Programs and Systems
The program and system enhance user engagement by using generative AI to dynamically display and interact with game items, addressing the lack of interest in existing systems by providing unique and personalized item names and backstories, thus increasing player motivation.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-09
- Publication Date
- 2026-03-19
AI Technical Summary
Existing systems in flea market apps lack mechanisms to enhance user engagement and interest by allowing users to interact with displayed objects in a dynamic and engaging manner.
A program and system that enables a computer to function as display means for showing objects to users and reception means for receiving requests from users, independent of the original user's operation, utilizing a generative AI to generate names and backstories for game items like gemstones, enhancing their collectible value and collectible experience.
Improves user engagement and interest by providing unique and dynamic interactions with game items, maintaining player motivation through the generation of personalized and valuable item names and backstories, thereby increasing the entertainment value.
Smart Images

Figure 2026050254000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and a system.
Background Art
[0002] Conventionally, in flea market apps and the like, there is a system that accepts offers (requests) such as "How much would you sell it for? (Can you lower the price?)" from users who are considering purchasing a product that has already been priced and offered for sale by the seller user, and notifies the seller user.
Prior Art Documents
Non-Patent Documents
[0003]
Non-Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] An object of the present invention is to improve the趣味性.
Means for Solving the Problems
[0005] To solve the above problems, the program according to the present invention causes a computer to function as display means for making an object given to a first user displayable to a second user different from the first user regardless of the operation of the first user, and reception means for receiving a request from the second user for the object displayed by the display means.
Effects of the Invention
[0006] It should be noted that the term "趣味性" is directly translated, but it may be more appropriate to use a more specific and accurate expression in the context, such as "interest" or "entertainment value" depending on the actual meaning.According to the present invention, interest can be improved. [Brief explanation of the drawing]
[0007] [Figure 1] This diagram shows an overview of the system according to this embodiment. [Figure 2] This is a hardware configuration diagram for the server. [Figure 3] This is a hardware configuration diagram of the user terminal. [Figure 4] This is a functional block diagram of the first server. [Figure 5] This is a typical flow of a game implemented by the system. [Figure 6] This is an example of the mining screen. [Figure 7] This is a flowchart of the name generation process. [Figure 8] This is a flowchart of the story generation process. [Figure 9] This diagram illustrates a table for identifying gemstones that are available for trading or that meet certain conditions. [Figure 10] This is an example of the display screen for the list of tradable gems. [Figure 11] This is an example of the display screen for the list of notifications after receiving a discount offer. [Figure 12] This is an example of the display screen for the gemstone encyclopedia, which shows a list of viewable gemstones. [Figure 13] This is an example of the display screen after a trade offer has been sent. [Figure 14] This is an example of the display of the notification list screen after receiving a transaction request offer. [Modes for carrying out the invention]
[0008] Hereinafter, System 1 according to an embodiment will be described with reference to the drawings. The embodiments of the present invention described below are merely examples of how the present invention can be implemented, and do not limit the scope of the present invention to the scope described in the embodiments. Therefore, the present invention can be implemented by making various modifications to the embodiments. [System 1 Overview] Figure 1 is a diagram illustrating an overview of System 1 according to this embodiment. As shown in Figure 1, System 1 mainly comprises a first server 10, a second server 16, and a plurality of user terminals 20. Although three user terminals 20 are shown in Figure 1, the number of user terminals 20 included in System 1 is not limited to these. The first server 10, the second server 16, and the user terminals 20 are connected to communicate with each other via a communication network 2. The specific examples of the communication network 2 are not particularly limited, but for example, it may consist of the Internet, a mobile communication system (e.g., 4G, 5G, etc.), a wireless network such as Wi-Fi (registered trademark), or a combination thereof. System 1 according to this embodiment is a game system that implements a game on a user terminal 20. Hereinafter, a user who operates the user terminal 20 to play the game will be referred to as a "player". Furthermore, the player on user terminal 20A will be referred to as "Player A", the player on user terminal 20B as "Player B", and the player on user terminal 20C as "Player C".
[0009] The game implemented by System 1 is, for example, an online game in which the first server 10 and multiple user terminals 20 communicate with each other, and the game progresses synchronously on each of the multiple user terminals 20. However, the game may also be an offline game that is completed on a single user terminal 20. As an example, the game implemented by System 1 may be a cooperative game in which multiple players work together to achieve an objective (for example, moving to a destination, defeating enemy characters, acquiring items). As another example, the game implemented by System 1 may be a competitive game in which multiple players compete against each other.
[0010] In addition, the game realized by the system 1 progresses, for example, in a three-dimensional virtual space. More specifically, the game realized by the system 1 progresses by operating an avatar in the virtual space. Note that not all games realized by the system 1 are limited to progressing in a three-dimensional virtual space, and some may progress in a two-dimensional space (for example, an icon or command selection screen). Also, the game realized by the system 1 is not limited to progressing in a three-dimensional virtual space and may also progress on a two-dimensional plane.
[0011] Note that a game is an example of a "service" that provides content to users. However, specific examples of services are not limited to games and may also be VR (Virtual Reality) spaces where multiple players communicate via avatars.
[0012] [Configuration of the First Server 10] FIG. 2 is a hardware configuration diagram of the first server 10. The first server 10 realizes an online game by synchronizing the game information of each of the plurality of user terminals 20. The first server 10 is realized by a general-purpose computer such as a workstation or a personal computer, for example. As shown in FIG. 2, the first server 10 mainly includes a processor 11, a memory 12, a storage 13, an input / output interface 14, and a communication interface 15. Each component of the first server 10 is connected to a communication bus 19.
[0013] The processor 11 realizes the processes described below by executing a series of instructions included in a server program stored in the memory 12 or the storage 13. The processor 11 is realized as, for example, a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), an MPU (MicroProcessing Unit), an FPGA (Field-Programmable Gate Array), or other devices.
[0014] Memory 12 temporarily holds server programs and data (information). The server program is loaded from, for example, storage 13. The data includes the data input to the first server 10 and the data generated by the processor 11. For example, memory 12 is realized as a RAM (Random Access Memory) or other volatile memory.
[0015] Storage 13 permanently holds server programs and data. Storage 13 is realized as, for example, a ROM (Read-Only Memory), a hard disk drive, a flash memory, or other non-volatile storage devices. Also, storage 13 may be realized as a detachable storage device such as a memory card. As another example, instead of being built into the first server 10, storage 13 may be connected to the first server 10 as an external storage device. According to such a configuration, for example, in a scenario where a plurality of user terminals 20 are used, such as in an amusement facility, it becomes possible to batch-update server programs and data.
[0016] The input / output interface 14 is an interface for connecting external devices such as a monitor, an input device (e.g., a keyboard, a pointing device), an external storage device, a speaker, a camera, a microphone, a sensor, etc. to the first server 10. The processor 11 communicates with the external device through the input / output interface 14. The input / output interface 14 is realized using, for example, a USB (Universal Serial Bus), a DVI (Digital Visual Interface), an HDMI (registered trademark) (High-Definition Multimedia Interface), or other terminals.
[0017] The communication interface 15 communicates with other devices connected to the communication network 2 (e.g., the second server 16, the user terminal 20). The communication interface 15 can be implemented as a wired communication interface such as a LAN (Local Area Network), or a wireless communication interface such as Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), or NFC (Near Field Communication).
[0018] [Configuration of Server 2, 16] The second server 16 is implemented on a general-purpose computer such as a workstation or personal computer. The second server 16 implements an AI (Artificial Intelligence) 16 that includes a trained model. For example, the second server 16 may be equipped with a dedicated AI optimized for the game provided by the first server 10. In this case, the first server 10 and the second server 16 may be implemented on a single piece of hardware. As another example, the second server 16 may be equipped with a general-purpose AI that can be used for various purposes. The configuration of the AI 16 is already well known, so a detailed explanation will be omitted, but for example, it may have the following configuration.
[0019] The AI 16 installed on the second server 16 is a so-called "generative AI" that processes input data and generates output data. The AI 16 performs both learning and generation processes. Furthermore, the AI 16 generates output data from input data, for example, using a neural network.
[0020] AI16 includes a learning model. The learning model refers to the neural network before the learning process is performed. The learning model becomes a trained model through the use of training data, which includes input data and correct answer data. Input data refers to the data input to AI16. Correct answer data refers to the data that should be output when the input data is given. By inputting multiple training data sets into the learning model, the neural network is optimized, as described later, and becomes a trained model.
[0021] Furthermore, the trained model generates and outputs output data by inputting input data into the neural network. The input and output data can be in any format, including text, image, and audio. Also, the input and output data can be in different formats. On the other hand, the format of the ground truth data is the same as the format of the output data.
[0022] Furthermore, the learning process may be performed not only on the learning model but also on the trained model. Also, AI16 does not need to be trained using the input data and ground truth data actually used in this invention, but may be trained with general-purpose learning data. Moreover, the learning process performed by AI16 is not limited to "supervised learning" which inputs input data and ground truth data, but may also be "unsupervised learning" which does not input ground truth data, or it may perform reinforcement learning or transfer learning, etc.
[0023] A neural network of a learning model or a pre-trained model consists of an input layer composed of multiple nodes, a hidden layer composed of multiple nodes, and an output layer composed of multiple nodes. The number of nodes in the input layer and the output layer may be the same or different. Furthermore, the neural network may have multiple hidden layers. In addition, it may be a fully connected neural network in which the multiple nodes constituting each layer are connected to all nodes in the adjacent layer, but the structure of the neural network is not limited to this.
