Program, information processing device, and information processing method

The system addresses the burden of rapid action selection in games by using interfaces to determine and execute actions based on progress information and item usage, enhancing player engagement and enjoyment.

JP2026057844APending Publication Date: 2026-04-03CAPCOM CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-24
Publication Date
2026-04-03

AI Technical Summary

Technical Problem

Existing game technologies do not sufficiently enhance player engagement and enjoyment, particularly in action games where rapid and continuous action selection is burdensome for users.

Method used

A system that allows players to select and execute actions through interfaces displaying multiple options, with actions determined by progress information and item usage, reducing user burden and enhancing gameplay experience.

Benefits of technology

The system enhances player engagement by allowing for multiple actions while reducing the burden of rapid action selection, thereby improving the overall enjoyment of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention provides a program, an information processing device, and an information processing method that can improve the enjoyment of a game. [Solution] An interface display means that displays a first interface that accepts selection from the user for at least one of a plurality of actions that a character can perform in the game space; a selection receiving means that accepts selection of a first action from the plurality of actions via the first interface; an acquisition means that acquires progress information including information about the character's status; a decision means that determines a second action based on the progress information; a first execution receiving means configured to accept a first execution operation that controls the character to perform the first action; and a second execution receiving means configured to accept a second execution operation that controls the character to perform the second action determined by the decision means during the period when the first interface is displayed.
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Description

Technical Field

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

Background Art

[0002] Conventionally, a technique in which a game character executes an action according to a user's operation is known. Patent Document 1 discloses a technique for generating a new action when a player character performs a predetermined action on another ally player character.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, the technique disclosed in Patent Document 1 cannot sufficiently improve the趣味性 of the game. For example, there is room for consideration regarding the method of selecting an action by the user.

[0005] The present disclosure provides a program, an information processing apparatus, and an information processing method capable of improving the趣味性 of the game.

Means for Solving the Problems

[0006] The first aspect of this disclosure is a program that causes a computer to function as: a game space display means for displaying a user-operated character in a game space; an interface display means for displaying a first interface in the game space that displays at least one of a plurality of actions that the character can perform in the game space in a manner that accepts selection from the user; a selection receiving means for accepting selection of a first action from a plurality of actions via the first interface; an acquisition means for acquiring progress information including information about the character's status in the game space; a decision means for determining a second action from a plurality of actions based on the progress information; a first execution receiving means configured to accept a first execution operation that controls the character to perform the first action in the game space; and a second execution receiving means configured to further accept a second execution operation that controls the character to perform the second action determined by the decision means in the game space during the period in which the first interface is displayed in the game space.

[0007] In the first aspect, both the first action and the second action include actions that use items.

[0008] In the first aspect, the progress information includes information about character parameters that may increase or decrease as the game progresses, and the second action determined by the decision-making means includes the action of using an item to restore the parameters.

[0009] In the first aspect, the decision means determines a second action from at least one of the following based on the progress information: an action using a first recovery item to restore the parameter to a first value, and an action using a second recovery item to restore the parameter to a second value greater than the first value.

[0010] In the first aspect, the progress information includes information about the character's status ailments, and the second action determined by the decision-making means includes the action of using an item to resolve the character's status ailments.

[0011] In the first aspect, the progress information includes character parameters that may increase or decrease as the game progresses, and information regarding character status ailments. Based on the progress information, the decision means determines a second action from at least one of the following: an action to use an item to restore parameters, and an action to use an item to resolve character status ailments.

[0012] In the first aspect, the interface display means further displays a second interface in the game space that corresponds to the second action determined by the decision means.

[0013] The program relating to the first aspect further causes the computer to function as an association receiving means that accepts input of setting information relating to the association between progress information and the action corresponding to said progress information, and the determination means determines a second action based on the setting information.

[0014] In the first aspect, the game space display means further displays enemy characters that are fighting against the character in the game space.

[0015] In the first aspect, the progress information further includes information about enemy characters.

[0016] The program relating to the first aspect further includes a game space display means which displays allied characters cooperating with the character in the game space, and progress information which further includes information regarding the status of the allied characters in the game space.

[0017] A second aspect of the present disclosure is to function as a program that causes a computer to include: game space display means for displaying a first character operated by a user and a second character different from the first character in a game space; progress information including information regarding the situation of the first character in the game space and information regarding the situation of the second character in the game space; determination means for determining a target action included in a plurality of actions executable by the first character in the game space based on the progress information; and execution reception means for receiving an execution operation for controlling the first character to execute the target action determined by the determination means in the game space.

[0018] In the second aspect, the target action includes an action of using an item.

