Game information processing method and computer program
The game information processing method addresses the issue of premature action point exhaustion by creating a tree diagram and evaluating action patterns to distribute actions appropriately, allowing the computer opponent to make optimal use of available points.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-11
- Publication Date
- 2026-03-24
AI Technical Summary
In faction-based action point consumption games, characters may exhaust their action points prematurely, leading to incomplete actions or inaction by other characters, especially when playing against a computer opponent that optimizes actions.
A game information processing method that creates a tree diagram of action patterns for characters, calculates an evaluation value for each pattern, and selects actions based on these values within the limits of faction and individual action points, ensuring appropriate action distribution across all characters.
Enables the computer opponent to take more appropriate actions within the limited action point constraints, preventing premature exhaustion and ensuring all characters can act as intended.
Smart Images

Figure 2026052495000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game information processing method and a computer program.
Background Art
[0002] Game applications (hereinafter referred to as game apps) that can be executed on a communicable information terminal device such as a so-called smartphone or tablet terminal carried by a user have become widespread. Among the game genres that can be enjoyed in game apps, there are those called simulation RPG (Role Playing Game), tactical RPG, strategic RPG, etc. (Patent Document 1). In this type of game, an operable character is placed on a matrix of squares on a map or on a network of nodes, and against an enemy character placed in the same way, a so-called action power (points for executing predetermined actions such as moving and attacking) is consumed, and the user moves or attacks the character to play. At this time, the enemy character also automatically executes moves between squares or nodes, attack actions, etc. in order to attack the user's character.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In games like the aforementioned simulation RPGs, where groups each possessing at least one character compete against each other, and where players decide the actions of each character within their group within the limits of the action points allocated to that group during their group's turn (hereinafter also referred to as "faction point consumption games"), when playing against the computer, if the computer only selects the optimal action for each character, it may result in a situation where a specific character uses up all of their faction action points. In such cases, the character in question will take the optimal action, but other characters may end up in situations where they cannot act because they have no faction action points (for example, they cannot move even though they want to), or their actions are incomplete because they run out of faction action points.
[0005] This disclosure aims to provide a game information processing method and a computer program that enable a computer to take more appropriate actions overall within the limited scope of its faction action points and total individual action points when playing against a computer in a game where at least one character can take at least one action, as long as the total individual action points set for each character in the computer group allow. [Means for solving the problem]
[0006] A game information processing method according to one embodiment of the present disclosure is a game in which a first group consisting of one or more characters, executed by a player, and a second group consisting of one or more characters, executed by a computer, each consume the corresponding action points to perform predetermined actions in each turn on a map including a plurality of grids or nodes connected in a network on which characters can be placed, and the game information processing method for a game in which the actions of the characters belonging to the group corresponding to a given turn are performed within the range of the faction action points set for each group in that turn, or within the range of the total individual action points set individually for the characters belonging to each group, wherein in the turn of the second group: a step of creating a tree diagram of patterns in which two or more predetermined numbers of actions of the one or more characters belonging to the second group are arranged on the map, The process includes the steps of: calculating an evaluation value for each action pattern included in the created tree diagram; selecting an action pattern for one or more characters of the second group based on the calculated evaluation value; adding the action power corresponding to the actions included in the selected pattern to the cumulative action power for the turn; and determining whether the cumulative action power is within the range of the faction action power or the total individual action power. If it is determined that it is not within the range, it is decided to end the turn of the second group. If it is determined that it is within the range, the process from creation to determination is repeated until it is determined that it is not within the range. In the second and subsequent creation processes, a tree diagram is created with a predetermined number of actions arranged according to the map situation when the pattern selected from the tree diagram created in the previous creation process is executed. [Effects of the Invention]
[0007] According to this disclosure, in a game where at least one character can take at least one action as long as the faction action points and total individual action points allow, when playing against a computer, the computer will be able to take more appropriate actions overall within the limited range of faction action points and total individual action points. [Brief explanation of the drawing]
[0008] [Figure 1] This is an overview diagram of the game system disclosed herein. [Figure 2] This is a block diagram showing the internal configuration of an information processing device. [Figure 3] This is a block diagram showing the internal configuration of an information terminal device. [Figure 4] This is an explanatory diagram of the game screen in the game system of this embodiment. [Figure 5] This is a flowchart illustrating an example of a processing procedure in an information terminal device. [Figure 6] This is a flowchart illustrating an example of a processing procedure in an information terminal device. [Figure 7] This is an explanatory diagram of the game screen in the game system of this embodiment. [Figure 8] This is an explanatory diagram of the game screen in the game system of this embodiment. [Modes for carrying out the invention]
[0009] This disclosure will be described in detail with reference to drawings illustrating its embodiments. The following embodiments describe a game system to which the game information processing method of this disclosure is applied.