[0024] The learning process involves adjusting the weight coefficients and biases of each node so that when input data is input to the input layer, the correct data is output from the output layer. The generation process, on the other hand, processes the input data input to the input layer using the weight coefficients and biases that have been pre-adjusted for each node, thereby generating output data and outputting it from the output layer.
[0025] However, the specific example of processing by AI16 described above is just one example, and the second server 16 can employ various well-known methods. As another example, AI16 may have a CNN (Convolutional Neural Network) network structure. As yet another example, the network structure may have configurations such as LLM (Large Language Model), RNN (Recurrent Neural Network), or LSTM (Long Short-Term Memory). In other words, AI16 may have a network structure other than deep learning.
[0026] [Configuration of User Terminal 20] The user terminal 20 can be implemented as, for example, an HMD (Head Mounted Display) set, a tablet terminal, a wearable device, smart glasses, a smartphone, a feature phone, a laptop computer, or a desktop computer. In this embodiment, an example of the user terminal 20 as a tablet terminal will be described.
[0027] Figure 3 is a hardware configuration diagram of the user terminal 20. As shown in Figure 3, the user terminal 20 mainly comprises a processor 21, memory 22, storage 23, communication interface 25, monitor 31, cameras 33 and 34, microphone 35, speaker 36, motion sensor 41, position sensor 42, and operating device 43 (operating unit). Each component of the user terminal 20 is connected to the communication bus 29.
[0028] The configuration of the processor 21, memory 22, storage 23, and communication interface 25 is the same as that of the processor 11, memory 12, storage 13, and communication interface 15 of the first server 10. The storage 23 also stores the terminal program.
[0029] The monitor 31 is mounted on the surface of a flat casing, as shown in Figure 1, for example. The monitor 31 is a display device (display unit) that displays images or videos. The camera 33 is mounted on the surface of the flat casing and is a so-called in-camera that captures the face of the user viewing the monitor 31. The camera 34 is mounted on the back of the flat casing (the side opposite the monitor 31) and is a so-called out-camera that captures the surroundings.
[0030] The microphone 35 converts the user's speech into an audio signal (electrical signal) and outputs it. The speaker 36 converts the audio signal into sound and outputs it to the user. The user terminal 20 may include earphones instead of the speaker 36.
[0031] The motion sensor 41 detects the movement of the housing (for example, rotation around three mutually orthogonal axes). The motion sensor 41 may be implemented as, for example, an angular velocity sensor, a geomagnetic sensor, a vibration sensor, or an acceleration sensor.
[0032] The position sensor 42 detects the current location of the user terminal 20. Since it is assumed that the user terminal 20 is in the possession of the user, the location of the user terminal 20 corresponds to the location of the user possessing the user terminal 20. The position sensor 42, for example, acquires signals from a GPS (Global Positioning Satellite) and outputs information indicating the current location (hereinafter referred to as "current location information"). There are no specific examples of current location information, but for example, it may be a combination of the latitude and longitude of the current location. The user terminal 20 may use the detection results of the motion sensor 41 and the position sensor 42 to calculate the user's step count, distance traveled, and direction of travel. The user's location may also be determined using values detected by external devices (sensors). For example, the results detected by imaging equipment or position sensors (such as infrared sensors) placed in a building could be used. Furthermore, if a user owns multiple terminals (devices), the user's location may be determined by sharing the detection results of sensors between these devices.
[0033] The operating device 43 receives input (operations) of commands from the user to the user terminal 20. The operating device 43 is, for example, a touch panel superimposed on the monitor 31 that receives various touch operations from the user. In other words, the monitor 31 in this embodiment is a touch panel display unit. As another example, the user terminal 20 may be equipped with a controller with buttons, an operation stick, etc., as the operating device 43.
[0034] [Functional blocks of Server 10] Figure 4 is a functional block diagram of the first server 10. As shown in Figure 4, the server program loaded into memory 12 causes the first server 10 (computer) to function as, for example, a progress acquisition means 110, a detail determination means 120, and an explanatory information generation means 130.
[0035] The progress acquisition means 110 communicates with the user terminal 20 via the communication IF 15 to advance the game on the user terminal 20. More specifically, the progress acquisition means 110 synchronizes the games progressing on each of the multiple user terminals 20 by relaying game information (e.g., item information, field information, avatar information, status information, detailed information, and explanatory information) between the multiple user terminals 20.
[0036] Furthermore, the progress acquisition means 110 allows the player to acquire a pickaxe as an item used by the avatar in the game. The pickaxe, an example of a first item, is a tool used to acquire a gem (more specifically, a raw gemstone O), an example of a second item. However, the first item is not limited to a pickaxe; it can include any item that can be used to mine, such as a shovel, crusher, heavy machinery, or dynamite. Also, depending on the type of second item to be acquired (for example, furniture), the first item can include any item (for example, a tool) used to acquire that second item.
[0037] An ice axe, for example, includes a standard ice axe and a special ice axe. A standard ice axe is an example of a first item that does not have a specific attribute. A special ice axe is an example of a first item that has a specific attribute. A "specific attribute" refers to, for example, a specific (typically external) IP (Intellectual Property). Below, we will use the example of a professional sports team (e.g., baseball, soccer, basketball) as an example of IP, but specific examples of IP are not limited to this. Other examples of IP include content (e.g., anime, movies, music, illustrations, characters) and products (e.g., automobiles, apparel, jewelry). Also, a "specific attribute" is not limited to IP; it could be a game commemoration (e.g., anniversary).
[0038] A standard pickaxe is an item that anyone can obtain by spending items (e.g., in-game currency, real currency) in the game. Furthermore, a standard pickaxe is an item that is not limited in quantity. Also, a standard pickaxe is less rare than a special pickaxe. Additionally, a standard pickaxe has simpler decorations compared to a special pickaxe.
[0039] Special ice axes are items that are associated with professional sports teams (so-called collaboration items). They are also items that can be obtained by players who have won the right to acquire them through a lottery, paying a fee (e.g., real currency, virtual currency) to receive an item code, which is then entered into the game. Furthermore, special ice axes are limited in quantity. They are also rarer and more valuable than standard ice axes. Additionally, special ice axes are more elaborately decorated (e.g., painted in team colors) than standard ice axes.
[0040] Thus, standard ice axes and special ice axes are items that differ primarily in their collectible value. In other words, standard ice axes and special ice axes are items that differ primarily in their appearance as displayed on monitor 31. However, the features that can distinguish standard ice axes from special ice axes are not limited to the examples given above. For example, standard ice axes and special ice axes may have different acquisition methods (described later). For yet another example, special ice axes may come with skins (e.g., uniforms) that can be equipped by avatars, while standard ice axes may not have such perks.
[0041] On the other hand, standard pickaxes and special pickaxes may have the same (identical) in-game stats (e.g., digging speed, durability, and the probability of obtaining raw gem O). That is, the difficulty of obtaining gems (i.e., the game difficulty) may be the same whether a standard pickaxe or a special pickaxe is used in the progression acquisition means 110. However, the stats may be different for standard pickaxes and special pickaxes. Furthermore, the game may have multiple types of standard pickaxes (or special pickaxes) with different stats.
[0042] Furthermore, the progress acquisition means 110 allows the player to acquire gems (more specifically, raw gemstones O) using a pickaxe during the process of advancing the game on the user terminal 20. More specifically, the progress acquisition means 110 allows the avatar to mine in a mine located in field F using a pickaxe, and as a result, grants the player raw gemstones O (i.e., the player acquires raw gemstones O).
[0043] Gems (raw gems O) are second-tier items that can be obtained using first-tier items, and are also an example of objects that are granted as the game progresses. However, specific examples of second-tier items and objects are not limited to gems; they include any items and objects obtainable in the game, such as avatar skins, vehicles (e.g., cars, motorcycles, bicycles), equipment in battle games (e.g., weapons, armor, accessories), tools in sports games (e.g., golf clubs, tennis rackets), and furniture in sandbox games (e.g., beds, tables, wallpaper).
[0044] Furthermore, the progress acquisition means 110 generates situation information during the process of advancing the game. Situation information is information that indicates the circumstances when a gem (more specifically, a raw gem O) is acquired. Situation information includes, for example, the date the raw gem O was mined, the miner of the raw gem O, the location of the raw gem O, the weather in field F at the time the raw gem O was mined, and the type of pickaxe used to mine the raw gem O. However, the items included in the situation information are not limited to these, and may include any items that indicate the circumstances of the game, field F, and avatar when the raw gem O was acquired (for example, the elapsed time from the start of mining until the discovery of the raw gem O, and the number of players mining).
[0045] The detail determination means 120 determines the detailed information of the gem that the progress acquisition means 110 has obtained from the player, and generates detailed information. Detailed information includes, for example, an image of the gem's appearance, the type of gem (e.g., diamond, ruby), the size and weight of the gem (e.g., carat), the quality of the gem (e.g., accessory quality, jewelry quality, gem quality), and the type of cut (e.g., round brilliant cut, oval cut, princess cut). However, the items included in the detailed information are not limited to these, and may include any items that identify the item (e.g., appearance, function, properties).