[0019] In the second aspect, the second character is a character that cooperates with the first character, and the game space display means further displays other characters that fight against the first character and the second character in the game space.

[0020] In the second aspect, the second character is operated by another user.

[0021] A third aspect of the present disclosure is an information processing apparatus including a storage unit that stores a program according to the first aspect or the second aspect, and a control unit that executes the program.

[0022] A fourth aspect of the present disclosure is an information processing method in which a processor executes a program according to the first aspect or the second aspect.

Advantages of the Invention

[0023] According to the present disclosure, it is possible to provide a program, an information processing apparatus, and an information processing method that can improve the interest of a game.

Brief Description of the Drawings

[0024] [Figure 1]This is a diagram for explaining an example of the functional configuration of system 1. [Figure 2] This is a diagram for explaining an example of the display screen of game device 2. [Figure 3] This is a diagram for explaining an example of the display screen of game device 2. [Figure 4] This is a diagram for explaining an example of the display screen of game device 2. [Figure 5] This is a diagram for explaining an example of the display screen of game device 2. [Figure 6] This is a diagram for explaining an example of the operation of game device 2. [Figure 7] This is a diagram for explaining an example of the operation of game device 2. [Figure 8] This is a diagram for explaining an example of the operation of game device 2. [Figure 9] This is a diagram for explaining an example of the operation of game device 2. [Figure 10] This is a diagram for explaining an example of the hardware configuration of each device included in system 1. [Figure 11] This is a diagram for explaining another example of the display screen of game device 2. [Figure 12] This is a diagram for explaining another example of the display screen of game device 2. [Figure 13] This is a diagram for explaining another example of the display screen of game device 2. [Figure 14] This is a diagram for explaining another example of the display screen of game device 2.

Embodiments for Carrying Out the Invention

[0025] <1. Overview> In this embodiment, "game" is described as an online action game. That is, multiple users (which can also be called players) each control characters in the game space and progress through the game while cooperating and / or competing. In one example, the game has predetermined objectives, and users control their characters to achieve these predetermined objectives. The predetermined objectives may be, for example, defeating enemy non-player characters, defeating characters controlled by other users, and collecting predetermined game media. In another example, the game may not have clearly defined objectives, and users may find their own ways to enjoy it. The game media may be objects that can be used or accumulated to progress through the game. The game media may be objects that are useful in progressing through the game. The game media may be, for example, items and experience points.

[0026] In games where a user controls a character, the user may be able to have the character perform multiple actions. These multiple actions may include, for example, actions to use items to restore the character's health or actions to use items to cure the character's status ailments.

[0027] Allowing characters to perform multiple actions can enhance the enjoyment of a game. However, in games such as action games, users may be forced to select actions for their characters from a series of actions in a rapid and continuous manner. This situation can be burdensome for the user.

[0028] System 1 according to this embodiment (hereinafter simply referred to as "System 1") can solve these problems. Below, an example of the operation of the game device 2 included in System 1 will be described.

[0029] Game device 2 displays the character controlled by the user in the game space. The game space may be a three-dimensional game space.

[0030] Game device 2 displays a first interface in the game space that displays at least one of a plurality of actions that a character can perform in the game space, in a manner that accepts selection from the user. The first interface may display, for example, a button to use an item to restore the character's health, a button to use an item to cure a character's status ailment, and a button to use an item to increase the character's attack power.

[0031] Game device 2 accepts the selection of a first action from among multiple actions via a first interface. One example of accepting the selection of a first action is accepting the user pressing one of several buttons displayed on the first interface.

[0032] Game device 2 acquires progress information, including information about the character's status in the game space, and determines a second action from a set of actions based on this progress information. An example of progress information may be information about the character's health. An example of determining a second action from a set of actions based on progress information is, if the character's health is low, determining an item to restore the character's health from among items to restore the character's health, items to cure the character's status ailments, and items to increase the character's attack power.

[0033] Game device 2 is configured to accept a first execution operation. The first execution operation includes an operation to control the character to execute a first action selected via the first interface in the game space. Game device 2 is also configured to accept a second execution operation while the first interface is displayed in the game space. The second execution operation includes an operation to control the character to execute a second action determined based on progress information in the game space. In other words, the user can have the character execute a first action selected from multiple actions via the first interface, or they can have the character execute a second action determined based on progress information.

[0034] This configuration allows characters to perform multiple actions while reducing the burden on the user in selecting those actions. This, in turn, enhances the enjoyment of the game.