[0010] Figure 1 is an overview diagram of the game system 100 of this disclosure. The game system 100 includes an information terminal device 2 used by multiple users, and an information processing device 1 that can communicate with the information terminal device 2. The information terminal device 2 and the information processing device 1 can send and receive data to and from each other via a network N. The network N includes the internet N1, a carrier network N2, a base station BS, and an access point AP. The information terminal device 2 can send and receive data to and from the information processing device 1 via the network N, either wirelessly or via a wired connection.
[0011] Figure 2 is a block diagram showing the internal configuration of the information processing device 1. The information processing device 1 is a game server capable of sending and receiving data with the information terminal device 2. In the following description, the information processing device 1 will be described as a single game server, but it may also be configured as a distributed processing system using multiple server computers connected via a network.
[0012] The information processing device 1 comprises a processing unit 10, a storage unit 11, and a communication unit 12. The processing unit 10 is a processor using a CPU (Central Processing Unit). The processing unit 10 may also include a GPU (Graphics Processing Unit). The processing unit 10 executes processing as a game server based on the information processing program P1 stored in the storage unit 11.
[0013] The storage unit 11 includes non-volatile memory such as a hard disk, flash memory, or SSD (Solid State Drive), and volatile memory such as RAM (Random Access Memory). The storage unit 11 stores data that the processing unit 10 references. The storage unit 11 stores the information processing program P1. The information processing program P1 may be a copy of the information processing program P9 stored in the storage medium 9, read by the processing unit 10 and stored in the storage unit 11. The information processing program P1 may also be a copy downloaded by the processing unit 10 from another program server via the communication unit 12 and stored.
[0014] The memory unit 11 includes a content database 110 that stores game content used in the game. The game content stored in the content database 110 includes scenario data, battle data, character data, battle item data, enhancement item data, etc. The memory area of the memory unit 11 that stores this game content data may be an external storage medium connected via a network.
[0015] The communication unit 12 realizes communication with the information terminal device 2 via the network N. Specifically, the communication unit 12 is, for example, a network card. The communication unit 12 may be a wireless communication module connected to the carrier network N2, may be a wireless communication module for WiFi, or may be a wired communication module. The processing unit 10 can transmit and receive data to and from the information terminal device 2 through the communication unit 12.
[0016] FIG. 3 is a block diagram showing the internal configuration of the information terminal device 2. The information terminal device 2 is a device including a display unit 23 and a communication unit 22. The information terminal device 2 is, for example, a smartphone or a tablet terminal. The information terminal device 2 may be a PC (Personal Computer) or a dedicated game device.
[0017] The information terminal device 2 includes a processing unit 20, a storage unit 21, a communication unit 22, a display unit 23, an audio output unit 24, and an operation unit 25. The processing unit 20 is a processor using a CPU and may include a GPU. The processing unit 20 executes processing related to the game based on the game application program (hereinafter referred to as the game app) P2 stored in the storage unit 21.
[0018] The storage unit 21 has a non-volatile memory such as a flash memory and an SSD, and a RAM. The storage unit 21 stores data referenced by the processing unit 20. The game app P2 is stored in a downloadable and executable manner from the information processing device 1 or another program server device via the communication unit 22.
[0019] The communication unit 22 realizes communication with the information processing device 1 via the network N including the Internet or a carrier network. Specifically, the communication unit 22 may be a wireless communication device connected to the carrier network, may be a wireless communication device for WiFi, or may be a wired communication device. The processing unit 20 can transmit and receive data to and from the information processing device 1 through the communication unit 22.
[0020] The display unit 23 is a display such as a liquid crystal display or an organic EL (Electro-Luminescence) display. The display unit 23 is, for example, a touch panel-integrated display. The processing unit 20 displays game content such as images and text provided by the information processing device 1 on the display unit 23 based on the game application P2.
[0021] The audio output unit 24 includes a speaker, etc. The processing unit 20 outputs game content such as audio and music provided by the information processing device 1 from the audio output unit 24 based on the game application P2.
[0022] The operation unit 25 is a user interface that enables input and output to and from the processing unit 20, and is a touch panel built into the display unit 23. The operation unit 25 may also consist of physical buttons. The operation unit 25 may also be used in conjunction with the voice input unit.