[0046] The detailed determination means 120 may determine multiple items included in the detailed information (for example, an image of the gemstone's appearance, the type of gemstone, the size and weight of the gemstone, the quality of the gemstone, and the type of cut) simultaneously, or at different times. For example, the detailed determination means 120 may first determine the image and type of the gemstone's appearance, and then determine the other items later. As another example, the detailed determination means 120 may first determine the size, weight and quality of the gemstone, and then determine the other items later. However, the order and timing of determining the detailed information are not limited to the examples given above.
[0047] The description information generation means 130 causes the second server 16 to generate description information for gems acquired by the player. The description information is information for describing gems. The description information includes, for example, the name of the gem and the backstory of the gem. More specifically, the description information includes at least the name. In addition, the description information may include the backstory in addition to the name. However, these are not the only specific examples of description information.
[0048] The name of a gemstone is a proper noun that identifies the gemstone. The backstory includes information such as the circumstances under which the gemstone (rough stone O) was acquired, the origin of the gemstone's name, and the gemstone's characteristics. The backstory can also be in the form of text, images (video), audio, or a combination of these.
[0049] The name of a gemstone is, for example, a text of about 1 to 10 words (more preferably 2 to 5 words). The backstory, for example, contains text of about 20 to 500 words (more preferably 100 to 200 words). In other words, the number of words that make up the name is less than the number of words that make up the backstory. To put it another way, the name is a proper noun that succinctly describes the gemstone, and the backstory is a text that describes the background of the gemstone.
[0050] The explanatory information generation means 130, for example, inputs various information from the game into the trained model 17b to generate explanatory information. More specifically, the explanatory information generation means 130 inputs, for example, situation information generated by the progress acquisition means 110, detailed information generated by the detail determination means 120, and at least a portion of the item information of the pickaxe used to acquire the gem (raw stone O) into the trained model 17b to generate explanatory information. In this embodiment, the explanatory information generation means 130 causes the trained model 17b to generate the name and the backstory separately (i.e., at different prompts). However, the explanatory information generation means 130 may cause the trained model 17b to generate the name and the backstory simultaneously (i.e., at one prompt).
[0051] [Details of the game implemented by System 1] Figure 5 shows a typical flow of the game implemented by System 1. Figure 6 is an example of the mining screen. Note that Figure 5 shows a typical progression of the game and is not necessarily limited to this order. Also, some of steps S11 to S17 in Figure 5 may be executed in parallel.
[0052] System 1 according to this embodiment provides a game in which, for example, an item (e.g., a gemstone O) is acquired in a field F where a mine is located, the acquired item is processed (e.g., the gemstone O is polished to produce a gem), and the processed item (e.g., a gem) is collected, displayed, and traded. More specifically, System 1 according to this embodiment is a game in which an avatar is made to move (e.g., move, excavate) in the field F shown in Figure 6 to acquire a gemstone O (i.e., achieve one of the game's objectives). In this specification, the gemstone O and the gem produced from the gemstone O are described as the same "second item" or "object".
[0053] "Field F" is, for example, a three-dimensional virtual space that serves as the setting for the game. In other words, Field F is a space in which avatars can move around. In this embodiment, Field F contains at least a mine where raw ore O is buried. Field F may also contain trees, buildings, rivers, ponds, and the like.
[0054] An "avatar" is, for example, a 3D object with a three-dimensional shape and coordinates. The avatar is a representation of the player that moves around the field F according to the player's operations via the control device 43. However, the specific example of an avatar is not limited to a human form; it may also be an animal, monster, robot, vehicle, etc.
[0055] The following explanation of the game will focus on user terminal 20A. The avatar controlled by player A will be referred to as "Avatar A". Among the multiple avatars displayed on user terminal 20A, avatar A controlled by player A (first user) on user terminal 20A will be referred to as "Player A's Avatar", and avatars B, C, etc. controlled by other players B, C, etc. (second users) will be referred to as "Other Player Avatars". Furthermore, the name of player A (avatar A) in the game will be "Z4".
[0056] The server program causes the first server 10 (an example of a computer) to execute the following processes, and the terminal program causes the user terminal 20 (another example of a computer) to execute the following processes, thereby allowing the game to progress synchronously across multiple user terminals 20. The first server 10 and user terminals 20 identify the account to be used by the user before proceeding with the game, and proceed with the game using the identified account. If multiple accounts are selectable, the first server 10 and user terminals 20 identify which account to proceed with from among the multiple accounts before proceeding with the game. Hereinafter, the act of the server program (terminal program) causing the first server 10 (user terminal 20) to execute a process will simply be referred to as "the first server 10 (user terminal 20) executes a process."
[0057] First, user terminal 20A allows player A to acquire a pickaxe (S11). For example, user terminal 20A grants player A a standard pickaxe when player A spends an item (e.g., in-game currency, real currency) in the game. As another example, user terminal 20A grants player A a special pickaxe when player A enters an item code that player A has acquired in advance into the game. The first server 10 (progress acquisition means 110) stores the item information of the pickaxe acquired by player A in storage 13, associating it with player A's account.
[0058] Item information refers to information related to an item in the game (for example, a pickaxe). This information can include any information associated with an item in the game, such as its appearance, attributes, stats, and background story.
[0059] The item information for a standard ice axe includes multiple primary items (e.g., ice axe name, creator, acquisition date, etc.). On the other hand, the item information for a special ice axe includes multiple primary items (e.g., ice axe name, creator, acquisition date, etc.) in addition to multiple secondary items (e.g., team name, home stadium, player name, jersey number, etc.). In other words, the item information for a special ice axe includes information about the collaborating professional sports team. However, specific examples of item information for standard and special ice axes are not limited to multiple primary or secondary items.
[0060] Furthermore, the first server 10 may allow player A to view the item information of the ice axe acquired by player A, or other players B and C. The item information for special ice axes may include, for example, a serial number that uniquely identifies a special ice axe associated with a professional sports team.
[0061] Furthermore, among the multiple second items, "Team Name" and "Home Base" are items for which common settings are set for all special ice axes associated with the professional sports team in question. On the other hand, among the multiple second items, "Player Name" and "Jersey Number" are items for which different settings may be set for multiple special ice axes associated with the professional sports team in question.
[0062] In other words, for multiple special ice axes that are attributes of a professional sports team, common settings may be set for the items "Team Name" and "Home City," while different settings may be set for the items "Player Name" and "Jersey Number." Therefore, if there are 100 special ice axes that are attributes of a professional sports team, 100 of them will have a specific team name (e.g., AAA) in their item information, while fewer than 100 (e.g., only 10) will have a specific player name (e.g., XYZ) in their item information.
[0063] Thus, the item information for special ice axes includes items with relatively low rarity value (i.e., "team name" and "home city") and items with higher rarity value than the first item (i.e., "player name" and "jersey number"). In other words, items with high rarity value are those for which there are fewer special ice axes with the same setting value compared to items with relatively low rarity value. To put it another way, items with high rarity value are those for which there are more variations in the setting value compared to items with relatively low rarity value.
[0064] Next, user terminal 20A acquires one of several mines pre-prepared on the first server 10 (S12). For example, player A can acquire a mine by acquiring a pickaxe in step S11. As another example, player A can acquire a mine by consuming an item (e.g., in-game currency, real currency). However, there may be mines that can be acquired without purchasing or consuming items. Player A who acquires a mine is referred to as the "owner" of that mine.
[0065] The storage 13 of the first server 10 stores field information for each of the multiple mines. The first server 10 (progress acquisition means 110) then transmits the field information where the mines are located, acquired by player A, to the user terminal 20A via the communication IF 15. The user terminal 20A then expands the field information received from the first server 10 into memory 22 via the communication IF 25. The user terminal 20A then displays the captured image taken by the virtual camera installed in field F on the monitor 31. As a result, the excavation screen shown in Figure 6 is displayed on the monitor 31 of the user terminal 20A.
[0066] Field information includes, in addition to the three-dimensional shape of field F, the mine name, owner name, the number of rough ore deposits in the mine, and the location of the rough ore within the mine. However, at this point, detailed information about the gemstone produced by polishing rough ore O has not yet been determined. These are not the only specific examples of items included in field information.
[0067] Furthermore, the user terminal 20A operates avatar A in field F, as shown in Figure 6(A), according to the operations received from player A via the operating device 43. More specifically, player A moves avatar A in field F and has avatar A excavate a mine with a pickaxe (S13). As a result, raw ore O buried in the mine may be discovered, as shown in Figure 6(B). Then, the first server 10 (progress acquisition means 110) generates situation information to identify the circumstances of acquisition in response to player A acquiring raw ore O, and stores the generated situation information in storage 13. The situation information includes, for example, the mining date, the miner, the location of the raw ore, the weather, and the type of pickaxe. In addition, in a mine owned by player A, any gem produced by polishing the raw ore O acquired by player A himself will be given to player A, who is the owner of that mine.
[0068] The mine owner can recruit other players (scholars) to mine. Scholars can mine on behalf of the owner or together with the owner. In this case, user terminal 20A transmits avatar information indicating avatar A after operation to the first server 10 via communication IF 25. The first server 10 then transmits the avatar information received from user terminal 20A to the other user terminals 20B and 20C via communication IF 15. Furthermore, user terminals 20B and 20C operate avatar A in field F expanded in memory 22 based on the avatar information received from the first server 10 via communication IF 25. As a result, avatar A operates synchronously on all user terminals 20A to 20C. The same applies to avatars B and C. The first server 10 (progress acquisition means 110) generates situation information (for example, the miner is the player name of the scholar) according to the situation at the time when scholars (players B, C, etc.) mine in a mine owned by player A and acquire raw ore O, and stores the generated situation information (for example, the mining date, the miner, the location of the raw ore, the weather, the type of pickaxe, etc.) in storage 13. In addition, in a mine owned by player A, raw ore O acquired by scholars who are other players, and gems produced by polishing said raw ore O, will be acquired by player A, the owner of the mine, and given to player A, while scholars who are other players will be given rewards according to the distribution rate determined by the owner for each mine.