[0035] In this embodiment, "item" may be a game medium that, when used by a character, produces an effect corresponding to the item within the game. "Item" may restore character parameters (e.g., health and stamina) that may increase or decrease depending on the progress of the game, and may temporarily increase at least one of the character's attack power, defense power, movement speed, and resistance to attacks of a specific attribute (e.g., fire attribute and water attribute). Furthermore, the number of "items" owned may decrease with each use, or the number may not decrease even after use. Furthermore, "items" may be usable continuously without a cooldown, or the same type of item may be usable again after the cooldown has elapsed. Furthermore, "items" may resolve a predetermined state associated with a character (e.g., a status ailment), or change the character to a predetermined state. Furthermore, the effect of "item" may extend to the character who uses it, or it may extend to other characters (which may be allied or enemy characters).

[0036] In this embodiment, "items" may be used in a cumulative manner. An example of using items in a cumulative manner is for a character to use an item that increases attack power for 60 seconds once, and then use it again within 60 seconds. The effect of using such items in a cumulative manner may be to increase the character's attack power by two stages until the duration of the effect of the first item used (60 seconds in this example) ends, or it may be to extend the duration of the effect of the first item used. In this example, an item that increases attack power has been used as an example, but the same may apply to items that increase the character's defense, movement speed, resistance to attacks of a specific attribute, etc.

[0037] Hereinafter, embodiments of System 1 and Game Device 2 will be specifically described with reference to Figures 1 to 14.

[0038] <2. Functional Configuration> Figure 1 shows an example of the functional configuration of System 1 in this embodiment. In one embodiment, System 1 includes a game device 2, a server device 3, and a communication network 4. The game device 2 and the server device 3 are configured to communicate with each other via the communication network 4. System 1 may include multiple instances of either device (for example, game device 2).

[0039] [Game device 2] Game device 2 is a device that allows a user to run a game. The act of a user running a game can also be described as the user playing a game. Game device 2 may be hardware manufactured solely for the purpose of running games (e.g., Nintendo Switch®, PlayStation® 4 or 5, etc.), or it may be general-purpose hardware capable of running games (e.g., smartphones, tablet devices, and personal computers, etc.).

[0040] Game device 2 may execute a game by downloading a game program or by reading a storage medium on which a game program is recorded. Game device 2 may display the game space by sending operation signals to server device 3 which executes the game program and receiving image information generated by server device 3 based on said operation signals. At least some of the functions of game device 2 described below may be implemented by such a game program.

[0041] The game device 2 comprises an input / output interface unit 11, a control unit 10, a storage unit 12, a network interface unit 14, and a bus 16. The input / output interface unit 11, the control unit 10, the storage unit 12, and the network interface unit 14 are electrically connected via the bus 16.

[0042] (Input / Output Interface Unit 11) The input / output interface unit 11 includes an input interface and an output interface. The input interface accepts input from the user for various operations. The input interface may be, for example, a button, a control stick, a touchpad, a microphone, a camera, and an accelerometer. The output interface outputs various information to the user. The output interface may be a display and a speaker.

[0043] (Control Unit 10) The control unit 10 can function as a display means 100, a receiving means 102, an acquisition means 104, and a determination means 106 by executing various programs stored in the storage unit 12.

[0044] -Display means 100- The display means 100 displays various information on the display screen of the game device 2. The display means 100 includes a game space display means 100a and an interface display means 100b.

[0045] ~Game space display means 100a~ The game space display means 100a displays the character controlled by the user in the game space. In one embodiment, the game space display means 100a further displays enemy characters that are fighting against the character controlled by the user in the game space. In one embodiment, the game space display means 100a further displays ally characters that are cooperating with the character controlled by the user in the game space. In one embodiment, the game space display means 100a displays the controlled character, one or more ally characters, and one or more enemy characters in a common game space. Hereinafter, the character controlled by the target user will be referred to as the "controlled character". Also, hereafter, when the controlled character, enemy characters, and ally characters are not particularly distinguished, or when they are referred to collectively, they will simply be referred to as "characters".

[0046] In one embodiment, the game space may be a three-dimensional game space (for example, an image drawn in a way that the user can recognize as a three-dimensional space) or a two-dimensional game space (for example, an image drawn in a way that the user can recognize as a two-dimensional space). In one embodiment, the game space may include a region in which a character can move.

[0047] ~Interface display means 100b~ The interface display means 100b displays the first interface in the game space. The first interface displays at least one of a plurality of actions that the playable character can perform in the game space, in a manner that allows for selection by the user.

[0048] In one embodiment, the interface display means 100b displays multiple actions in a row on the first interface (see Figures 2-5 and 11-14 described later).