[0023] In the game system 100 configured in this way, the information terminal device 2 can play action point-consuming games, such as simulation RPGs, based on the game application P2. The action point-consuming game according to this embodiment is a game in which a user group consisting of at least one character (ally character) of a user competes against a computer group consisting of at least one character (enemy character) of a computer on a map having multiple squares or network nodes (multiple nodes connected in a network) on which characters controlled by the user or computer can be placed. Each turn, the user consumes action points within the range of the faction action points corresponding to the group (the maximum total value of action points that can be consumed by that group in a given turn), or the total individual action points set for the characters included in the group (the maximum total value of action points that can be consumed by each character in a given turn), to perform predetermined actions. That is, for example, when faction action points are applied, in the user's turn, the user decides the actions of each character belonging to the user group so as not to exceed the faction action points corresponding to the user group. The total value of action points for each action decided in the user's turn will be less than or equal to the faction action points. Furthermore, during the computer's turn, the computer determines the actions of each character belonging to its group so as not to exceed the action points of the faction corresponding to the computer group. The sum of the action points for each action determined during the computer's turn must be less than or equal to the faction's action points.
[0024] In this embodiment, a predetermined "action" refers to any action performed by a predetermined character that consumes corresponding action points, such as character movement, attacks, special attacks including ultimate moves and combination attacks with allies, activation of skills such as attack power boosts and health recovery, and tactics such as setting traps.
[0025] Furthermore, in this embodiment, the "multiple grids" may be in a matrix, arranged according to a predetermined rule, or arranged irregularly. The shape of the grids may be a polygon such as a square or hexagon, a circle, or a combination thereof. The grids may be touching or spaced apart. If the grids are spaced apart, they may be connected by shapes that indicate paths (such as lines), for example, like nodes in a network (in this case, the character can be moved to the grids connected by the shapes indicating paths). In addition, the outer edges of each grid may or may not be visualized (such as being displayed with lines).
[0026] In this embodiment, for example, at least one user-operable character is placed on a matrix-like grid or on a network of nodes, and the user engages in combat with at least one enemy character, similarly placed, by moving the character within the limits of their faction's action points during their turn. The information terminal device 2 performs processing to determine the success or failure of actions and the results of attack and defense actions for each character selected by the user, and moves non-playable characters (NPCs), including enemy characters, that the user cannot control. The processing to determine the success or failure of actions and the results of attack and defense actions may also be performed by the information processing device 1.
[0027] The following will mainly describe the method for determining the actions of NPCs in the information terminal device 2, and how the game progresses. Figure 4 is an explanatory diagram of the game screen in the game system 100 of this embodiment. In the game application P2 of this disclosure, when combat begins, as shown in Figure 4, multiple friendly characters PC1, PC2, and PC3 are placed on a map including network-connected nodes ND1-ND12, as a user group, and multiple enemy characters EC1, EC2, and EC3 are placed as a computer group. Combat progresses with friendly characters PC1-3 and enemy characters EC1-3 moving in a turn-based system. Movement involves the consumption of action points (action power), and each character performs actions such as moving or attacking within the range of action points granted each turn. Action points are given to each character individually in the following description, but total action points (faction action power) are given to the friendly faction (user group) and the enemy faction (computer group) as the maximum amount of action points that can be consumed each turn. In other words, action points are awarded to the entire allied faction, and one character may consume almost all of the total action points by themselves, or multiple characters may consume all of the total action points. It is also possible to move to the opponent's turn before all of the total action points have been consumed. The amount of action points consumed when moving between nodes ND1-ND12 and when attacking the opponent's faction may be determined by the character attributes and individual settings of each character PC1-3, EC1-3. In Figure 4, each character PC1-3, EC1-3 is marked with an attribute. For example, in this embodiment, allied character PC1 and enemy character EC1 are "Swordsmen", allied character PC2 and enemy character EC2 are "Cavalrymen", and allied character PC3 and enemy character EC3 are "Magicians". For example, allied character PC2 and enemy character EC2, who have the "Cavalry" attribute, are set to consume less action points when moving than other characters. The action point cost for a "swordsman's" attack may be set to be lower than that of others.
[0028] The user selects the nodes ND1-ND12 to move to and the actions to perform on nodes ND1-ND12 for each of the allied characters PC1-3, within the range of faction action points allocated to the user group. In contrast, for enemy characters, i.e., NPCs from the user's perspective, the information terminal device 2 determines the movement and actions of each of the enemy characters EC1-3, within the range of action points allocated to each character EC1-3.
[0029] In this embodiment, some of the nodes ND1-ND12 are configured to have either an event that is beneficial or detrimental to all allied characters PC1, PC2, PC3 and enemy characters EC1, EC2, EC3 when they pass through or stop at that node ND1-ND12. For example, benefits could include item granting or buffs, while detrimental could be debuffs. In Figure 4, benefits are granted when passing through or stopping at either node ND7 or node ND9, while detrimental is granted when stopping at node 8.
