crystal display or an organic EL display.

[0031] The operation unit 104 is an operating device that outputs signals (for example, signals indicating commands or information) to the control unit 101 in response to player operations. The operation unit 104 is a touch sensor located on the surface of the display unit 103. The operation unit 104, when combined with the display unit 103, constitutes a touch panel. Commands or information corresponding to player operations are input to the user terminal 100 by the player touching the operation unit 104 with their finger or an object such as a stylus pen. However, the operation unit 104 may also include switches located on the casing of the user terminal 100.

[0032] The sensor unit 105 is a device that collects information about the movement of the user terminal 100, the environment surrounding the user terminal 100, etc., and converts it into a signal. In this embodiment, the sensor unit 105 is, for example, an acceleration sensor. The control unit 101 acquires information about the movement of the user terminal 100 (for example, tilt, vibration, etc.) based on the output signal of the sensor unit 105. However, the sensor unit 105 is not limited to this example and may include an illuminance sensor, a temperature sensor, a magnetic sensor, or other sensors.

[0033] The imaging unit 106 is an imaging device (camera) that converts the image of the object to be imaged into a signal. The user terminal 100 generates image files (including still image files and video files) based on the imaging signal output from the imaging unit 106. The imaging unit 106 also functions as a scanner that reads identification codes such as one-dimensional codes or two-dimensional codes.

[0034] The position detection unit 107 detects the position of the user terminal 100 based on location information. In this embodiment, the position detection unit 107 detects the position of the user terminal 100 using GNSS (Global Navigation Satellite System).

[0035] The communication unit 108 is a wireless communication module that, under the control of the control unit 101, connects to the network NW and transmits and receives information with other communication devices, such as a game server 400 connected to the network NW. The communication unit 108 may also include a communication module that performs infrared communication, short-range wireless communication, etc.

[0036] The sound input / output unit 109 handles sound input and output. For example, sound input is performed by the microphone of the sound input / output unit 109. Sound output is performed by the speaker of the sound input / output unit 109. In addition to communication with other communication devices, the sound input / output unit 109 can also be used to collect external sounds or output voices or sound effects associated with game progress.

[0037] The notification unit 110 notifies the player of the status of the user terminal 100 by visual, auditory, or tactile means. Specifically, the notification unit 110 notifies the player of the status of the user terminal 100 using light, sound, or vibration. For example, the notification unit 110 can notify the player of the presence or absence of communication with an external device by flashing a lamp or vibrating the entire casing. The vibration of the entire casing is performed by the vibrator of the notification unit 110. The notification unit 110 can also notify the player of the occurrence of events associated with the progress of the game. For example, the notification unit 110 can notify the player using light, sound, or vibration that predetermined conditions related to the occurrence or cancellation of an event have been met.

[0038] [Game Server Configuration] Figure 3 is a block diagram showing the configuration of a game server 400 in one embodiment of the present disclosure. The game server 400 in this embodiment includes a control unit 401, a storage unit 402, and a communication unit 403.

[0039] The control unit 401 includes an arithmetic processing circuit (control device) such as a CPU and a memory device such as RAM. The control unit 401 executes the game program stored in the memory unit 402 using the CPU to realize various functions in the game server 400. Signals output from each element of the game server 400 are used by the various functions realized in the game server 400.

[0040] The storage unit 402 is a recording device (recording medium) capable of permanently retaining and rewriting information, such as non-volatile memory or a hard disk drive. The storage unit 402 stores the game program and information such as parameters necessary for the execution of the game program. For example, the aforementioned game program is stored in the storage unit 402. The storage unit 402 also stores various information received from other devices (for example, the user terminal 100) via the network NW.

[0041] The communication unit 403 is a wireless communication module that, under the control of the control unit 401, connects to the network NW and transmits and receives information with other devices such as user terminals 100 connected to the network NW and the AI ​​server 500 (see Figure 4), which will be described later. Examples of game servers 400 include game servers, SNS servers, and mail servers.

[0042] [AI Server Configuration] Figure 4 is a block diagram showing the configuration of an AI server 500 in one embodiment of the present disclosure. The AI ​​server 500 in this embodiment includes a control unit 501, a storage unit 502, and a communication unit 503.

[0043] The control unit 501 includes arithmetic processing circuits (control devices) such as a CPU and a GPU (Graphics Processing Unit), and memory devices such as RAM. The control unit 501 executes the game program stored in the memory unit 502 using the CPU, GPU, etc., to realize various functions in the AI ​​server 500. Signals output from each element of the AI ​​server 500 are used by the various functions realized in the AI ​​server 500. For the AI ​​processing described later, the control unit 501 may be implemented by dedicated circuits specialized for AI processing, or may include such dedicated circuits as part of it.

[0044] The storage unit 502 is a recording device (recording medium) capable of permanently retaining and rewriting information, such as non-volatile memory or a hard disk drive. The storage unit 502 stores information such as parameters of the trained model and input / output data. The storage unit 502 also stores various information received from other devices (for example, the user terminal 100) via the network NW.