[0069] Next, the first server 10 (detail determination means 120) determines the detailed information of the gem obtained from the raw gem O in accordance with the time elapsed (for example, 24 hours) since player A acquired the raw gem O (in other words, generated status information for the raw gem O) (S14). In terms of game presentation, for example, a polisher (Non-Player Character) polishes the raw gem O to obtain a gem, and only at this point are the details of the gem determined.
[0070] As an example, the first server 10 obtains a hash value that is updated by an external server at predetermined intervals. The first server 10 may then determine the detailed information corresponding to the obtained hash value from among several pre-prepared detailed information items. As another example, instead of obtaining a hash value from an external server, the first server 10 may determine the detailed information using a random number generated by a random number generator.
[0071] Furthermore, the user terminal 20A may, for example, notify player A of the remaining time until the detailed information of each acquired raw stone is determined, via the polishing screen. The polishing screen is a screen that shows the progress of polishing the raw stones acquired by player A. On the polishing screen, raw stones that have been polished (i.e., whose detailed information has been determined) and raw stones that are currently being polished are displayed, along with the remaining time until polishing is complete.
[0072] Next, the first server 10 (description information generation means 130) causes the second server 16 to generate description information for the gemstone identified in the detailed information (S15). Then, the first server 10 (description information generation means 130) receives the description information generated by the second server 16 through the communication IF 15 and stores it in the storage 13. More specifically, the first server 10 performs the name generation process shown in Figure 7 and the story generation process shown in Figure 8. Details of these processes will be described later with reference to Figures 7 and 8.
[0073] Next, the user terminal 20A displays detailed gem information and explanatory information on the monitor 31 via the operating device 43 in accordance with the operation of player A (S16). For example, when the [Polishing Complete] icon displayed on the polishing screen is selected, the user terminal 20A receives detailed information from the first server 10 via the communication IF 15 and displays the gem details screen, including the received detailed information, on the monitor 31. In addition, for example, the gem details screen includes a [Story] icon, and when this icon is selected, the user terminal 20A receives explanatory information from the first server 10 via the communication IF 15 and displays the story screen, including the received explanatory information, on the monitor 31. However, if explanatory information has not yet been generated when the gem details screen is displayed, the [Story] icon may be hidden or may be grayed out and unavailable for selection.
[0074] Next, user terminal 20A, following player A's instructions via the operating device 43, makes the acquired gems public to other players as part of its collection or buys and sells them with other players through the market (S17). At this time, the detailed information and description of the gems become viewable by other players. For example, if user terminal 20B receives a command from player B via the operating device 43 to view player A's gems, it should display the detailed information or description received from the first server 10 via the communication IF 15 on the monitor 31.
[0075] Furthermore, at least one of the special pickaxe identified in the item information and the gem identified in the detailed information may be converted into an NFT (Non-Fungible Token). That is, the special pickaxe and gem may be accompanied by an unforgeable certificate of authenticity and a certificate of ownership. This makes the pickaxe and gem acquired by player A in the game unique items that cannot be copied or tampered with. The specific process for converting pickaxes and gems into NFTs is already well known, so a detailed explanation will be omitted.
[0076] However, simply making rare and valuable special pickaxes obtainable is not enough to maintain player A's motivation for the game over the long term, leaving challenges in improving its appeal. Therefore, the following describes the name generation process and story generation process to maintain player A's motivation to acquire and collect special pickaxes over the long term.
[0077] [Name generation process] Figure 7 is a flowchart of the name generation process. The name generation process generates the name of the gem acquired by player A. The first server 10 (description information generation means 130) executes the name generation process, for example, after at least a portion of the detailed information (i.e., items to be included in the input data) has been determined in step S14.
[0078] First, the first server 10 (explanatory information generation means 130) determines whether the miner who extracted the raw ore O that will be used to generate the gem used a standard pickaxe (S11). The type of pickaxe used to obtain the gem can be identified, for example, by referring to the situation information mentioned above.
[0079] Then, the first server 10 (explanatory information generation means 130), in response to determining that it has obtained a raw stone O that will become a gem using a standard pickaxe (S11: Yes), causes the trained model 17b to generate a name (S12), regardless of the gem's value V, which will be described later, without including item information in the input data. In step S12, the first server 10 (explanatory information generation means 130) inputs, for example, some of the items of the situation information and all of the items of the detailed information into the trained model 17b to generate a name.
[0080] On the other hand, the first server 10 (explanatory information generation means 130) determines the value V of the acquired gem in response to its determination that it has acquired a raw stone O that will become a gem using a special pickaxe (S11: No). The value V of the gem may refer to, for example, the degree of rarity of the gem in the game, the number supplied in the game, or the market value of the NFT-ified gem. The first server 10 (explanatory information generation means 130) may determine the value V of the gem based on the detailed information determined by the detailed determination means 120 in step S14.
[0081] As an example, the first server 10 (explanatory information generation means 130) may determine the value V of the gemstone based on a specific item (for example, "weight" which has a numerical value) from the detailed information. In this case, the larger the carat number (numerical value), the higher the value V of the gemstone. As another example, the first server 10 (explanatory information generation means 130) may replace the setting values of each item in the detailed information with a common numerical value (points) (for example, DIAMOND is 10 points, jewelry quality is 5 points, round brilliant cut is 3 points, etc.) and determine the value V of the gemstone by summing these values. In this case, the larger the number of points, the higher the value V of the gemstone. As yet another example, the first server 10 (detail determination means 120) may determine the value V of the gemstone and include it in the detailed information.
[0082] Then, depending on whether the gem's value V is less than the threshold γ (S13: No), the first server 10 causes the trained model 17b to generate a name without including the second item of the item information in the input data (S12). In this case, the input data can be the same as in the case of a standard pickaxe.
[0083] Meanwhile, the first server 10, depending on whether the gem's value V is greater than or equal to the threshold γ (S13: Yes), includes the second item of the item information in the input data and causes the trained model 17b to generate a name (S14). In step S14, the first server 10 inputs, for example, some items of the situation information, all items of the detailed information, and all of the second items of the item information into the trained model 17b to generate a name.
[0084] In steps S12 and S14, the items from the situation information to be included in the input data may be determined, for example, by lottery. Also, if item information is not included in step S12 but is included in step S14, the specific information to be included in the input data may be set as appropriate. Furthermore, the number of characters in the name, etc., may be additionally instructed to the trained model 17b via prompts.
[0085] [Story generation process] Figure 8 is a flowchart of the story generation process. The story generation process generates the backstory of the gem acquired by Player A. The first server 10 (explanatory information generation means 130) executes the story generation process, for example, after completing the name generation process. A detailed explanation of the similarities with the name generation process will be omitted, and the explanation will focus on the differences.
[0086] First, the first server 10 (explanatory information generation means 130) terminates the story generation process without generating a backstory if the value V of the gem produced from the raw ore O obtained by the miner using a standard pickaxe is less than the threshold α (S21: Yes & S22: No). Similarly, the first server 10 (explanatory information generation means 130) terminates the story generation process without generating a backstory if the value V of the gem produced from the raw ore O obtained by the miner using a special pickaxe is less than the threshold β (S21: No & S24: No).
[0087] Furthermore, the first server 10 (explanatory information generation means 130) causes the trained model 17b to generate a backstory (S23) without including item information in the input data, depending on whether the value V of the gem produced from the raw ore O obtained by the miner using a standard pickaxe is greater than or equal to a threshold α (S21: Yes & S22: Yes). In step S23, the first server 10 (explanatory information generation means 130) inputs, for example, some items of the situation information and all items of the detailed information into the trained model 17b to generate a backstory. Note that "not including item information in the input data" may mean not including any of the item information, or it may mean not including some of the item information (for example, including the pickaxe name "xxx" but not the creator "yyy").
[0088] Furthermore, the first server 10 (explanatory information generation means 130) includes the second item of the item information in the input data and causes the trained model 17b to generate a backstory (S26) depending on whether the value V of the gem produced from the raw ore O obtained by the miner using a special pickaxe is greater than or equal to threshold β and less than threshold γ (S21: No, S24: Yes, S25: No). In step S26, the first server 10 (explanatory information generation means 130) inputs, for example, some items of the situation information, all items of the detailed information, and all second items of the item information into the trained model 17b to generate a backstory.
[0089] Furthermore, the first server 10 (explanatory information generation means 130) includes some of the second items of the item information in the input data, depending on whether the value V of the gem produced from the raw ore O obtained by the miner using a special pickaxe is above a threshold γ (S21: No, S24: Yes, S25: Yes), and causes the trained model 17b to generate a backstory (S27). In step S27, the first server 10 (explanatory information generation means 130) inputs, for example, some of the items of the situation information, all of the items of the detailed information, the name generated in the name generation process, and some of the second items of the item information, into the trained model 17b to generate a backstory.