[0030] The processing in the information terminal device 2 during combat under these conditions will be explained in detail. Figures 5 and 6 are flowcharts showing an example of the processing procedure in the information terminal device 2. When a battle is selected, the processing unit 20 receives battle data related to the selected battle (map data, character data of enemy characters EC1-3, battle background, foreground data, etc.) from the information processing device 1, and performs the following processing based on the received battle data.
[0031] The processing unit 20 reads the map data for the target battle (step S201) and reads the initial position data of the enemy characters EC1-3 associated with the target battle (step S202). Based on the read map data and the data of the enemy characters EC1-3, the processing unit 20 draws the enemy characters EC1-3 on the map and displays them on the display unit 23 (step S203).
[0032] The processing unit 20 receives a selection of actions for the allied characters PC1-3 from the user (step S204). Based on the selected action, the processing unit 20 executes a process for movement, attack, or granting merits or demerits (step S205). In step S205, the processing unit 20 draws an animation for movement, an animation for granting merits or demerits, or an attack. For attacks, a battle screen may be displayed that zooms in on each node ND, which is different from the screen that draws the map, and a battle may be performed between characters in a 1v1, 2v2, 3v3, etc.
[0033] In step S205, the processing unit 20 executes a process, for example, to move the selected allied character PC1-3 and subtract the action points of the moved character PC1-3. The processing unit 20 assigns the merits or demerits associated with the destination node ND1-ND12 to each of the moved character PC1-3 or to the allied faction. If an attack by allied character PC1-3 on any of the enemy characters EC1-3 located in the adjacent node ND1-ND12 was selected in step S204, the processing unit 20 executes the attack process. The attack process may target not only the enemy character EC1-3 that is being attacked, but also other enemy characters EC1-3 and allied character PC1-3 located on nodes ND1-ND12 that are accessible by one edge from the node ND where the enemy character EC1-3 is located. The attack process may also simply reduce the health of enemy character EC1-3 based on the balance between the attacking allied character PC1-3's attack power and the enemy character EC1-3's defense power on the map. The attack process may involve a turn-based battle, action battle, puzzle, etc., on separate battle screens between the participating enemy character EC1-3 and the allied character PC1-3, thereby reducing the target enemy character EC1-3's health. The enemy character EC1-3 or allied character PC1-3 that has lost health through battle may be removed from the map in step S205.
[0034] The processing unit 20 determines whether the battle termination conditions have been met (step S206). If the processing unit 20 determines that the battle termination conditions have not been met (S206: NO), it proceeds to step S207. If it determines that the battle termination conditions have been met (S206: YES), it proceeds to step S215.
[0035] The processing unit 20 calculates the action points after the processing of movement, attack, or the application of merit or demerit (step S207), and determines whether or not the end of the turn for the user's allied characters PC1-3 has been selected (step S208). The processing in step S207 may be performed during the processing in step S205. If the processing unit 10 determines that the end of the turn has not been selected (S208: NO), it returns to step S204.
[0036] If the processing unit 20 determines that the end of the turn has been selected (S208: YES), it proceeds to step S209.
[0037] Next, in order to determine the actions of enemy characters EC1-3, the processing unit 20 creates a tree diagram of action patterns (patterns consisting of two or more predetermined numbers of actions) according to the current map situation, under the restriction that action points and movement to nodes ND1-ND12 where friendly characters PC1-3 are located are not possible (step S209). In the following embodiment, the predetermined number is set to "2" (two actions (two moves)).
[0038] The processing unit 20 calculates an evaluation value for each action pattern in the created tree diagram (step S210). The evaluation value is calculated at the start of step S209 by summing up the evaluation values assigned to each node ND1-ND12 or by calculating the average value, based on the situation at that time, the attributes of each enemy character EC1-3, and / or the role assigned in the battle. The processing in step S209 and the processing in step S210 may be executed simultaneously. For example, the evaluation value can be calculated while creating the tree diagram. These processes will be described later with reference to the map.
[0039] The processing unit 20 selects the action pattern with the highest calculated evaluation value within the range of total action points (step S211). The processing unit 20 also obtains the action points (action power) of the actions included in the selected action pattern by referring to the content DB 110, calculates the total action points for the above action pattern, and adds this calculated total value to the cumulative action points for this turn (the cumulative value of action points consumed in this turn). Note that these cumulative action points (cumulative action power) are zero at the start of this turn, and increase each time an action pattern is selected in step S211.
[0040] The processing unit 20 determines whether the cumulative action points obtained in step S211 are greater than the total action points (whether they are within the range of the total action points) (step S212). If the processing unit 20 determines that the cumulative action points are not greater than the total action points (S212: NO), it proceeds to step S213. On the other hand, if the processing unit 20 determines that the cumulative action points are greater than the total action points (S212: YES), it proceeds to step S214. In this case, since there are no action points remaining that can be used this turn, the opponent's (computer's) turn ends. In other words, the processing unit 20 decides to end the opponent's turn.