[0045] The communication unit 503 is a wireless communication module that, under the control of the control unit 501, connects to the network NW and transmits and receives information with other devices such as user terminals 100 and game servers 400 (see Figure 3) connected to the network NW. Examples of other servers include SNS servers and mail servers.

[0046] The hardware configuration of the game server 400 shown in Figure 3 and the hardware configuration of the AI ​​server 500 shown in Figure 4 may be the same or different.

[0047] [Game processing function of the user terminal] The game processing functions executed on the user terminal 100 are described below. The game processing functions are realized by the control unit 101 of the user terminal 100 executing a game program. Some or all of the configuration for realizing the game processing functions described below may be implemented by hardware.

[0048] Figure 5 is a block diagram showing a game processing function 10 of a user terminal 100 in one embodiment of the present disclosure. The game processing function 10 includes a game processing execution unit 11, a terminal input data acquisition unit 12, a display data reception unit 13, a game data storage unit 14, a progress data transmission unit 15, and a display control unit 16. However, the game processing function 10 shown in Figure 5 is merely an example, and some functions may be omitted or other functions may be added.

[0049] The game processing execution unit 11 executes processes (game progress processing) to control the progress of the game based on the input data acquired by the terminal input data acquisition unit 12. Game progress processing includes, for example, updating information indicating the story's progress for each player and controlling game images according to the story's progress. Detailed specific examples of game progress processing will be described later.

[0050] The terminal input data acquisition unit 12 acquires input data entered by the player into the operation unit 104 (see Figure 2). The input data includes predetermined information entered into the user terminal 100. The input data includes, but is not limited to, information regarding touch operations on the operation unit 104, information regarding text entered by touch operations on the operation unit 104, information regarding audio entered into the sound input / output unit 109, and information regarding shake operations on the user terminal 100. The input data may also include retry operation information, which will be described later.

[0051] The display data receiving unit 13 receives display data from the game server 400 via the communication unit 108. The display data is data generated by the game server 400, and the content displayed on the display unit 103 changes according to the progress of the story. The display data is an example of the presentation data in the claim.

[0052] The game data storage unit 14 stores input data acquired by the terminal input data acquisition unit 12, display data received by the display data reception unit 13, progress data transmitted by the progress data transmission unit 15, data related to control signals from the display control unit 16, etc. The game data storage unit 14 is implemented by the storage unit 102 (see Figure 2). The game data storage unit 14 may also be implemented by a storage device other than the storage unit 102, such as a DRAM (Dynamic Random Access Memory), SRAM (Static Random Access Memory), etc., which temporarily stores data. The game data storage unit 14 may also store various control data, etc., generated by the game processing execution unit 11.

[0053] The progress data transmission unit 15 transmits the progress data generated by the game processing execution unit 11 to the game server 400 via the communication unit 108. The progress data is data related to the progression of the story, generated by the game processing execution unit 11 based on the input data. The progress data transmission unit 15 may transmit the progress data to the game server 400 at any time, for example, when the user terminal 100 is initialized, started up, when an error occurs, when a scene changes, or when an event occurs.

[0054] [Story game progression] Figure 6 shows an example of the progression of a story game from the beginning to the end (a multi-ending story with N different endings). The scenes in the story game are represented by scenes SC1 to SC10 as nodes, and the tree structure allows players to traverse between connected nodes. Each scene is associated with at least one prepared answer data.

[0055] [Example of progress data] Figure 7 shows an example of the data structure of the progress data. The progress data includes information that identifies each player, information that indicates the progress of the story, and additional information related to the progress of the story. The information that identifies each player is, for example, the identification code (User ID (Identifier)) of the user terminal 100. The information that indicates the progress of the story is, for example, the ID (Scene ID) of each scene shown in Figure 6. Additional information related to the progress of the story may include information that indicates the type of event that occurred and content related to the event. The additional information is information generated based on the voice input by the player to the sound input / output unit 109 (see Figure 2). For example, if the player asks another character a question and the content of the utterance is "I'm ready to fight", the event type is "utterance", and the content is the content of the utterance itself.

[0056] Returning to Figure 5, when audio is input to the audio input / output unit 109 (see Figure 2), the game processing execution unit 11 may include the audio information itself acquired by the terminal input data acquisition unit 12 as content in the progress data, or it may include the text information converted by speech recognition as content in the progress data.

[0057] The additional information included in the progress data does not have to be text information that has been input to the sound input / output unit 109 (see Figure 2) via voice and converted. For example, the additional information included in the progress data may include text information entered by the player by touching the keyboard displayed on the touch panel (see display unit 103 and operation unit 104 in Figure 1). Alternatively, the additional information included in the progress data may include the ID of the selected option entered by the player by touching one of several options displayed on the touch panel.

[0058] The display control unit 16 performs control to display the information contained in the display data received by the display data receiving unit 13 on the display unit 103. Based on the display data, the display control unit 16 controls, for example, a signal to control the output timing of the display image and the driver circuits of the display unit 103.