[0090] In step S27, some of the items of item information that can be included in the input data may be, for example, items other than the item used to generate the name (e.g., team name) from the second item of the item information (e.g., home stadium, player name, jersey number). In addition, in step S27, the first server 10 (explanatory information generation means 130) may further instruct the trained model 17b via prompts to always include the name of the gem indicated by the name in the backstory.
[0091] This generates, for example, an item named "ABC Gem" that includes the setting value "ABC" in the item information field "Team Name," and a backstory (text shown in a speech bubble) that includes the setting value "XYZ" in the item information field "Player Name."
[0092] Here, threshold α is set to a value greater than, for example, threshold β. That is, backstories are more likely to be generated when using a special pickaxe than when using a standard pickaxe. Also, threshold γ is set to a value greater than, for example, threshold β. That is, names containing the setting values of item information are less likely to be generated than backstories containing the setting values of item information. On the other hand, the relative magnitudes of thresholds α and γ are not particularly limited. Threshold α is an example of a first threshold, threshold β is an example of a second threshold, and threshold γ is an example of a third threshold. However, the relative magnitudes of thresholds α, β, and γ are not limited to the examples given above.
[0093] The "value of a gemstone" is not limited to the quantitative values mentioned above, but can also be qualitative. The first server 10 (explanatory information generation means 130) may, for example, determine in steps S13, S22, S24, and S25 whether the qualitative value of the gemstone satisfies predetermined conditions. These predetermined conditions may include, for example, "being a diamond, ruby, or sapphire," or "being of gem quality." The condition in step S22 (value V is greater than or equal to threshold α) is an example of a first condition, the condition in step S24 (value V is greater than or equal to threshold β) is an example of a second condition, and the conditions in steps S13 and S25 (value V is greater than or equal to threshold γ) are examples of a third condition. The first, second, and third conditions may all be the same, or some or all of them may be different.
[0094] Furthermore, if item information is not included in step S23, but is included in steps S26 and S27, the specific information included in the input data may be appropriately selected. Steps S26 and S27 are similar in that the item information of the special pickaxe is included in the input data. On the other hand, steps S26 and S27 differ in that all items of the special pickaxe's item information are included in the input data (S26), while items other than those to be used for name generation are included in the input data (S27). In addition, the number of characters in the backstory, etc., may be further instructed to the trained model 17b via prompts.
[0095] [Jewelry trading related] In this embodiment, System 1, as shown in S17 of Figure 5, transmits information (data) from the first server 10 to display a corresponding screen in accordance with operation information for identifying the operations of each player on the user terminal. For example, acquired gems (an example of an object) can be put up for sale on the market, making them viewable and purchasable (tradable) by other players.
[0096] Furthermore, while conventional systems only allowed viewing and purchasing of items in a tradable state, System 1 in this embodiment allows players to make gems that meet predetermined conditions available for viewing, and to send requests to make them available for trading. Gems that meet the predetermined conditions become available for viewing by other players regardless of the intentions of the player who acquired them (even if the player does not list them for sale). As an example of the predetermined conditions, in this embodiment, a backstory is generated in the story generation process shown in Figure 8, but it is not limited to this, and other conditions may include, for example, the gem's value V being above a predetermined value (e.g., β), or being mined with a special pickaxe. Gems that do not meet the predetermined conditions will not become available for viewing by other players unless the owning player lists them for sale, and will become available for viewing by other players when the owning player lists them for sale.
[0097] Furthermore, System 1 can receive requests from user terminals for any gemstones that are in a tradable or viewable state, and the first server 10 receives information to identify the request and transmits information corresponding to the user terminal logged in by the player (owner) who owns the gemstone, thereby notifying the gemstone owner's user terminal of the request. Requests include, for example, discount offers requesting a price reduction, and trade requests requesting the listing of an item on the market or the start of a trade. The following describes the technical matters related to trades and requests provided by System 1.
[0098] Figure 9 is a diagram illustrating a table for identifying gemstones that are available for trading when their owner puts them up for sale, and gemstones that meet predetermined conditions and become viewable regardless of the owner's wishes. The table shown in Figure 9 is stored, for example, in the storage 13 of the first server 10 and is updated as needed. The first server 10 transmits information that makes available gemstones for trading and viewable in response to access from a user terminal (such as login). Figures 10 to 14 are diagrams illustrating examples of display screens shown on the user terminal of a player (hereinafter, player A is used as an example) that receives information identified from the table and transmitted from the first server 10.
[0099] Figure 9(A) is an example of a table for identifying gems that are available for trading in response to player actions. As shown in Figure 9(A), each gem is assigned a gem ID to identify it, and the table stores at least price information to identify the price set by the player who acquired the gem when it was listed on the market, and discount offer information to identify the details of any discount offers received for that gem. In addition, information such as status information and detailed information (settings for each item, etc.), as well as the name and backstory of the gem, can be identified from the gem ID and is stored in the storage 13 of the first server 10.
[0100] Figure 10(A) is an example of a display screen for the list of tradable gems, which is displayed based on information transmitted from the first server 10. The list of tradable gems can be displayed when player A selects an icon or other means to transition to the gem list display screen in the main menu, etc., and the first server 10 receives information to identify this selection operation and transmits information to display the gem list based on Figure 9(A), etc.
[0101] As shown in Figure 10(A), the message "Gem Trading" is displayed in the upper left corner, and below it are tabs that the player can select, such as "Items," "Purchase History," and "Owned Gems." Figure 10(A) shows the screen when the "Items" tab is selected, and a list of gems that are available for trading is displayed below the tab. In Figure 10(A), it is displayed that 6585 gems are listed for sale, and by scrolling down, other gems can be viewed, and selecting any gem will take you to the details screen for that gem. When the "Purchase History" tab is selected, the history screen of gems purchased by Player A is displayed, and when the "Owned Gems" tab is selected, the screen showing a list of gems acquired by Player A is displayed.
[0102] Figure 10(B) shows an example of the details screen when, for example, gem 100 is selected on the gem list screen. As shown in Figure 10(B), the message "Gem Details" is displayed in the upper left, the "Offer History" tab is displayed to the right of it, and the details of gem 100 are displayed at the bottom. The gem details include an image of gem 100, status information, detailed information, price (e.g., "2.30"), and the amount of in-game currency held by player A (e.g., "10.80"). Note that on the gem list screen, an image of the gem viewed from a predetermined direction (e.g., directly from above) is displayed, while on the gem details screen, an image of the gem viewed from a different direction (e.g., directly from the side) is displayed by default, and it is possible to display an image of the gem viewed from any direction depending on the operation on the gem image (e.g., drag operation).
[0103] Furthermore, below the detailed information of a gem, there are icons 17a for "Purchase" and 17b for offering a discount on the gem (100). Selecting icon 17a will initiate the process for player A to purchase the gem. Selecting icon 17b will initiate the process for sending a discount offer on the gem. Note that selecting the "x" icon in the upper right corner of the details screen will return you to the previous screen (i.e., the gem list screen).
[0104] Figure 10(C) is an example of the discount offer setting screen that appears when icon 17b is selected. As shown in Figure 10(C), an input field 17c for entering the desired price is displayed, and below it are displayed a message indicating that the discount offer will be sent anonymously, an icon 17d for canceling the offer, and an icon 17e for sending the offer.
[0105] Figure 10(D) is an example of a discount offer sending confirmation screen when the desired price "1.80" is entered and icon 17e is selected on the discount offer setting screen. As shown in Figure 10(D), a message confirming the sending of the discount offer, icon 17f to cancel the discount offer, and icon 17g to send the discount offer with the current settings are displayed. When icon 17f is selected, the screen returns to Figure 10(C), while when icon 17g is selected, the screen transitions to the discount offer sending completion screen in Figure 10(E). When icon 17g is selected, discount offer information is sent from player A's user terminal 20A to the first server 10 to identify the gem (gem ID, etc.) that is the target of the discount offer and the details of the discount offer (desired price, etc.). Based on the received discount offer information, the first server 10 updates the discount offer information corresponding to the gem ID that is the target of the discount offer in the gem table in Figure 9(A). This makes it possible, for example, to identify that there is a discount offer for gem 100 and to specify the desired price, etc. Furthermore, since the discount offer information transmitted from the user's terminal does not include any information that could identify the player (user) making the offer, it can be guaranteed to be an anonymous offer. However, this is not the only option; for example, to allow administrators to identify the number of discount offers made, the discount offer information may include information that could identify the player (user) making the offer.
[0106] Figure 10(F) shows an example of the offer history screen when the "Offer History" tab is selected after a discount offer has been sent. As shown in Figure 10(F), the discounted price and date and time are displayed. When the "Offer History" tab is selected, for example, a list of discount offers sent by Player A may be displayed, and in this case, information that can identify the gemstones subject to the discount offer may also be displayed.
[0107] When a player logs in to the service provided by System 1, Server 10 determines whether or not a new discount offer has been accepted for that player. If a discount offer has been accepted, it sends the discount offer information to the player's user terminal. Therefore, when a player who owns a gem for which a new discount offer has been accepted logs in, they will be notified in the main menu or elsewhere that a notification has arrived. By selecting an icon or similar to transition to the notification screen to view the notifications, they will be able to display the notification list screen. In addition, if there is a notification from the administrator, the player will be notified that a notification has arrived, and they can also view the administrator's notification.