[0041] The processing unit 20 executes the process of moving, attacking, or applying merits or demerits to the corresponding enemy character EC1-3 based on the selected action pattern (step S213). In step S213, the processing unit 20 draws the animation for the enemy character EC1-3's movement, the animation for the merit or demerit application process, or the attack. The attack may be executed by displaying a separate battle screen, similar to step S205. When step S213 is completed, the processing unit 20 returns to step S209 and creates a new action pattern tree diagram for the execution of the next character's action.
[0042] In step S214, the processing unit 20 determines whether the battle termination conditions have been met (step S214). If the processing unit 20 determines that the battle termination conditions have not been met (S214: NO), it returns to step S204. In step S204, the actions of the allied characters PC1-3 for the next turn are selected.
[0043] If the processing unit 20 determines that the battle termination conditions have been met (S214: YES), it sends the battle results to the information processing unit 1 (step S215) and terminates processing. If the battle has ended and the battle was a victory, in step S215 the processing unit 20 notifies the display unit 23 of the victory and grants the user the victory reward. If the battle has ended and the battle was a defeat, the processing unit 20 notifies the user of the defeat. In step S214, the processing unit 20 determines that the battle termination conditions have been met if the state of the battle meets the victory conditions (e.g., all enemies are eliminated, the boss is defeated, the number of allied forces at the end of a predetermined number of turns is greater than or equal to a predetermined number), and conversely, if the defeat conditions (the user's main character is defeated) are met, the processing unit 20 determines that the battle termination conditions have been met. For example, the processing unit 20 may determine that the battle termination conditions have been met if the number of turns reaches a predetermined value and the turn ends. Furthermore, the above processing procedure may be performed not only for enemy characters EC1-3 but also for NPCs in the same way.
[0044] The above-mentioned combat processing procedure, particularly the creation of the tree diagram and the calculation of evaluation values, will be explained with reference to a diagram showing the progress of combat on the map. Figures 7 and 8 are explanatory diagrams of the game screen in the game system 100 of this embodiment. Figures 7 and 8 show the state after the game has progressed from the character placement on the game screen shown in Figure 4.
[0045] In the game screen shown in Figure 7, compared to Figure 4, allied character PC2 and allied character PC1 have moved to node ND7 and node ND10, respectively.
[0046] In the processing procedure shown in Figures 5 and 6, in step S209, the processing unit 20 creates a tree diagram of movement and attack patterns (action patterns) for the enemy character EC1, based on the map screen shown in Figures 4 and 7, within the limit of action points that allow for a maximum of two actions. That is, the processing unit 20 lists all the patterns that the enemy character EC1 can take at that moment. [Turn 1] Pattern 1: Node ND1 → Node ND4 "Move", Node ND4 → Node ND5 "Move" Second pattern: Node ND1 → Node ND4 "Move", Node ND4 → Node ND6 "Move" Third pattern: Node ND1 → Node ND1 "No action"
[0047] In step S210, the processing unit 20 calculates evaluation values for the three action patterns described above for enemy character EC1, according to the current game map situation (positions of enemies or allies, etc.). Movement back to the original position is considered "no action". In the state shown in Figure 7, the processing unit 20 assigns raw points to nodes ND1-12 based on the position of each of the allied characters PC1-3. These raw points are firstly assigned based on the objective of the battle, the number of remaining enemy characters EC1-3, etc., using the shortest number of edges from node ND1-12 which serves as the basis for the objective of the battle, for example, the number of edges from node ND1 or node ND12 in the example of Figure 7. They are also assigned based on the number of edges from node ND1-12 where important allied characters PC1-3, or the protagonist character or allied NPCs are located. Furthermore, the raw points may be added or subtracted according to the attributes of each enemy character EC1-3 and their role based on their state in each turn. If there are two actions, "move" or "attack," depending on the objective of the battle, then "attack" should be given a higher base score. For example, in the first turn of the allied camp, the base score of node ND6, which can be moved to node ND7 where allied character PC2 is located with one edge, will be set high for enemy character EC1 with the "swordsman" attribute. If enemy character EC1 is a "boss" and has attributes that should place it in the back row or camp relative to the user's characters PC1-3, then the base score will be set highest for the node ND1 that was originally there.
[0048] In the three example patterns described above, the processing unit 20 calculates the base score for "movement" from node ND1 to node ND4 as "-5" points, for "movement" from node ND4 to node ND5 as "10" points, for "movement" from node ND4 to node ND6 as "30" points, and for "no action" as "11" points, based on the map data and the positions of the allied characters PC1-3. At the time of calculating these base scores, the processing unit 20 applies corrections and additions based on the attributes of the target enemy character EC1.