[0059] Figure 8 shows an example of the data structure of the display data. The display data includes response data and a resource ID to be displayed on the display unit 103. The response data is text data to be displayed on the display unit 103. The resource ID is an ID that identifies an image pre-stored in the storage unit 102 of the user terminal 100. If the display data does not contain the information to be presented on the display unit 103, the display control unit 16 acquires the information to be displayed based on the display data and presents the acquired information to the display unit 103. For example, if the display data includes the address of the storage unit where the image to be displayed on the display unit 103 is stored, the display control unit 16 accesses that address to acquire the image data to be displayed and displays the image related to the acquired image data on the display unit 103.

[0060] [Screen example] Figure 9 shows an example of a game screen GI displayed on the display unit 103 by the display control unit 16 based on display data. The game screen GI is an image displayed on the display unit 103 by the control unit 101 (specifically, the processor included in the control unit 101) of the user terminal 100 shown in Figure 2, which executes a game program read from the storage unit 102. However, the control unit 401 (specifically, the processor included in the control unit 401) of the game server 400 shown in Figure 3 may execute a game program stored in the storage unit 402 to display the game screen GI on the display unit 103 of the user terminal 100.

[0061] The game screen GI includes an image of the character CR, an image of the background BG, text TX1 containing the content of the utterance, and text TX2 containing the content of the response. The game screen GI may also include other images or text.

[0062] Each scene ID may be associated with a different image (character CR image, background BG image). For example, in scene SC1, the game screen GI shown in Figure 9 is displayed, and in scene SC2, which is one step further in the story, a game image with different character CR, background BG, etc., from the game screen GI shown in Figure 9 may be displayed.

[0063] The game's story progresses by transitioning between scenes SC1 to SC10. The transitions between scenes are based on input from the player, more specifically, on input data entered into the user terminal 100. There are cases of non-branching routes NB where there is only one destination, such as between scenes SC1 and SC2, or between scenes SC2 and SC3, and there are also cases of branching (B1) where there are two destinations, such as between SC3 and SC4-1 and SC4-2. Furthermore, there are cases where there are more than two branches, such as between scene SC6 and scenes SC7-1 to SC7-3 (B2). The story progresses from beginning to end, but there may be multiple endings, and in this embodiment there are N endings (endings 1 to N).

[0064] [Example of story data] Figure 10 shows an example of a portion of the story data corresponding to the story shown in Figure 6. The story data is implemented by including a data structure that links the current scene, the previous scene, and the next scene using a doubly linked list. In addition, for each scene, the story data is associated with and stored prepared answer data. In the example shown in Figure 10, the current scene (scene ID: SC3) is associated with the previous scene (scene ID: SC2) and the next scenes (scene IDs: SC4-1 and SC4-2). The scene IDs may be stored in the game data storage unit 44 in the form of references, pointers, etc.

[0065] [Game processing function of the user terminal] Referring to Figure 11, the process flow in which the game processing execution unit 11 displays a game screen on the display unit 103 based on input data entered by the player into the user terminal 100, and an example of the game screen displayed on the display unit 103 will be explained.

[0066] First, the game processing execution unit 11 generates progress data based on the input data acquired by the terminal input data acquisition unit 12 (S101).

[0067] The progress data transmission unit 15 transmits the progress data to the game server 400 (S102). The progress data is data generated by the game processing execution unit 11 in step S101 and stored, for example, in the game data storage unit 14.

[0068] As will be described later, the progress data sent to the game server 400 is processed by the game server 400, and as a result of the processing, display data is sent from the game server 400 to the user terminal 100. The display data receiving unit 13 receives the display data sent by the game server 400 from the game server 400 (S103).

[0069] The display control unit 16 displays information on the display unit 103 based on the display data (S104). After executing step S104, the control unit 101 of the user terminal 100 (see Figure 2) returns the process to step S101 and repeats the execution of steps S101 and subsequent steps. As will be described in more detail later, in step S102, the game processing execution unit 41 of the game server 400 advances the game based on the progress data transmitted from the user terminal 100.

[0070] [Game server's game processing function] The game processing functions on the game server 400, corresponding to the game processing functions on the user terminal 100 shown in Figure 5, will now be described. The game processing functions on the game server 400 are realized by the control unit 401 of the game server 400 executing a game program. Some or all of the configuration for realizing the game processing functions described below may be implemented by hardware.

[0071] Figure 12 is a block diagram showing the game processing function 40 of a game server 400 in one embodiment of the present disclosure. The game processing function 40 includes a game processing execution unit 41, a progress data receiving unit 42, an AI output data receiving unit 43, a game data storage unit 44, a display data transmission unit 45, and an AI input data transmission unit 46. However, the game processing function 40 shown in Figure 12 is merely an example, and some functions may be omitted or other functions may be added.

[0072] The game processing execution unit 41 manages the progress of the story while communicating with the user terminal 100 or the AI ​​server 500.

[0073] The progress data receiving unit 42 receives progress data from the user terminal 100 via the communication unit 403 (see Figure 3).