[0049] In one embodiment, the interface display means 100b displays a portion of a plurality of actions on the first interface. In this case, the user may switch between the actions displayed on the first interface from among the plurality of actions based on their own operations (see Figures 11-12 described later).

[0050] In one embodiment, the interface display means 100b may further display display elements on the first interface that point to at least some of a plurality of actions. In this case, the user may change the action pointed to by the display element from among the plurality of actions based on their own operation (see Figures 13-14 below). An example of a display element is a frame drawn to surround the name of an action. Another example of a display element is a cursor displayed near the name of an action.

[0051] In one embodiment, the interface display means 100b further displays a second interface in the game space. The second interface corresponds to a second action determined by the determination means 106 (described later). In one embodiment, the interface display means 100b may display buttons for executing the second action on the second interface.

[0052] —Reception Method 102— The reception means 102 accepts various inputs from the user. The reception means 102 includes a selection reception means 102a, a first execution reception means 102b, a second execution reception means 102c, and an association reception means 102d.

[0053] ~Selection Acceptance Method 102a~ The selection acceptance means 102a accepts the selection of a first action from a plurality of actions via the first interface.

[0054] One example of accepting a selection of a first action is when a display element that points to at least some of the actions of the first interface is displayed, and the user changes the action that the display element points to. For example, when the first interface displays icons for a first item and an icon for a second item, accepting an operation from a user to change the cursor that is pointing to the icon for the first item to point to the icon for the second item is one example of accepting a selection of a first action.

[0055] One example of accepting a selection of a first action is accepting the press of buttons corresponding to each of the multiple actions displayed on the first interface. For example, if the first interface displays a button "A" corresponding to the first item and a button "B" corresponding to the second item, accepting the user's press of button "A" is an example of accepting a selection of a first action. Note that it is not necessary for the buttons to be displayed on the first interface.

[0056] ~First execution acceptance method 102b~ The first execution receiving means 102b is configured to receive a first execution operation that controls the player character to perform a first action in the game space. Controlling the player character to perform an action in the game space may include drawing an image of the player character performing the action on the display screen. Controlling the player character to perform an action in the game space may include reflecting the result of the player character performing the action on the player character itself or on other game objects (including other characters). Controlling the player character to perform an action in the game space may include transmitting information regarding the player character performing the action to the server device 3.

[0057] Furthermore, the selection of the first action received by the selection receiving means 102a may also serve as the first execution operation received by the first execution receiving means 102b. For example, if the first interface displays an "A" button corresponding to the first item and a "B" button corresponding to the second item, the first item may be used if the user presses the "A" button. In other words, in this example, the user pressing the "A" button is both the selection of the first action received by the selection receiving means 102a and the first execution operation received by the first execution receiving means 102b.

[0058] ~Second execution acceptance method 102c~ The second execution receiving means 102c is configured to further accept a second execution operation that controls the character to execute the second action determined by the determination means 106 (described later) in the game space during the period when the first interface is displayed in the game space.

[0059] In one embodiment, both the first action and the second action include an action that uses an item.

[0060] ~Related Reception Method 102d~ The association receiving means 102d accepts input of setting information relating to the association between progress information (described later) and the action corresponding to said progress information. An example of the operation of the association receiving means 102d will be described later with reference to Figure 6-7.

[0061] -Acquisition means 104- ~Progress information regarding the playable character~ The acquisition means 104 acquires progress information, which includes information about the status of the player character in the game space. In one embodiment, the information about the status of the player character includes information about one or more parameters of the player character. The one or more parameters of the player character may include parameters that can increase or decrease as the game progresses. The one or more parameters may include parameters that can change as the player character battles an enemy character.

[0062] For example, the parameters in question may be the player character's health (HP: Hit Points), stamina, and experience points. In one example, the player character's health may be a parameter that decreases when the player character takes damage from enemy attacks, and when it reaches zero, at least part of the game's progress will be reduced (for example, it will be game over). In another example, the player character's stamina may be a parameter that decreases when the player character runs, attacks, and defends, and when it reaches zero, the player character's actions will be temporarily restricted (for example, they will be unable to run, or will have to stop to catch their breath). In addition, the player character's experience points may be a parameter that can improve the player character's abilities.

[0063] In one example, the parameter may be the presence or absence and type of status ailment of the playable character. The status ailment may have an unfavorable effect on the playable character. Examples of status ailments include poison, paralysis, sleep, burn, freeze, a state where health decreases more easily than usual, and a state where stamina decreases more easily than usual. In one example, the playable character may be afflicted with a status ailment by being attacked by an enemy character.