[0049] The processing unit 20 sums up the raw scores for each pattern. The total raw score for the first pattern is "5" (=-5+10), the total raw score for the second pattern is "25" (=-5+30), and the total raw score for the third pattern (no action) is "11".
[0050] The processing unit 20 calculates the average raw score by dividing the total raw score by the number of moves or actions. The average raw score for the first pattern is "2.5" (=5 / 2) points, the average raw score for the second pattern is "12.5" (=25 / 2) points, and the average raw score for the third pattern (no action) is "11" (=11 / 1) points.
[0051] The processing unit 20 uses the calculated raw score average as the evaluation score (S210), sorts the patterns in descending order of evaluation score, and selects the pattern with the highest evaluation score (S211). In the example above, for the enemy character EC1, the processing unit 20 selects movement from node ND1 to node ND4, followed by movement from node ND4 to node ND6. In this way, the first action (execution of the action pattern selected) is performed within the range of the total action points for this turn.
[0052] Next, if the processing unit 20 determines in step S212 that the cumulative action points are not greater than the total action points, the process returns to step S209 to repeat the tree diagram creation → evaluation value calculation → action pattern selection trial.
[0053] In step S209, the processing unit 20, in the same manner as above, creates a tree diagram for the other enemy character EC2, listing all possible patterns for two actions (two moves) according to the map situation (position of each character) after the first action, and calculates the evaluation score. Note that, since enemy character EC1 has moved to node ND6, the processing unit 20 either excludes patterns that pass through node ND6 or reach node ND6 when creating the tree diagram, or deletes them from the created tree diagram. [Turn 1] Pattern 1: Move node ND3 to node ND4, move node ND4 to node ND1 Second pattern: Move node ND3 to node ND4, move node ND4 to node ND5. Third pattern: Move node ND3 to node ND8, move node ND8 to node ND9. Fourth pattern: Node ND3 → Node ND8 "Move", Node ND8 → Node ND7 "Attack" Fifth pattern: Node ND3 → Node ND8 "Move", Node ND8 → Node ND10 "Attack" Sixth pattern: Node ND3 → Node ND7 "Attack", Node ND3 → Node ND4 "Move" Pattern 7: Node ND3 → Node ND7 "Attack", Node ND3 → Node ND8 "Move" Pattern 8: Node ND3 → Node ND7 "Attack", Node ND3 → Node ND3 "No Action" Pattern 9: Node ND3 → Node ND3 "No action"
[0054] Based on the map data and the positions of allied characters PC1-3, the processing unit 20 assigns a base score of "5" points for "movement" from node ND3 to node ND4, and a base score of "-5" points for "movement" from node ND3 to node ND8, taking into account the disadvantages. Similarly, the processing unit 20 calculates a base score of "-10" points for "movement" from node ND4 to node ND1, and a base score of "10" points for "movement" from node ND4 to node ND5. The movement from node ND4 to node ND6 is omitted because it has been determined that enemy character EC1 will move to node ND6. Similarly, the processing unit 20 calculates a base score of "15" points for "movement" from node ND8 to node ND9, taking into account the granting of advantages. The processing unit 20 calculates the raw score for the "attack" from node ND3 to node ND7 as "25" points, the raw score for the "attack" from node ND8 to node ND7 as "30" points, and the raw score for the "attack" from node ND8 to node ND10 as "33" points.
[0055] However, the raw score should be adjusted so that even for the same node ND3 → node ND4 "move", the evaluation value decreases as the number of moves or attacks increases. Similarly, even for the same node ND3 → node ND8 "move", the evaluation value should be adjusted so that the number of moves or attacks decreases.
[0056] The processing unit 20 sums up the raw scores for each pattern. The total raw score for the first pattern is "-5" (=5-10) points, the total raw score for the second pattern is "15" (=5+10) points, and the total raw score for the third pattern is "10" (=-5+15) points. The total raw score for the fourth pattern is "25" (=-5+30) points, the total raw score for the fifth pattern is "28" (=-5+33) points, and the total raw score for the sixth pattern is "29" (=25+4) points. Here, the node ND3→Node ND4 "Move" of the raw score for the sixth pattern is corrected from "5" to "4". The total raw score for the seventh pattern is "18" (=25-7) points. Here, the node ND3→Node ND8 "Move" of the raw score for the seventh pattern is corrected from "-5" to "-7". Furthermore, the processing unit 20 calculates the raw score for the eighth pattern, "no action," as "11" points.