[0108] Figure 11 shows an example of what is displayed when a player (let's call them Player X) who owns 100 gems that were the subject of a discount offer in Figure 10 logs in and navigates to the notification list screen. As shown in Figure 11(A), the message "Notifications" is displayed in the upper left, and below it is a summary of the notification. In Figure 11(A), "Discount Offer: Desired Price 100" and the date and time the offer was received are displayed, and by performing an action on the notification summary (for example, clicking), the user is redirected to the notification details screen. Figure 11(B) is an example of the notification details screen (discount offer details) when an action is performed on the notification summary of "Discount Offer: Desired Price 1.80". The message "Discount Offer" is displayed as the title, and below it is displayed an image of 100 gems along with a message indicating that a discount offer with a desired price of 1.80 has been received. Further below, there are icons such as "Cancel" 18a and "Go to Gem Transaction" 18b, which are used to proceed to processes such as listing and pricing gems. Selecting icon 18a initiates a process to delete the discount offer information (a process to avoid accepting the offer), while selecting icon 18b transitions to a process that allows for actions such as resetting the price of 100 gems (a process to accept the offer). This allows players who have received a discount offer to choose between canceling or resetting the price, and simplifies the process to reset the price if they choose to do so.
[0109] Returning to Figure 9, Figure 9(B) is an example of a table for identifying gems that are viewable when certain conditions are met, regardless of player operation. As shown in Figure 9(B), corresponding to the gem ID of a gem that meets the predetermined conditions, transaction offer information is stored to identify the content of the transaction offer when a transaction offer for that gem is received. Note that Figure 9(B) stores gem IDs that meet the predetermined conditions and includes gems that are already tradable in response to player operation and gems that are not yet tradable. Also, as explained in Figure 9(A), information that can identify, for example, status information, detailed information (settings for each item, etc.), the name of the gem, and its backstory is stored in the storage 13 of the first server 10.
[0110] Figure 12(A) is an example of the display screen for the gem encyclopedia, which is a list of viewable gems displayed based on information from the first server 10. The gem encyclopedia can be displayed when player A selects an icon to transition to the gem encyclopedia display screen from the main menu, etc. The first server 10 receives information to identify this selection operation and sends information to display a list of gems that meet predetermined conditions based on Figure 9(B). As shown in Figure 12(A), the message "Gem Encyclopedia (with story)" is displayed in the upper left, and below it is a list of gems that meet predetermined conditions and are viewable. In Figure 12(A), other gems can be viewed by scrolling down, and selecting any gem will transition to the details screen of that gem.
[0111] Figure 12(B) shows an example of the details screen when, for example, gemstone 101 is selected in the gemstone catalog. Gemstone 101 is assumed to meet certain conditions but is not yet in a tradable state. As shown in Figure 12(B), the message "Gemstone Details" is displayed in the upper left, the "Offer History" tab is displayed to its right, and the detailed information of gemstone 101 is displayed below. The detailed information of the gemstone includes the image of gemstone 101, as well as status information and other details. In addition, an icon 19a for displaying the story is displayed in the lower left of the image of gemstone 101, and an icon 19b for accepting a trade request offer is displayed in the lower right of the image of gemstone 101. Selecting icon 19a moves the process to display the story generated for gemstone 101, and selecting icon 19b moves the process to send a trade request offer for gemstone 101.
[0112] Figure 12(C) shows an example of the details screen when, for example, gemstone 102 is selected in the gemstone catalog. It is assumed that gemstone 102 meets the specified conditions and is already available for trading. As shown in Figure 12(C), along with the image of gemstone 102, in addition to the same information as shown in Figure 12(B), a message such as "ON SALE" is displayed below the image of gemstone 102 to indicate that it is already listed for sale (i.e., available for trading), and further below that, an icon 19c is displayed to proceed to the process of purchasing gemstone 102.
[0113] Figure 13 shows an example of the display screen after a trade offer has been sent. Figure 13(A) is an example of the trade offer settings screen that is accessed when icon 19b is selected in Figure 12(B). As shown in Figure 13(A), an image of the target gem 101 and an input field 20a for entering the desired price are displayed, and below it, a message indicating that the trade offer will be sent anonymously, an icon 20b for canceling the offer, and an icon 20c for sending the offer are displayed. Note that the screen for entering the desired price may also display the amount of in-game currency the player possesses.
[0114] Figure 13(B) is an example of the transaction request offer submission confirmation screen when the desired price "100" is entered and icon 20c is selected in the transaction request offer setting screen. As shown in Figure 13(B), a message confirming the submission of the transaction request offer, an icon 20d to cancel the transaction request offer, and an icon 20e to send the transaction request offer with the current settings are displayed. When icon 20d is selected, the screen returns to Figure 13(A), while when icon 20e is selected, the screen transitions to the transaction request offer submission completion screen in Figure 13(C). When icon 20e is selected, transaction request offer information, which identifies the gem (gem ID, etc.) that is the target of the transaction request offer and the details of the transaction request offer (desired price, etc.), is sent from Player A's user terminal 20A to the first server 10.
[0115] On the first server 10, based on the received transaction request offer information, the transaction request offer information corresponding to the gem ID that is the target of the transaction request offer in the gem table in Figure 9(B) is updated. This makes it possible to identify, for example, that there is a transaction request offer for gem 101 and to specify the desired price. The transaction request offer information sent from the user terminal does not include information that would allow the player (user) making the offer to be identified, thus ensuring that the offer remains anonymous. However, this is not the only option; for example, to allow the administrator to identify the number of transaction request offers made, the transaction request offer information may include information that would allow the player (user) making the offer to be identified.
[0116] Figure 13(D) shows an example of the offer history screen when the "Offer History" tab is selected after a trade request offer has been sent. As shown in Figure 13(D), the price and date of the trade request offer are displayed. When the "Offer History" tab is selected, for example, a list of trade request offers sent by Player A that are still pending (not deleted or accepted) may be displayed, in which case information that identifies the gemstones targeted by the trade request offers may also be displayed. Furthermore, for example, a list of discount offers sent by Player A may be displayed, in which case information that identifies the gemstones targeted by the offers and whether the offer is a discount or a trade request may also be displayed.
[0117] Figure 13(E) is an example of the transaction request offer details screen that is accessed when the offer history shown in Figure 13(D) is selected. In Figure 13(E), compared to Figure 12(B) before the transaction request offer is sent, the price of the transaction request offer is displayed, and below it, an icon 20f for withdrawing the transaction request offer is displayed. When icon 20f is selected, the information for withdrawing the transaction request offer sent in Figure 13(C) is sent to the first server 10, and the transaction request offer information corresponding to the gem ID to be withdrawn from the gem table in Figure 9(B) is deleted.
[0118] When a player logs in, Server 10 determines whether it has received a new trade offer for that player, similar to a discount offer. If it has, it sends the trade offer information to the player's user terminal. Therefore, when a player who owns a gem for which a new trade offer has been received logs in, they will be notified in the main menu or elsewhere that they have received a notification. By selecting an icon to transition to the notification screen to view the notification, they will be able to display the notification list screen.
[0119] Figure 14 shows an example of what happens when a player (let's call them Player Y) who owns gem 101, the target of the trade request offer information in Figure 13, logs in and navigates to the notification list screen. As shown in Figure 14(A), the message "Notifications" is displayed in the upper left, and a summary of the notification is displayed below it. In Figure 14(A), "Trade Request Offer: Desired Price 100" and the date and time the offer was accepted are displayed, and by performing an action on the notification summary (for example, clicking), the player can navigate to the details screen of that notification.
[0120] Figure 14(B) is an example of the notification details screen when an action is taken on the notification summary for "Transaction Request Offer: Desired Price 100". The message "Transaction Request Offer" is displayed as the title, and below it, along with an image of gemstone 101, it is displayed that a transaction request offer with a desired price of 100 has been received. Further below, there are icons such as "Cancel" 21a and "Go to Gemstone Transaction" 21b, which transition to processes such as listing and pricing the gemstone. Selecting icon 21a will delete the transaction request offer information, while selecting icon 21b will transition to a process where, for example, a price can be entered for gemstone 101 and it can be listed for sale. This allows the player who receives the transaction request offer to choose between canceling or listing, and simplifies the process for setting up a listing.
[0121] When player Y, who has received a trade request offer, selects icon 21B and accepts the listing, information that identifies the listed gem 101 and the set price is sent from the user terminal to the first server 10. The first server 10 updates the gem table based on the information that identifies the listed gem 101 and the set price so that gem 101 becomes tradable. Figure 9(C) shows the gem table after gem 101, which was the subject of a trade request offer in Figure 13, has been listed by player Y. Here, we assume that the gem ID of gem 101 is "12346". As shown in the shaded area of Figure 9(C), price information for gem ID "12346" is newly added and stored compared to Figure 9(A). As a result, gem 101 becomes tradable and can be displayed in the list of tradable gems shown in Figure 10(A), for example, so that other players, including player A who sent the trade request offer, can purchase gem 101.
[0122] [Effects of the Embodiment] According to the above embodiment, as shown in Figure 12(A), gems granted to and acquired by a player can be made viewable by other players other than the owner, regardless of the owner's actions, and as shown in Figure 13, requests to initiate trades can be received from other players. This allows players to send not only discount offers but also trade request offers to initiate trades, improving the flexibility and appeal of offers. Furthermore, it is possible to increase opportunities for gems to be bought and sold, expanding the market in the game and stimulating trading. As a result, actions to acquire gems (mining) and actions to acquire items to purchase gems (acquiring in-game currency) can be encouraged and activated.