[0064] For example, the parameter may be the type and number of items the player character possesses. The parameter may include information such as whether the player character possesses one, two, and three of item 1, item 2, and item 3, respectively.

[0065] At least one of the playable character's parameters may change as a result of the playable character performing an action. For example, the playable character's health may be restored (i.e., the health value may increase as long as it does not exceed the maximum value) by using a health-restoring item. For example, the poison status, a type of status ailment affecting the playable character, may be cured by using a poison-cure item. For example, the number of the playable character's first item may decrease as a result of using the first item.

[0066] ~Progress information regarding allied characters~ In one embodiment, the progress information further includes information about the status of the allied character. In one embodiment, the information about the status of the allied character includes information about one or more parameters of the allied character. The types of one or more parameters of the allied character may be the same as the types of one or more parameters of the playable character. For example, if the playable character has parameters such as health and stamina, the allied character may also have parameters such as health and stamina.

[0067] ~Progress information regarding enemy characters~ In one embodiment, the progress information further includes information about enemy characters. The information about enemy characters may include information about the enemy characters' weaknesses, state, and circumstances.

[0068] In one embodiment, information regarding an enemy character's weaknesses includes information regarding the attribute that is the enemy character's weakness (e.g., weak to fire, weak to water, weak to electricity, etc.). In one embodiment, information regarding an enemy character's weaknesses includes information regarding the type of weapon that is the enemy character's weakness (e.g., weak to cutting weapons such as swords, weak to blunt weapons such as hammers, weak to ranged weapons such as guns, etc.). In one embodiment, information regarding an enemy character's weaknesses includes items that can exploit the enemy character's weaknesses (e.g., Molotov cocktails (an example of an item that can exploit the weakness of an enemy character weak to fire) and shurikens (an example of an item that can exploit the weakness of an enemy character weak to cutting weapons)). In one embodiment, information regarding an enemy character's weaknesses includes information regarding the body part that is the enemy character's weakness (e.g., weak to the head, weak to the abdomen, weak to the tail, etc.).

[0069] In one embodiment, information regarding the state of an enemy character includes information regarding whether or not the enemy character is in an enhanced state. In one embodiment, information regarding the state of an enemy character includes information regarding whether or not the enemy character is in a weakened state. In one embodiment, information regarding the state of an enemy character includes information regarding whether or not the enemy character is performing a predetermined action (e.g., performing an attack that significantly reduces the player character's health, flying, and fleeing) or is preparing to perform such a predetermined action.

[0070] In one embodiment, information regarding the enemy character's status includes information regarding one or more parameters of the enemy character. The types of one or more parameters of the enemy character may be the same as the types of one or more parameters of the playable character. For example, if the playable character has parameters such as health and stamina, the enemy character may also have parameters such as health and stamina.

[0071] —Decision-making method 106— The decision means 106 determines a second action from a plurality of actions based on the progress information acquired by the acquisition means 104.

[0072] In one embodiment, the second action determined by the determination means 106 includes an action to use an item to restore the player character's health. For example, if the player character's health is below a predetermined threshold, the determination means 106 determines that the second action is to use an item that can restore health.

[0073] In one embodiment, the determination means 106 determines a second action from at least one of two options based on progress information: an action using a first recovery item to restore the player character's health to a first value, and an action using a second recovery item to restore the player character's health to a second value greater than the first value. In one example, if the player character's health is below a first threshold and not below a second threshold lower than the first threshold, the determination means 106 determines an item that can moderately restore health (an example of a first recovery item) as the second action. Conversely, if the player character's health is below a second threshold, the determination means 106 determines an item that can significantly restore health (an example of a second recovery item) as the second action.

[0074] In one embodiment, the second action determined by the determination means 106 includes an action to use an item to resolve the status ailment of the player character. For example, if the player character is poisoned, the determination means 106 determines that the second action is to use an item to resolve the poisoned state. In this disclosure, the resolution of a status ailment is not limited to the complete elimination of the status ailment, but may also include a reduction in the degree of the status ailment.

[0075] In one embodiment, the determination means 106 determines a second action from at least one of two options based on progress information: an action to use an item to restore the player character's health, and an action to use an item to cure the player character's status ailment. For example, if the player character's health has not decreased and the player character is poisoned, the determination means 106 determines that using an item to cure the poison is the second action. Conversely, if the player character's health is below a predetermined threshold, even if the player character is poisoned, the determination means 106 determines that using an item to restore health is the second action.

[0076] In one embodiment, the determination means 106 further determines a second action based on the setting information received by the association receiving means 102d. An example of the operation of the determination means 106 in this case will be described later with reference to Figure 6-7.