[0057] The processing unit 20 calculates the average by dividing the total raw score by the number of moves or actions. The raw score average for the first pattern is "-2.5" (=-5 / 2) points, the raw score average for the second pattern is "7.5" (=15 / 2) points, and the raw score average for the third pattern is "5" (=10 / 2) points. The raw score average for the fourth pattern is "12.5" (=25 / 2) points, the raw score average for the fifth pattern is "14" (=28 / 2) points, and the raw score average for the sixth pattern is "14.5" (=29 / 2) points. The raw score average for the seventh pattern is "9" (=18 / 2) points, and the raw score average for the eighth pattern (no action) is "11" (=11 / 1) points.
[0058] The processing unit 20 uses the calculated raw score average as the evaluation score (S210), sorts the patterns in descending order of evaluation score, and selects the pattern with the highest evaluation score. In the example above, for the enemy character EC2, the processing unit 20 selects the 6th pattern: attacking from node ND3 to node ND7, followed by moving from node ND3 to node ND4. In this way, the second action (execution of the action pattern selected) is performed within the range of the total action points for this turn. In this case, the enemy character EC1 located at node ND6 next to node ND7, the friendly character PC3 at the adjacent node ND11, and the friendly character PC1 at the adjacent node ND10 can also participate in the battle. As a result, if enemy character EC1-2 or friendly character PC1-2 loses health in battle, the processing unit 20 removes one of them from the map.
[0059] Next, if the processing unit 20 determines in step S212 that the cumulative action points are not greater than the total action points, it returns to step S209 to execute the tree diagram creation → evaluation value calculation → action pattern selection process again.
[0060] In step S209, the processing unit 20, in the same manner as above, creates a tree diagram for the enemy character EC3, listing all possible patterns for two actions (two moves) according to the situation after the second action (the position of each character), calculates an evaluation value, and selects a movement or attack pattern. In this embodiment, steps S209 to S213 are repeated until the cumulative action points exceed the total action points, and a tree diagram is created each time. However, when creating the tree diagram for the second time or later (step S209), the tree diagram is created according to the map situation when the action pattern selected from the previously created tree diagram is executed.
[0061] As a result, in the game screen shown in Figure 8, compared to Figure 7, the enemy character EC2 is attacking the friendly character PC2 located at node ND7 from the position of node ND3. At this time, the enemy character EC1 located at node ND6, which is adjacent to node ND7, the friendly character PC3 located at the adjacent node ND11, and the friendly character PC1 at the adjacent node ND10 may also participate.
[0062] In the example above, a tree diagram was created for each enemy character EC1-3 in order, and the evaluation value was calculated, but this is not the only way. For example, the processing unit 20 may create a tree diagram for all enemy characters EC1-3 together. For example, the processing unit 20 may create the following pattern.
[0063] First pattern: (( 1, 1, 4)M, ( 1, 4, 5)M, (2, 3, 4)M, (2, 4, 1)M, ( 3, 2, 3)M, (3, 3, 4)M) Second pattern: (( 1, 1, 4)M, ( 1, 4, 5)M, (2, 3, 4)M, (2, 4, 6)M, ( 3, 2, 1)M, (3, 1, 4)M) ... (omitted) ... The Mth pattern: (( 2, 3, 4)M, ( 2, 4, 6)M, (1, 1, 4)M, (1, 4, 3)M, ( 3, 2, 1)M, (3, 1, 4)M) ... (omitted) ... Nth pattern: (( 2, 3, 7)A, ( 1, 1, 4)M, ( 1, 4, 6)M, ( 3, 2, 1)M, ( 3, 1, 4)M, ( 2, 3, 2)M) ... (omitted)
[0064] In the above example, the first pattern shows a movement pattern in which enemy character EC1 moves from node ND1 to node ND4, then from node ND4 to node ND5, then enemy character EC2 moves from node ND3 to node ND4, then from node ND4 to node ND6, and then enemy character EC3 moves from node ND2 to node ND3, then from node ND3 to node ND4. In contrast, the Nth pattern shows a movement pattern in which enemy character EC2 starts moving first and performs an attack from node ND3 to node ND7, and while enemy character EC2's movement or action is not yet complete, enemy character EC1 moves from node ND1 to node ND4, then from node ND4 to node ND6, enemy character EC3 moves from node ND2 to the now empty node ND1, then to node ND4, and finally, if enemy character EC2 has health remaining, moves from node ND3 to node ND4.
[0065] For the tree diagram described above, the processing unit 20 assigns raw points in the same manner, calculates the total raw points and the raw point average, and then calculates an evaluation value. Based on the calculated evaluation value, it selects and executes patterns in descending order of value. When creating a tree diagram of patterns that include enemy character ECs as described above, the number of patterns will be large, so patterns that are clearly going to be low in the sorting process may be excluded from the candidates at this point, omitting the calculation and improving the calculation speed.