[0074] The AI ​​output data receiving unit 43 receives AI output data from the AI ​​server 500 via the communication unit 403 (see Figure 3). The AI ​​input data transmitting unit 46 transmits input data to the AI ​​server 500 via the communication unit 403.

[0075] The game data storage unit 44 stores progress data received by the progress data receiving unit 42, or display data, conversation history data, etc., generated by the game processing execution unit 41. The game data storage unit 44 is implemented by the storage unit 402 (see Figure 3). The game data storage unit 44 may also be implemented by a storage device other than the storage unit 402, such as a DRAM or SRAM that temporarily stores data.

[0076] The display data transmission unit 45 transmits the display data generated by the game processing execution unit 41 to the corresponding user terminal 100 via the communication unit 403. The display data transmission unit 45 can transmit the display data at timings such as when an event occurs or when transitioning to the next scene.

[0077] The game processing execution unit 41 executes the response transmission process if the progress data does not contain retry operation information, and executes the retry process described later if the progress data does contain retry operation information.

[0078] Figure 13 shows the flow of the response submission process executed on the game server 400.

[0079] First, the AI ​​input data transmission unit 46 transmits speech data to the AI ​​server 500 (S201). The speech data is the data included in the progress data received by the progress data reception unit 42. The speech data is, for example, the content data included in the progress data whose event type is "speech".

[0080] As will be described later, since the AI ​​server 500 generates response data for speech data, the AI ​​output data receiving unit 43 of the game server 400 receives normal response data from the AI ​​server 500 (S202). Normal response data is response data that includes the AI ​​output for speech input into the user terminal 100 by the player.

[0081] Next, the AI ​​input data transmission unit 46 transmits normal response data and prepared response data to the AI ​​server 500 (S203). The normal response data is what the AI ​​output data receiving unit 43 received from the AI ​​server 500 in step S202. The prepared response data is prepared data that is stored in advance in the game data storage unit 44 as preparation for the response.

[0082] As described later, the AI ​​server 500 calculates the agreement rate between the normal response data and the prepared response data, and sends the calculated agreement rate to the game server 400. Therefore, the AI ​​output data receiving unit 43 receives the calculated agreement rate from the AI ​​server 500 (S204).

[0083] The game processing execution unit 41 compares the matching rate received from the AI ​​server 500 with a predetermined threshold (S205). If the game processing execution unit 41 does not determine that the matching rate between the normal response data and the prepared response data is equal to or greater than the threshold (S205; No), it generates display data including the normal response data (S206).

[0084] If the game processing execution unit 41 determines that the agreement rate between the normal response data and the prepared response data is above a threshold (S205; Yes), it transitions from the current scene to the scene associated with that prepared response data (S207).

[0085] The game processing execution unit 41 generates display data that includes prepared response data with a matching rate equal to or greater than a threshold (S208).

[0086] The display data transmission unit 45 transmits the display data generated by the game processing execution unit 41 to the user terminal 100 (S209).

[0087] As explained above, the response output using AI is sent to the user terminal 100 as display data if the agreement rate between the normal response data and the prepared response data is below a predetermined threshold (S205; No, S206, S209). Therefore, in the structure of the story game, the AI ​​can return some kind of response (normal response data) to utterances input based on the player's own thoughts. Consequently, there is no need to set a bland personality for the main character or to provide bland options for the main character's utterances. Players can easily identify with the main character in the game and easily gain a sense of immersion through the story game.

[0088] Furthermore, if the matching rate is above a predetermined threshold, display data including the prepared response data is sent to the user terminal 100 (S205; Yes, S208, S209). Since the transition is to a scene associated with the pre-prepared prepared response data (S207), it is possible to guide the story progression to a scene associated with the prepared response data while allowing the player to input input data with a certain degree of freedom. By calculating the matching rate using AI, it is possible to calculate the matching rate between normal response data and prepared response data at a level where a language model is applied, compared to simply comparing strings, words, sentence structures, etc. The matching rate between normal response data and prepared response data at a level where a language model is applied is a matching rate that includes the meaning embedded in the response data and the speaker's feelings, which are not expressed as strings, etc., but are simulated to be what the speaker is trying to say in the statement related to that response data. By calculating the matching rate using AI, even if the standard response data appears to be completely different in form according to conventional simple comparisons of strings, etc., it is possible to appropriately determine a high matching rate between normal response data and prepared response data at a level where a language model is applied. Therefore, the game processing execution unit 41, which uses the output data of the AI ​​server 500, may be able to increase the probability of smoothly entering the story route.

[0089] The above describes the flow of the response submission process when there is one prepared response data, but there may be two or more prepared response data. For example, there may be two or more prepared response data sent to the AI ​​server 500 in step S203, and the match rate received from the AI ​​server 500 in step S204 may be the match rate between the normal response data and each prepared response data. Furthermore, the scene to which the system transitions in step S207 may be the scene associated with the prepared response data among multiple prepared response data where the match rate is above a threshold (see step S205) and the one with the highest match rate.