[0077] In one embodiment, the second action determined by the determination means 106 includes an action that changes the parameters of an allied character. For example, if an allied character's health is below a predetermined threshold, the determination means 106 determines that the second action is to use an item that restores the allied character's health.

[0078] In one embodiment, the second action determined by the determination means 106 includes an action that changes the parameters of the player character and the allied character, respectively. For example, if the health of the player character and the allied character falls below a predetermined threshold, the determination means 106 determines that the second action is to provide an item that restores the health of the player character and the allied character, respectively.

[0079] In one embodiment, the second action determined by the determination means 106 includes an action that gives the player character an advantage in battle against an enemy character. For example, if the enemy character's weakness is fire, the determination means 106 may determine an item to perform a fire-attribute attack on the enemy character as the second action. For example, if the enemy character is about to perform a predetermined action, the determination means 106 may determine an item to interfere with that predetermined action as the second action.

[0080] (Storage unit 12) The memory unit 12 stores various programs executed by the control unit 10. The memory unit 12 can store game programs executed by the game device 2. In addition, the memory unit 12 can store various information necessary for the operation of the game device 2.

[0081] (Network interface section 14) The network interface unit 14 enables communication with the server device 3 via the communication network 4. The network interface unit 14 may achieve communication via wireless communication or via wired communication.

[0082] [Server device 3] In one embodiment, server device 3 is a server device when game device 2 is used as a client device. In one embodiment, server device 3 is a cloud server device. Server device 3 may include, for example, one or more virtual or physical web server devices and one or more virtual or physical database server devices. Any one of the multiple game devices 2 included in system 1 may also function as server device 3.

[0083] In one embodiment, the server device 3 communicates with multiple game devices 2, enabling users to play online games. As a result, each user's terminal device may display characters controlled by other users as either friendly or enemy characters.

[0084] In this disclosure, acquiring information includes making that information processable in the control unit 10. Acquiring information may include, for example, receiving the information from another device, obtaining the information through predetermined processing, and reading the information from the storage unit 12.

[0085] In this disclosure, generating information may consist of at least one of the following: making the information obtained by a predetermined process processable in the control unit 10, and storing the information obtained by the predetermined process in the storage unit 12.

[0086] In this disclosure, determining information may involve at least one of selecting at least one piece of information from among several pieces of information, or generating new information.

[0087] In this disclosure, outputting information may mean at least one of transmitting the information to another device and outputting the information in the form of audio or video.

[0088] <3.Operation> [First Embodiment] Referring to Figures 2-5, an example of the display screen of the game device 2 according to the first embodiment will be described.

[0089] Figure 2 is a diagram illustrating a first example of the display screen of the game device 2. The example display screen in Figure 2 shows the playable character Ch1, ally character Ch2, non-playable character NCh, game object Ob, status display area St, first interface IF1, and second interface IF2. All of these elements are displayed in the game space. In particular, the status display area St, first interface IF1, and second interface IF2 can be said to be displayed superimposed on the game space. Although enemy characters are not displayed in the example display screen in Figure 2, if enemy characters appear, they can be displayed in the game space in the same way as the playable character Ch1, ally character Ch2, and non-playable character NCh.

[0090] The playable character Ch1 and the ally character Ch2 are characters controlled by the user using game device 2 and another user using another game device 2, respectively. The user can move playable character Ch1 in the game space by operating, for example, the control stick of game device 2. Similarly, other users can move ally character Ch2 in the game space by operating, for example, the control stick of another game device 2.

[0091] Non-playable character NCh and game object Ob are examples of game objects other than playable character Ch1 and ally character Ch2. In this example, non-playable character NCh is an ally character not controlled by the user. That is, non-playable character NCh can act autonomously to give playable character Ch1 and ally character Ch2 an advantage in game progression. Autonomous actions by non-playable character NCh may include, for example, attacking enemy characters, using items on ally character Ch1 and / or ally character Ch2, dodging enemy character attacks, and collecting items on the game field, without user input.

[0092] The status display area St shows the health bar b1 and stamina bar b2. Health bar b1 shows the health of the controlled character Ch1. Stamina bar b2 shows the stamina of the controlled character Ch1. The colored portions of health bar b1 and stamina bar b2 indicate the remaining health and stamina of the controlled character Ch1, respectively.

[0093] The first interface IF1 displays action icons Ac11, Ac12, Ac13, and Ac14. Action icon Ac11 corresponds to the action of using a "medium healing potion". Action icon Ac12 corresponds to the action of using an "antidote". Action icon Ac13 corresponds to the action of using a "stamina potion". Action icon Ac14 corresponds to the action of using a "large healing potion".