[0066] In this way, a tree diagram is created, and raw points are assigned to each movement or attack based on the placement of nodes ND1-12 and the positions of other characters PC1-3 and EC1-3. By calculating evaluation values for movement or attack patterns, the actions of the NPC enemy character EC1-3 are distributed, and each is presumed to be the best possible. Furthermore, during the enemy faction's turn (computer's turn), when determining the enemy faction's actions within the limits of faction action points and total individual action points, a tree diagram is created with two or more predetermined numbers of actions as a single unit (action pattern). Action selection is then performed for each created tree diagram based on evaluation values, so the optimal action can be selected each time a tree diagram is created (for example, every two moves (if the predetermined number is 2)). Furthermore, when creating the above tree diagram, the current tree diagram is created according to the situation after the action selected in the previous tree diagram for the same turn has been performed. For example, if the predetermined number is 2, as long as the faction's action points and total individual action points allow, the enemy faction can perform an action that reflects that action in the next two turns after each of their two actions, and the enemy faction's characters can be moved appropriately within the limits of the faction's action points and total individual action points.
[0067] The placement of base points is adjusted by adding points according to the battle objective and character attributes, making it relatively difficult to predict that enemy character EC1-3 will move in a way that deviates from the predetermined movement, thus improving the gameplay for the user. In addition, enemy character EC1-3 will move in a way that is more natural for the user, depending on the battle objective and the state of the game each turn.
[0068] The embodiments disclosed above are illustrative in all respects and not restrictive. The scope of the present invention is defined by the claims, and all modifications within the meaning and scope equivalent to the claims are included. [Explanation of symbols]
[0069] 1. Information Processing Device 10 Processing Unit 11 Storage section P1 Information Processing Program (Computer Program)
Claims
1. A game information processing method for a game in which, in a map including multiple squares or network-connected nodes on which characters can be placed, a first group consisting of one or more characters and executed by the player, and a second group consisting of one or more characters and executed by the computer, each consume the corresponding action points to perform predetermined actions in each turn, wherein the actions of the characters belonging to the group corresponding to that turn are executed within the range of the faction action points set for each group in that turn, or within the range of the total individual action points set individually for each character belonging to each group, in that turn, In the turn of the second group mentioned above: The process involves creating a tree diagram of patterns in which two or more predetermined actions of the one or more characters belonging to the second group are arranged on the map, The process involves calculating an evaluation value for each behavioral pattern included in the aforementioned tree diagram, A step of selecting the behavior patterns of one or more characters in the second group based on the calculated evaluation values, A step of adding the action power corresponding to the action included in the selected pattern to the cumulative action power in the turn, The process includes determining whether the cumulative action force falls within the range of the camp's action force or the total individual action force. If it is determined that the range is not as described above, the decision is made to end the turn of the second group. If it is determined that the result is within the range, the process from creation to determination is repeated until it is determined that the result is outside the range. In the second and subsequent iterations of the aforementioned creation process, a tree diagram is created with a predetermined number of actions, based on the map status when the pattern selected from the tree diagram created in the previous creation process is executed. Game information processing methods.
2. The calculation process described above is: A raw score is assigned to each action included in the aforementioned pattern. For each pattern, the evaluation value is calculated using the sum of the raw scores and / or the average of the raw scores. The game information processing method according to claim 1.
3. On the computer, A game information processing method for a game in which, in a map including multiple squares or network-connected nodes on which characters can be placed, a first group consisting of one or more characters and executed by the player, and a second group consisting of one or more characters and executed by the computer, each consume the corresponding action points to perform predetermined actions in each turn, wherein the actions of the characters belonging to the group corresponding to that turn are executed within the range of the faction action points set for each group in that turn, or within the range of the total individual action points set individually for each character belonging to each group, in that turn, In the turn of the second group mentioned above: The process involves creating a tree diagram of patterns in which two or more predetermined actions of the one or more characters belonging to the second group are arranged on the map, The process involves calculating an evaluation value for each behavioral pattern included in the aforementioned tree diagram, A step of selecting the behavior patterns of one or more characters in the second group based on the calculated evaluation values, A step of adding the action power corresponding to the action included in the selected pattern to the cumulative action power in the turn, The process includes determining whether the cumulative action force falls within the range of the camp's action force or the total individual action force. If it is determined that the range is not as described above, the decision is made to end the turn of the second group. If it is determined that the result is within the range, the process from creation to determination is repeated until it is determined that the result is outside the range. In the second and subsequent iterations of the aforementioned creation process, a tree diagram is created with a predetermined number of actions, based on the map status when the pattern selected from the tree diagram created in the previous creation process is executed. A computer program that instructs a computer to execute information processing methods.
Citation Information
Patent Citations
Method for controlling simulation role playing game device, and readable recording medium recorded with relevant game program
JP2000167247A