[0090] Furthermore, in the above explanation, it was assumed that after the AI ​​output data receiving unit 43 receives normal response data from the AI ​​server 500 (S202), the AI ​​input data transmission unit 46 transmits the received normal response data again to the AI ​​server 500 along with the prepared response data (S203). However, after the AI ​​input data transmission unit 46 transmits the speech data to the AI ​​server 500 (S201), the AI ​​output data receiving unit 43 does not need to receive normal response data from the AI ​​server 500 (S202). For example, in step S202, the AI ​​output data receiving unit 43 may store the normal response data to be received in the game data storage unit 53 of the AI ​​server 500, and in step S203, the AI ​​input data transmission unit may transmit only the prepared response data to the AI ​​server 500. Then, in step S204, the AI ​​processing execution unit 51 of the AI ​​server 500 may calculate the match rate based on the prepared response data received from the game server 400 and the normal response data stored in the game data storage unit 53. According to this process, the game server 400 can omit the normal transmission and reception of response data, thereby saving network bandwidth or reducing processing time.

[0091] Furthermore, the criteria for scene transitions are not limited to those described above. The game processing execution unit 41 may detect when an event set at a predetermined time has occurred, or when the same scene has continued for a predetermined time or longer, and perform control to transition to another scene. In addition, if multiple prepared response data are associated with a single scene, and there are multiple prepared response data with a matching rate above a threshold, the destination scene may be determined by criteria other than the matching rate.

[0092] In addition to the processes described above, the game processing execution unit 41 may perform a process to update game management data, including user ID, login time, current scene ID, conversation history data, and data to be added to the data sent to the AI ​​(prompts), in order to perform game management processing.

[0093] [AI server's AI processing function] The AI ​​processing functions performed by the AI ​​server 500 are described below. These AI processing functions are realized by the control unit 501 of the AI ​​server 500 executing an AI program. Some or all of the configurations for realizing the AI ​​processing functions described below may be implemented by hardware.

[0094] Figure 14 is a block diagram showing the AI ​​processing function 50 of an AI server 500 in one embodiment of the present disclosure. The AI ​​processing function 50 includes an AI processing execution unit 51, an AI input data receiving unit 52, a game data storage unit 53, and an AI output data transmission unit 54. However, the AI ​​processing function 50 shown in Figure 14 is merely an example, and some functions may be omitted or other functions may be added.

[0095] The AI ​​processing execution unit 51 is a pre-trained model that takes text as input and output, and is a processing unit that outputs the answer to the input AI input data as AI output data. The AI ​​processing execution unit 51 may be a general-purpose pre-trained model, or it may be a pre-trained model that has been trained in advance to answer specific questions.

[0096] More specifically, the AI ​​processing function 50 includes, but is not limited to, a function for generating normal response data and a function for calculating the agreement rate.

[0097] Figure 15 shows the processing flow of the normal response generation function. First, the AI ​​input data receiving unit 52 receives speech data from the game server 400 (S301).

[0098] Next, the AI ​​processing execution unit 51 inputs the received speech data into the trained model (S302).

[0099] When inputting speech data into a trained model, the trained model in the AI ​​processing execution unit 51 may also receive additional information along with the speech data, such as appropriate prompts that cause the model to output a response according to the scene. Furthermore, this additional information may include character parameters in a story game, such as emotional intensity and intimacy level.

[0100] The AI ​​output data transmission unit 54 transmits the normal response data output from the trained model of the AI ​​processing execution unit 51 to the game server 400 (S303).

[0101] Figure 16 shows the processing flow of the matching rate calculation function. First, the AI ​​input data receiving unit 52 receives normal response data and prepared response data from the game server 400 (S401).

[0102] Next, the AI ​​processing execution unit 51 inputs the received normal response data and prepared response data into the trained model (S402). At this time, additional information such as appropriate prompts for calculating the agreement rate may be input into the trained model along with the normal response data and prepared response data.

[0103] The AI ​​output data transmission unit 54 transmits the match rate, which is AI output data output from the trained model, to the game server 400 (S403).

[0104] The matching rate calculation process takes text data input as AI input data and outputs a degree of matching for each response data, indicating the degree of agreement between the prepared response data and the response data, as AI output data. The degree of matching may be output as a numerical value, or it may be output as text data obtained by converting the numerical value representing the degree of matching into text.

[0105] The AI ​​processing execution unit 51 may switch between normal response generation processing and matching rate calculation processing by inputting prompts that instruct AI output data as AI input data.

[0106] The AI ​​input data receiving unit 52 receives AI input data from the game server 400 via the communication unit 503 (see Figure 4). The AI ​​input data receiving unit 52 inputs the received AI input data to the AI ​​processing execution unit 51. The AI ​​input data may include an ID that identifies the conversation.

[0107] The game data storage unit 53 stores parameters necessary for AI processing, input / output data, and data after pre-processing or post-processing has been performed on the input / output data.

[0108] The AI ​​output data transmission unit 54 transmits the AI ​​output data output from the AI ​​processing execution unit 51 to the game server 400.

[0109] By inputting and outputting data to AI Server 500, other characters can be used as AI to generate responses to spoken words, enabling in-game conversations.