[0094] "Medium Healing Potion," "Antidote," "Stamina Potion," and "Large Healing Potion" are all examples of items. A "Medium Healing Potion" is an item that, when used by the player character, restores the player character's health to 1. A "Large Healing Potion" is an item that, when used by the player character, restores the player character's health to 2, which is greater than 1. An "Antidote" is an item that, when used by the player character, cures the player character of poison. A "Stamina Potion" is an item that, when used by the player character, restores the player character's stamina.

[0095] These are merely examples of items, and the items are not limited to these. In other words, the first interface IF1 may display additional action icons corresponding to items other than "Medium Healing Potion," "Antidote," "Stamina Potion," and "Large Healing Potion."

[0096] Here, action icon Ac11, action icon Ac12, action icon Ac13, and action icon Ac14 are examples of icons that display multiple actions that the player character Ch1 can perform in the game space.

[0097] The action icon Ac11 is associated with the "A" button. This indicates that when the user presses the "A" button on game device 2, the controlled character Ch1 will perform the action corresponding to action icon Ac11 (i.e., use a "medium healing potion").

[0098] Similarly, the action icon Ac12 is associated with the "B" button. This indicates that when the user presses the "B" button on game device 2, the controlled character Ch1 will perform the action corresponding to action icon Ac12 (i.e., use the "antidote").

[0099] Similarly, the action icon Ac13 is associated with the "X" button. This indicates that when the user presses the "X" button on game device 2, the controlled character Ch1 will perform the action corresponding to action icon Ac13 (i.e., use a "stamina potion").

[0100] Similarly, the action icon Ac14 is associated with the "Y" button. This indicates that when the user presses the "Y" button on game device 2, the controlled character Ch1 will perform the action corresponding to action icon Ac14 (i.e., use a "Large Healing Potion").

[0101] As described above, the user can make the playable character Ch1 perform an action by operating the game device 2 in accordance with the display of the first interface IF1. Displaying action icons Ac11, Ac12, Ac13, and Ac14 in this way is an example of displaying at least one of multiple actions in a manner that allows the user to select one.

[0102] Accepting a user press on any of the "A," "B," "X," and "Y" buttons is an example of accepting a selection of a first action from multiple actions via the first interface IF1. When a user presses any of the "A," "B," "X," and "Y" buttons, the action corresponding to the icon associated with that button is executed. In other words, a user press on any of the "A," "B," "X," and "Y" buttons is (as described above, an example of selecting a first action via the first interface IF1) and also an example of a first execution operation that controls the player character Ch1 to execute the first action in the game space.

[0103] The action icon Ac21 is displayed on the second interface IF2. In this example, it is assumed that the player character Ch1's health is below the first threshold Th1 (see health bar b1). Therefore, the game device 2 selects "Healing Potion (Medium)" as the second action from among the multiple actions displayed on the first interface IF1, as an action to restore health. Thus, selecting "Healing Potion (Medium)" based on the player character Ch1's health is an example of selecting the second action from multiple actions based on progress information. Note that in the example screen in Figure 2, the first threshold Th1 is shown with a dotted line, but this is only shown for the sake of explanation and does not actually need to be displayed in the game device 2.

[0104] Here, the action icon Ac21 is associated with the "R" button. This indicates that when the user presses the "R" button on game device 2, the controlled character Ch1 will perform the action corresponding to the action icon Ac21 (i.e., use a "medium healing potion"). In other words, accepting a user press of the "R" button while the first interface IF1 is displayed is an example of accepting a second execution operation that controls the controlled character Ch1 to execute the second action determined by game device 2 in the game space while the first interface IF1 is displayed in the game space.

[0105] Figure 3 is a diagram illustrating a second example of the display screen of the game device 2. The explanation of the display screen example in Figure 3 will focus on the differences from the display screen example in Figure 2.

[0106] In the example screen in Figure 3, the health of the player character Ch1 is lower compared to the example screen in Figure 2. In this example, the health of the player character Ch1 is assumed to be below the second threshold Th2, which is lower than the first threshold Th1. Therefore, the action icon Ac22, corresponding to "Large Healing Potion," is displayed on the second interface IF2 in the example screen in Figure 3. Note that the first threshold Th1 and the second threshold Th2 are shown as dotted lines in the example screen in Figure 3, but this is only for explanatory purposes and they do not actually need to be displayed on the game device 2.