[0123] Furthermore, as shown in Figure 10(A), a list of gems that have been put up for sale and are available for trading by the player who owns them can be displayed to other players. In addition, as shown in Figure 14(B), by accepting a trade request offer for a gem that is not currently listed, an icon 21b may be displayed, and in response to the operation of that icon, it is possible to initiate the process of making the gem that is the subject of the trade request offer available for trading. This creates a new pathway from a trade request offer to listing a gem, thereby increasing the opportunities for gems to be listed.
[0124] Furthermore, since gems generated through mining can be NFT-enabled objects, their value can be further increased.
[0125] Furthermore, as shown in Figure 13(B), the transaction request offer includes the desired price for purchasing (transferring) the gemstone in question, and as shown in Figure 14, it also includes information indicating that the offer is being made to purchase (transfer) at that price. This improves convenience for both the player sending the transaction request offer and the player receiving it (the gemstone owner).
[0126] Furthermore, the transaction request offer information does not contain any information that could identify the user making the request, so it will not be known to the player receiving the transaction request offer. As a result, as shown in Figure 14, offers can be made anonymously, so the name of the player making the offer will not be known, which can reduce resistance to making transaction requests and promote the use of transaction requests.
[0127] Furthermore, as shown in Figure 14(B), the screen displaying the details of the trade offer includes an icon 21b that allows the user to initiate the process of making the gemstone subject to the trade offer available for trading. This allows users to review the details of the trade offer and consider whether or not to accept it, thus improving convenience.
[0128] Furthermore, as shown in Figure 12, depending on the action taken on any of the gems displayed in the gem encyclopedia, a trade offer can be received from the player who owns that gem. This allows for intuitive sending of trade offers.
[0129] Furthermore, the gemstone catalog shown in Figure 12 includes both gemstones that are already available for trading and those that are not yet available for trading. Therefore, for gemstones that are already available for trading, purchase and discount offers can be sent not only from the gemstone list but also from the gemstone catalog, thus improving convenience.
[0130] Furthermore, the gemstones displayed in the gemstone catalog shown in Figure 12 are those for which a backstory has been generated, and which, as shown in S22 and S24 of Figure 8, have a value V that is at least equal to or greater than the threshold α or β. This prevents problems such as the gemstone catalog including gemstones with a value less than V, which would result in an excessive number of displayed gemstones and cause users to miss opportunities to send trade offers because they are unable to select a suitable gem.
[0131] According to the above embodiment, when a gem (raw gem O) is acquired using a special pickaxe, gem description information is generated using the item information of the special pickaxe. In other words, only players who own a special pickaxe can acquire gems with special description information. This further increases the value of the special pickaxe and provides players with an incentive to acquire or collect special pickaxes. As a result, the enjoyment of the game is enhanced, and motivation to play the game can be maintained over a long period of time.
[0132] Furthermore, according to the above embodiment, when a gem (raw stone O) is obtained using a standard pickaxe, no gem description information is generated using the item information of the standard pickaxe. In other words, in order to obtain a gem with description information that includes information about the pickaxe, it becomes necessary to obtain a special pickaxe. As a result, the value of the special pickaxe increases even further.
[0133] Furthermore, according to the above embodiment, a backstory is generated only when the value of a gemstone meets predetermined conditions (for example, above thresholds α and β), thus increasing the rarity value of gemstones with backstories. Moreover, by setting the relative magnitudes of thresholds α and β to α > β, it becomes easier to assign a backstory to a gemstone when using a special pickaxe, further increasing the motivation to acquire the special pickaxe.
[0134] Furthermore, according to the above embodiment, if the value of the gemstone is even higher (above threshold γ), a name including information about the special pickaxe is assigned to the gemstone. This makes it possible to obtain gemstones that can be identified at a glance as having been acquired using a special pickaxe, thus further increasing the motivation to acquire a special pickaxe.
[0135] Furthermore, according to the above embodiment, if some items of item information are included in the name, the repeated use of duplicate items can be prevented by excluding those items from the backstory. This is expected to generate even more unique descriptive information. In addition, the value of the gem can be further enhanced by ensuring that names containing information about special pickaxes are always included in the backstory.
[0136] Furthermore, according to the above embodiment, by differentiating the handling of whether or not to generate a backstory and name depending on whether the value of the gemstone is less than threshold β (S24: No) or less than threshold γ (S13: No), it becomes possible to generate appropriate explanatory information.
[0137] Furthermore, according to the above embodiment, the value of the gemstone is determined based on detailed information that is determined after a predetermined time has elapsed since the acquisition of the raw stone O. This can increase the player's anticipation until the value of the gemstone is determined.
[0138] Furthermore, according to the above embodiment, by making the game difficulty the same for both standard and special pickaxes, it is possible to prevent players who possess special pickaxes (typically paying players) from having too much of an advantage.
[0139] Furthermore, by applying the above process to items that can be converted into NFTs, the value of the NFT-converted special pickaxe or gem can be further increased.
[0140] [Differentiation] In the above embodiment, an example was shown where a desired price is entered when sending a trade request offer. However, the system is not limited to this, and may also allow the player making the trade request offer to specify or select that the player making the trade request offer completes a mission provided within the game on behalf of the player receiving the trade request offer. Furthermore, it may also allow the player making the trade request offer to specify or select which mission from among several types of missions the player making the trade request offer will complete on behalf of the other player. In this case, by completing the mission on behalf of the other player, the gem that is the subject of the trade request offer may be granted to the player making the offer, or the gem that is the subject of the trade request offer may be put up for sale and made available for trade. Similarly, for discount offers, an example was shown where a desired price is entered when sending a discount offer. However, the system is not limited to this, and may also allow the player to specify or select which mission to complete on behalf of the other player.
[0141] In the above embodiment, we described an example where there is no limit on the number of times a single player can send a trade offer. However, the system is not limited to this example, and a limit may be placed on the number of times a single player can send a trade offer. For example, the number of times a single player can send a trade offer within a predetermined period (e.g., one day) may be limited to a predetermined number (e.g., 10 times). This can prevent a proliferation of trade offers that would cause confusion.
[0142] In the above embodiment, an example was described in which selecting icon 21b in Figure 14(B) transitions to a process for listing and pricing a gemstone. However, in this case, for example, the user may transition to a details screen for the gemstone that is the target of the trade request offer, where the user can enter the price, or to a details screen for the gemstone that is the target of the trade request offer, where the offered price is entered as the default price. The user can then change the price as needed, and selecting to list the gemstone will make it available for trading. This reduces the workload from receiving a trade request offer to listing the gemstone.
[0143] Furthermore, when a gemstone that is the subject of a trade request offer is put up for sale by selecting icon 21b in Figure 14(B), the player who made the trade request offer may be notified by an announcement or similar means. In this case, clicking on the content of the notification may take the player to a screen where they can purchase the gemstone that is the subject of the trade request offer.
[0144] Furthermore, by selecting icon 21b in Figure 14(B), the listed gem will appear in the gem list and become available for purchase regardless of whether the player making the trade offer is the same player or not. However, it is not limited to this, and the gem may be available for purchase only by the player making the trade offer, or it may be available for purchase only by the player making the trade offer for a predetermined period (e.g., 3 days) after listing, and then become available for purchase regardless of whether the player making the trade offer is the same player or not after the predetermined period has elapsed, or the listing may be automatically canceled after the predetermined period has elapsed, returning it to a state where it is not available for trade.
[0145] In the above embodiment, other players (scholars) who are not the mine owner can mine in the mine. In this regard, when a scholar selects an icon to mine in the main menu, they are taken to a mine selection screen where they can choose which mine to mine from among several mines, and mining can begin in that mine after selecting one. On the mine selection screen, for each selectable mine, the total remaining durability (stamina) of pickaxes that are not in use, the distribution rate of rewards given to the scholar when raw ore O is excavated, and the number of unexcavated raw ore O remaining in the mine are displayed, and scholars will select a mine by referring to these parameters. Therefore, on the mine selection screen, mines may be displayed in an order that is advantageous (profitable) to the scholar based on the total durability (stamina), distribution rate, and the number of remaining raw ore O (sorted from the top mines). This can improve the convenience for scholars.
[0146] Furthermore, while the example above showed a system where the user selects a mine from among several, the system is not limited to this; the most advantageous (profitable) mine for the user may be automatically selected. In this case, the main menu may include two icons: a first icon that transitions to a mine selection screen where the user chooses a mine, as described above, and a second icon that transitions to a screen where the most advantageous (profitable) mine for the user is selected and mining begins at that mine (see Figure 6). In addition, the main menu may display a message such as "Available" corresponding to the aforementioned icons if there are still mines available for the user to select. Specifically, if there are still mines available for the user to select from among several mines, a message such as "Available" may be displayed corresponding to the first icon. Furthermore, when the most advantageous (profitable) mine for the user is not available for selection (for example, when the number of mining users has reached the limit), the second icon may be hidden, and displayed only when the most advantageous (profitable) mine is available for selection. Even if you are mining at mine A, you can stop mining at mine A midway and move to another mine B. In this case, the pickaxe you were using to mine at mine A will be automatically returned to you.