[0110] Furthermore, the process of calculating the matching rate between the regular response data and the prepared response data may be performed by a computer other than the AI ​​server 500, for example, the game processing execution unit 41 of the game server 400. Also, the matching rate is not limited to that calculated using AI, but may be calculated by matching strings or other methods.

[0111] [Retry operation] In the communication system 1000, since the AI ​​output data is used for scene transitions (see S207 in Figure 13), the story does not necessarily progress exactly as the player intended. For example, if the AI ​​misinterprets the main character's speech, it may trigger a transition to a different branching scene than the route the player wanted to take. In this case, the player may feel a sense of unease because they have progressed to a branching route scene based on a conversation that did not align with their intentions. However, the communication system 1000 has a retry function, which will be explained next, allowing the player to correct the course by transitioning the story from the route with the misaligned conversation back to the correct route.

[0112] As shown in Figure 17, the progress data receiving unit 42 receives progress data from the user terminal 100 (S501).

[0113] The game processing execution unit 41 determines whether or not the received progress data contains retry operation information (S502). If the game processing execution unit 41 does not determine that the progress data contains retry operation information (S502; No), it terminates this flow.

[0114] If the game processing execution unit 41 determines that the progress data includes retry operation information (S502; Yes), it retrieves story data from the game data storage unit 44 (S503).

[0115] The game processing execution unit 41 transitions the current scene to the branching scene (S504). For example, the game processing execution unit 41 traces back through the bidirectional list of scenes and detects scenes (Scene SC3 at branching point B1 and Scene SC6 at branching point B2 in Figure 6) to which two or more next scene IDs are associated. Subsequently, the game processing execution unit 41 transitions the current scene to the branching scene by setting the scene ID of the detected scene as the current scene ID. Even if the scene ID is reset, the AI ​​input data that has been input to the AI ​​server 500 up to that point is not reset. In the conversation in the scene with the transitioned scene ID, the AI ​​processing execution unit 51 generates AI output data based on the AI ​​input data that has been input to the AI ​​server 500 up to that point. For this reason, in the scene with the transitioned scene ID, a different background may be displayed than the background displayed in the previous scene with the same scene ID, and a different audio may be output than the audio that was output in the previous scene with the same scene ID. The character displayed in the display unit 103 in the scene with the transitioned scene ID may be different from the character displayed in the previous scene with the same scene ID. In the scene with the transitioned scene ID, the player can repeat the same conversation again through the main character, thus enabling a conversation retry.

[0116] The game processing execution unit 41 generates display data corresponding to the transitioned branching point scene (S505). The game processing execution unit 41 generates the display data based on the AI ​​output data output based on the data input to the AI ​​processing execution unit 51 up to the time the scene transitioned. For this reason, the display data generated by the game processing execution unit 41 may include the same image etc. as the image etc. displayed on the display unit 103 before transitioning back to the branching point scene, or it may be data in which a part of the image etc. displayed on the display unit 103 before transitioning back to the branching point scene has been changed.

[0117] The display data transmission unit 45 transmits the display data to the user terminal 100 (S506). This completes the retry process.

[0118] "Retry processing" refers to a series of processes executed by the game processing execution unit 41 when a retry operation is performed. "Retry operation" is an operation performed by the player that triggers the start of retry processing. "Retry operation information" is information indicating that a retry operation has been performed. Specific examples of retry operations and retry operation information will be described later.

[0119] Specifically, the retry process refers to a process that allows the player to repeat the same conversation with another character (AI) based on a previous conversation between the protagonist character and that character. "Based on a previous conversation" means that the previous conversation itself is not reset, erased, or canceled, but rather the other character maintains the content of the previous conversation while the protagonist character attempts to repeat the same conversation. Therefore, even when the retry process is executed, the history of conversation data between the protagonist character and the other character is not deleted. For example, the game data storage unit 53 may continue to store data related to conversations between the protagonist character and the other character, thereby enabling a new conversation based on a previous one.

[0120] [Retry button] The retry operation button ROB shown in Figure 18 is an example of a user interface that enables retry operations. The difference from Figure 9 is that the display unit 103 of the user terminal 100 displays a game screen GI including the retry operation button ROB. Upon detecting that the retry operation button ROB displayed on the game screen GI has been pressed, the game processing execution unit 11 of the user terminal 100 generates progress data including retry operation information.

[0121] Figure 19 shows an example of progress data including retry operation information. Retry operation information is information that includes a value indicating that it is a retry operation. The progress data shown in Figure 19 includes the input type being a retry operation, the user ID, the scene ID, and the event source. The input type being a retry operation may be indicated, for example, by a flag indicating a retry operation being "1" in the data indicating the input type.

[0122] As explained with reference to Figure 17, if a retry operation is performed (S502; Yes), the current scene transitions to the branching scene (S504). The display data sent to the user terminal 100 is the display data generated by the game processing execution unit 41 (see Figure 12) when the user previously transitioned to a scene with the same scene ID (S505). In other words, the game screen GI displayed on the display unit 103 when a retry operation is performed includes the game screen GI that was displayed on the display unit 103 when the user previously transitioned to the same scene. As mentioned above, even if the user transitions to a scene with the same scene ID, the conversation that took place before the transition is not reset. Therefore, the display data generated by the game processing execution unit 41 and acquired by the user terminal 100 when the user transitions to the same scene for the second time or later takes into account the conversation that took place before the transition.

[0123] Figure 20 shows scenes SC3-SC5-1 and SC5-2 extracted from the story shown in Figure 6. Route R1 progresses sequentially to scenes SC4-1 and SC5-1, so if the player progresses from scene SC3 to scene SC4-1 (A) and (B), there is a possibility that the player will not be able to reach scenes SC4-2 and SC5-2 on route R2 (C).

[0124] If the player notices that they have proceeded to the incorrect route R1, they can perform a retry operation to transition to the most recent branching point (scene SC3) (D). The player can then input again into the user terminal 100 and proceed to scene SC4-2 on the correct route R2 (E).

[0125] Thus, according to the communication system 1000, even if the story progresses along a branching route that causes the player to feel uneasy based on the AI's output, a means of correcting the course through a retry operation is provided, thus reducing the likelihood of the player feeling uneasy.

[0126] Note that the retry operation information is not limited to what is described above. For example, the retry operation information could be an action such as shaking the smartphone.

[0127] <Second Embodiment> Communication system 2000 outputs information via voice. The following explanation will focus on the differences between it and communication system 1000.

[0128] As shown in Figure 21, the game processing function 20 of the user terminal 200 of the communication system 2000 includes, in addition to the game processing function 10 (see Figure 5), a presentation data receiving unit 21 and an audio output control unit 22. The presentation data receiving unit 21 receives presentation data from the game server 400 via the communication unit 108. The presentation data is data generated by the game server 2400 (not shown) and includes, for example, data indicating the content to be displayed on the display unit 103 according to the progress of the story, and audio data that changes the sound output to the audio input / output unit 109 (see Figure 2). The display control unit 16 executes control to display the information contained in the data contained in the presentation data received by the presentation data receiving unit 21 on the display unit 103. The audio output control unit 22 acquires the audio data from the presentation data received by the presentation data receiving unit 21 and causes the acquired audio data to be output from the audio input / output unit 109 of the user terminal 200. The audio output control unit 22 may perform processing such as synchronizing the change in image with the output of sound, or decoding compressed audio data. "Presentation" includes, but is not limited to, the display of images and text, the playback of videos, and the output of sound. For example, "presentation" may also include vibrations, shocks, etc., from haptic devices.

[0129] The game server 2400 stores images and sounds associated with scene IDs. When it detects that the progress data includes retry operation information, the game processing execution unit 41 (see Figure 12) displays the same image as previously displayed in a scene with the same scene ID, and outputs the same sound from the speaker (sound input / output unit 109) as the sound output in a scene with the same scene ID. Even if the player transitions to a scene with the same scene ID, the conversation that took place before the transition is not reset. Therefore, the data provided by the game processing execution unit 41 and acquired by the user terminal 200 when transitioning to the same scene for the second time or later takes into account the conversation that took place before the transition. For this reason, the game processing execution unit 41, upon receiving retry operation information, may generate presentation data that includes images or sounds different from those previously displayed and output in a scene with the same scene ID.

[0130] According to the communication system 2000, when transitioning to a scene with the same scene ID, the same image and sound are output from the display unit 103 and the sound input / output unit 109. This allows the player to notice that they have transitioned to the same scene and easily find an opportunity to correct the story branching course.

[0131] <Variation> Although the above description assumes a single conversation partner in the game, a player may converse with two or more partners simultaneously. The modified communication system 3000 allows a player to converse with two or more partners in the game. The following explanation will focus on the differences from communication systems 1000 and 2000.

[0132] As shown in Figure 22, in the communication system 3000, the display unit 103 of the user terminal 100 may simultaneously display the two characters CR1 and CR2, who are the conversation partners, on the game screen GI. In addition to the text area TX3 where the lines of dialogue of the main character controlled by the player are displayed, TX1 and TX2 corresponding to the two characters CR1 and CR2 are displayed as the game screen GI on the display unit.

[0133] Figure 23 shows an example of the data structures for user terminal input data and progress data used by the communication system 3000.

[0134] In the communication system 3000, a retry operation can be performed on either character CR1 or CR2, which are displayed on the display unit 103. Specifically, the user terminal 100 generates data including the coordinates of the detected double tap as user terminal input data. Next, the user terminal 100 compares the coordinates of the double tap with information about the areas on the screen where the images of characters CR1 and CR2 are displayed (for example, the reference coordinates, width, and height of the character images). If the user terminal 100 determines that the coordinates of the double tap are within the area of ​​either character CR1 or CR2, it determines that that character has been selected and that a retry operation has been input for the selected character. The user terminal 100 sends progress data, including information about the selected character and the retry operation information, to the game server 400.