[0147] In the above embodiment, an example of applying the present invention to a first server 10 that provides a game and a user terminal 20 that plays the game was shown. However, the present invention is not limited to this, and can be applied to any system that transfers or sells objects assigned to a user or objects owned by a user, not limited to a system that provides games, but also to systems that provide flea markets, auctions, etc.
[0148] In the above embodiment, an example was described in which item information for a standard pickaxe is never included in the input data, while item information for a special pickaxe is always included. However, whether or not to include item information in the input data is not limited to the above example. As another example, the first server 10 (explanatory information generation means 130) may decide whether or not to include item information in the input data by probability.
[0149] In this case, the first server 10 (explanatory information generation means 130) may set the probability of including the item information of a special pickaxe in the input data (e.g., 70%) higher than the probability of including the item information of a standard pickaxe in the input data (e.g., 30%). Alternatively, the first server 10 (explanatory information generation means 130) may set the probability of including the item information of a standard pickaxe in the input data (e.g., 30%) lower than the probability of including the item information of a standard pickaxe in the input data (e.g., 30%), using the probability of including the item information of a special pickaxe in the input data as a baseline (e.g., 70%).
[0150] Furthermore, in steps S12, S14, S26, and S27, the first server 10 (explanatory information generation means 130) can instruct the trained model 17b to generate explanatory information using, for example, at least a portion of the input data. The trained model 17b may then decide which words from the input data to use. In this case, for example, in step S14, even though the input data includes item information, the words within the item information may not be reflected in the name.
[0151] Therefore, in step S14, the first server 10 (explanatory information generation means 130) may further instruct the trained model 17b via prompts to include at least a portion of the words contained in the item information in the name. This is expected to generate a unique name that reflects the item information.
[0152] Furthermore, in step S14, the first server 10 (explanatory information generation means 130) may instruct the trained model 17b via prompts to specify the number of terms to include in the name from among the terms included in the item information. For example, the first server 10 (explanatory information generation means 130) may specify a larger number of terms to include in the name the higher the value of the gem. This makes it possible to create differences in how the item information is reflected according to the value of the gem.
[0153] Furthermore, in step S14, the first server 10 (explanatory information generation means 130) may additionally instruct the trained model 17 via prompts to include a specific item from among the multiple items included in the item information in the name. For example, if the value of the gem is less than the threshold δ, the first server 10 (explanatory information generation means 130) may additionally instruct the trained model 17 via prompts to include the first item, which has relatively low rarity value, in the name. On the other hand, if the value of the gem is greater than or equal to the threshold δ, the first server 10 (explanatory information generation means 130) may additionally instruct the trained model 17b via prompts to include the second item, which has relatively high rarity value, in the name. This makes it possible to create differences in how the item information is reflected depending on the value of the gem.
[0154] Furthermore, the additional instructions for the pre-trained model 17b described above can be applied not only to step S14, but also to steps S26 and S27. In addition, the additional instructions for the pre-trained model 17b described above can be applied to input data other than item information in steps S12, S14, S26, and S27.
[0155] Furthermore, the program according to the present invention is not limited to a single program, but may be a collection of multiple programs. Also, the program according to the present invention is not limited to being executed on a single device, but may be executed by multiple devices in a shared manner. Moreover, the division of roles between the first server 10, the second server 16, and the user terminal 20 is not limited to the example described above. That is, a part of the processing of the first server 10 may be executed by the second server 16 or the user terminal 20, a part of the processing of the second server 16 may be executed by the first server 10 or the user terminal 20, and a part of the processing of the user terminal 20 may be executed by the first server 10 or the second server 16.
[0156] Furthermore, some or all of the means implemented by the program can also be implemented by hardware such as integrated circuits. Additionally, the program may be provided by being recorded on a non-transient recording medium readable by a computer. Recording mediums include, for example, hard disks, SD cards, DVDs, and servers on the internet.
[0157] [Note] The following summarizes some of the features of the present invention.
[0158] [assignment] The present invention aims to improve interest and appeal.
[0159] [Solution] (1) Computers, A display means that makes an object assigned to a first user visible to a second user different from the first user, regardless of the first user's actions; A receiving means for receiving requests from the second user regarding the object displayed by the display means, A program that makes something work.
[0160] (2) The computer An execution means that performs a first process to make the objects assigned to the first user available for trading with the second user in response to the operation of the first user, and make it work The display means enables the second user to see objects that are in a tradable state by the execution means. The aforementioned execution means is In response to an operation performed on an object assigned to the first user, the first process can be initiated for that object. For objects assigned to the first user that are not yet in a tradable state, the first processing can be initiated for those objects in response to an operation on a predetermined image displayed when the request is received.
[0161] (3) The object is an object that can be in an NFT state.
[0162] (4) The request includes consideration for the transfer of the object to which the request pertains, The aforementioned execution means includes notification means that, upon receiving the request, notifies information including that the transfer is being requested for a price specified from the request.
[0163] (5) The information communicated by the notification means shall not include any information that would allow the user who made the request to be identified.
[0164] (6) The information communicated by the notification means includes an icon image which is a predetermined image and accepts an operation to start the first process with respect to the object that is the subject of the request.
[0165] (7) The computer In response to operations performed on the object displayed by the aforementioned display means, the system functions as a means for receiving requests regarding the object from the user to whom the object is assigned.
[0166] (8) The objects displayed by the display means include objects that have been processed and are in a tradable state, and objects that are not in a tradable state.
[0167] (9) The object displayed by the display means is an object whose value satisfies predetermined conditions.
[0168] (10) Display means that makes an object assigned to a first user visible to a second user different from the first user, regardless of the first user's actions, A system comprising: a receiving means for receiving requests from a second user regarding the object displayed by the display means.
[0169] [Effects and Effects] According to the above solutions (1) and (10), for example, it is possible to request not only a discount but also the initiation of a transaction, thereby improving the freedom and appeal of requests. Furthermore, for example, it is possible to increase the opportunities for objects to be bought and sold, thereby expanding the market in the game and stimulating transactions. As a result, actions to acquire objects and actions to acquire items (acquire in-game currency) to purchase objects can be encouraged and activated.
[0170] According to the above solution (2), a new pathway can be established to make an object tradable in response to a request, thereby increasing the opportunities for an object to be made tradable.
[0171] According to the above solution (3), the value of the object can be further enhanced.
[0172] According to the above solution (4), the convenience of both the user sending the request and the user receiving it can be improved.
[0173] According to the above solution (5), since requests can be made anonymously, the username of the person making the request will not be revealed, which can reduce resistance to making requests and encourage requests to be made.
[0174] According to the above solution (6), it is possible to consider whether or not to accept the request while confirming the content of the request, thereby improving convenience.
[0175] According to the above solution (7), requests can be sent intuitively.
[0176] According to the above solution (8), for objects that are already in a tradable state, purchase and discount requests can be sent from multiple channels, thereby improving convenience.
[0177] According to the above solution (9), it is possible to prevent problems such as missing opportunities to submit requests because the display number of objects that do not meet the specified value criteria are included, resulting in an inability to select an object. [Explanation of Symbols]
[0178] 1...System, 2...Communication network, 10...First server, 11,21...Processor, 12,22...Memory, 13,23...Storage, 14...Input / Output interface, 15,25...Communication interface, 16...Second server, 17a...Learning model, 17b...Trained model, 18...Neural network, 19,29...Communication bus, 20...User terminal, 31...Monitor, 33,34...Camera, 35...Microphone, 36...Speaker, 41...Motion sensor, 42...Position sensor, 43...Operating device, 110...Progress acquisition means, 120...Detail determination means, 130...Explanation information generation means
Claims
1. Computers, A display means that makes an object assigned to a first user visible to a second user different from the first user, regardless of the first user's actions; A receiving means for receiving requests from a second user regarding the object displayed by the display means, A program that makes something work.
2. The aforementioned computer, An execution means that performs a first process to make an object assigned to the first user available for trading with the second user in response to an operation by the first user, and make it work The display means enables the second user to see objects that are in a tradable state by the execution means. The aforementioned execution means is In response to an operation performed on an object assigned to the first user, the first process can be initiated for that object. The program according to claim 1, which can initiate the first processing for an object that is not in a tradable state among the objects assigned to the first user, in response to an operation on a predetermined image displayed when the request is received.
3. The program according to claim 1, wherein the object is an object that can be in an NFT state.
4. The aforementioned request includes consideration for the transfer of the object to which the request pertains. The program according to claim 2, wherein the execution means includes a notification means that, upon receiving the request, notifies information including that the transfer is requested for a price specified from the request.
5. The program according to claim 4, wherein the information notified by the notification means does not include information that would allow the user who made the request to be identified.
6. The program according to claim 4, wherein the information reported by the notification means includes an icon image which is a predetermined image that accepts an operation to start the first processing with respect to the object that is the subject of the request.
7. The aforementioned computer, The program according to claim 2, which functions as a means for receiving requests regarding an object from a user to whom an object has been assigned, in response to an operation on an object displayed by the display means.
8. The program according to claim 2, wherein the objects displayed by the display means include objects that have been processed and are in a tradable state, and objects that are not in a tradable state.
9. The program according to claim 1, wherein the object displayed by the display means is an object whose value satisfies predetermined conditions.
10. A display means that makes an object assigned to a first user visible to a second user different from the first user, regardless of the first user's actions; A system comprising: a receiving means for receiving requests from a second user regarding the object displayed by the display means.
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