[0135] The game server 400 traces back from the story data corresponding to the current scene ID to the most recent branching point and retrieves the conversation history data of the character selected by the retry operation from the conversation history associated with the branching scene. Next, the game server 400 includes the conversation history of the retrieved character that was displayed in the branching scene into the display data and sends it to the user terminal 100.

[0136] Based on the display data received from the game server 400, the user terminal 100 displays the conversation data up to the branching point for character CR1, for whom a retry operation was accepted, on the display unit 103.

[0137] According to the communication system 3000, since the player can select which character to restart using the retry operation, the retry operation does not cancel all interactions with characters. Therefore, it reduces the effort required for the player to repeat input for characters they did not want to restart.

[0138] The above description of this disclosure has been made with reference to the drawings, but each of the embodiments described above can be modified as appropriate without departing from the spirit of this disclosure. For example, any additions, deletions, or design changes made by a person skilled in the art based on each embodiment are also included in the scope of this disclosure as long as they retain the gist of this disclosure. Furthermore, each of the embodiments described above can be combined as appropriate as long as they do not contradict each other, and technical matters common to each embodiment are included in each embodiment even without explicit description.

[0139] Any effects or benefits other than those brought about by the embodiments described above, if they are clear from the description herein or easily predictable to a person skilled in the art, are naturally considered to be brought about by this disclosure. [Explanation of Symbols]

[0140] 10, 20...Game processing function, 11...Game processing execution unit, 12...Terminal input data acquisition unit, 13...Display data reception unit, 14...Game data storage unit, 15...Progress data transmission unit, 16...Display control unit, 21...Presentation data reception unit, 22...Audio output control unit, 40...Game processing function, 41...Game processing execution unit, 42...Progress data reception unit, 43...AI output data reception unit, 44...Game data storage unit, 45...Display data transmission unit, 46...AI input data transmission unit, 50...AI processing function, 51...AI processing execution unit, 52...AI input data reception unit, 53...Game data storage unit, 54...AI Output data transmission unit, 100, 200…User terminal, 101…Control unit, 102…Storage unit, 103…Display unit, 104…Operation unit, 105…Sensor unit, 106…Imaging unit, 107…Position detection unit, 108…Communication unit, 109…Sound input / output unit, 110…Notification unit, 400, 2400…Game server, 401…Control unit, 402…Storage unit, 403…Communication unit, 500…AI server, 501…Control unit, 502…Storage unit, 503…Communication unit, 1000, 2000, 3000…Communication system, BG…Background, CR…Character, NW…Network, GI…Game screen, Scene…SC1~SC10

Claims

1. A game program executed by a user terminal that provides information received from a game server connected to it in a communicable manner to the game player, On the aforementioned user terminal, Sending progress data based on the input data to the game server, The process involves obtaining presentation data from the game server that corresponds to the output data generated using AI on the aforementioned progress data, To display information based on the data presented, obtained from the aforementioned game server, Repeat the process, Sending the aforementioned progress data to the game server includes sending progress data including retry operation information to the game server. Obtaining the aforementioned presentation data from the game server includes obtaining the aforementioned presentation data from the game server, which was generated at a past point in the game's storyline, in accordance with the progress data including the retry operation information. Game program.

2. Sending the progress data including the retry operation information to the game server includes sending the progress data including the retry operation information, which includes the selection of one of the multiple characters appearing in the game, to the game server. Presenting information based on the aforementioned presented data includes simultaneously presenting the aforementioned multiple characters, Obtaining the aforementioned presentation data from the game server includes obtaining the aforementioned presentation data from the game server in accordance with the output data generated using the AI ​​for the progress data, which includes the selection of any of the aforementioned characters. The game program according to claim 1.

3. The story includes a branching section that branches into a different path depending on the input data to the user terminal, and a non-branching section that does not branch. The game program according to claim 1.

4. The retry operation information includes information indicating that a retry operation was performed on the user terminal where the content associated with the branching section was displayed, among the content associated with the branching section and the content associated with the non-branching section. The game program according to claim 3.

5. The retry operation information includes information indicating a touch or click on the presented content displayed on the user terminal's display unit. The game program according to claim 4.

6. The input data to the user terminal includes voice input information. The game program according to claim 1.

7. The input data to the user terminal includes data indicating a tap on a button displayed on the user terminal's display, a tap on the back of the user terminal, or a shake of the user terminal. The game program according to claim 1.

8. The input data to the user terminal includes data indicating continuous taps on the display unit or long presses on the display unit. The game program according to claim 5.

9. A game program executed by the game server, which is communicatively connected to a user terminal that provides information received from the game server to the game player, To the aforementioned game server, To obtain progress data from the user terminal based on the input data entered into the user terminal, The process involves sending presentation data corresponding to output data generated using AI on the progress data acquired from the user terminal to the user terminal, Repeat the process, Obtaining the aforementioned progress data from the user terminal includes obtaining progress data including retry operation information from the user terminal. Sending the aforementioned presentation data to the user terminal includes sending the aforementioned presentation data, which was generated at a past point in the game's storyline, to the user terminal in accordance with the progress data including the retry operation information. Game program.

10. A game server that executes the game program described in claim 9.

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