[0107] The action icon Ac22 is associated with the "R" button (similar to the action icon Ac21 in the example screen shown in Figure 2). This indicates that when the user presses the "R" button on game device 2, the playable character Ch1 will perform the action corresponding to action icon Ac22 (i.e., use a "Large Healing Potion").

[0108] Figure 4 is a diagram illustrating a third example of the display screen of the game device 2. In the example display screen in Figure 4, we will focus on explaining the differences from the example display screen in Figure 2.

[0109] In the example screen in Figure 4, the stamina of the player character Ch1 is lower compared to the example screen in Figure 2. In this example, the stamina of the player character Ch1 is assumed to be below a predetermined threshold Th3. Therefore, the action icon Ac23, corresponding to "Stamina Potion," is displayed on the second interface IF2 in the example screen in Figure 4. Note that the predetermined threshold Th3 is shown as a dotted line in the example screen in Figure 4, but this is only shown for explanatory purposes and does not actually need to be displayed on the game device 2.

[0110] The action icon Ac23 is associated with the "R" button (similar to the action icon Ac21 in the example screen shown in Figure 2). This indicates that when the user presses the "R" button on game device 2, the controlled character Ch1 will perform the action corresponding to action icon Ac23 (i.e., use a "stamina potion").

[0111] Figure 5 is a diagram illustrating a fourth example of the display screen of the game device 2. In the example display screen in Figure 5, we will focus on explaining the differences from the example display screen in Figure 2.

[0112] In the example screen shown in Figure 5, the player character Ch1 is poisoned (see poison mark m). Therefore, the action icon Ac24, corresponding to "Antidote," is displayed on the second interface IF2 in the example screen shown in Figure 5. In this example, although the player character Ch1's health is below the first threshold Th1, "Antidote" is prioritized over "Healing Potion (Medium)."

[0113] The action icon Ac24 (similar to the action icon Ac21 in the example display screen in Figure 2) is associated with the "R" button. This indicates that when the user presses the "R" button on game device 2, the playable character Ch1 will perform the action corresponding to action icon Ac24 (i.e., use the "antidote").

[0114] Allowing a character to perform multiple actions in response to user input can enhance the game's appeal. However, forcing the user to continuously select actions while considering the character's health, stamina, status effects, etc., can be burdensome. In contrast, as explained with reference to Figures 2-5, with game device 2, the user can, for example, press one of the "A," "B," "X," or "Y" buttons to have the controlled character Ch1 perform the first action corresponding to that button. Furthermore, by pressing the "R" button, the user can have the controlled character Ch1 perform a second action determined according to the character's status. In other words, with game device 2, while maintaining the appeal of being able to select multiple actions, the burden on the user can be reduced by allowing the character to perform actions that are automatically determined.

[0115] [Second Embodiment] Referring to Figures 6-7, the game device 2 according to the second embodiment will be described. In the second embodiment, the game device 2 receives input of setting information relating to progress information and the action corresponding to said progress information, and determines a second action based on said setting information in addition to the progress information.

[0116] Figure 6 shows an example of default settings. The table in Figure 6 shows the relationship between health, status ailments, and enhancements (all examples of progress information) and the items that are determined (an example of the second action).

[0117] Game device 2 can determine the second action based on progress information and a table like the one in Figure 6 (an example of setting information).

[0118] According to Rule r1, if your health is between 80% and 99% and you have no status ailments, you decide to use "Small Healing Potion" as your second action, regardless of your enhancement status.

[0119] According to Rule r2, if your health is between 80% and 99% and you are suffering from the poison status, you must choose "Herbal Medicine" (an item that restores health and cures the poison status) as your second action, regardless of your enhancement status.

[0120] According to Rule r3, if your health is between 50% and 80%, you decide to use a "medium healing potion" as your second action, regardless of whether you have any status ailments or buffs.

[0121] According to Rule r4, if your health is between 20% and 50%, you must choose "Healing Potion (Large)" as your second action, regardless of whether you have any status ailments or buffs.

[0122] According to Rule r5, if your health is between 0% and 20%, regardless of whether you have status ailments or buffs, you must choose "Maximum Recovery Potion" (an item that restores health to its maximum value) as your second action.

[0123] According to Rule r6, if your health is at 100% (maximum) and you are afflicted with the poison status, you decide to use "Antidote" as your second action, regardless of your enhancement status.

[0124] According to Rule r7, if the poison and burn status effects are present simultaneously (i.e., multiple status effects are present), regardless of health and enhancements, the second action is to choose "Universal Remedy" (an item that cures all status effects).

[0125] According to Rule r8, if your health is at 100%, you have no status ailments, and you are not being buffed, you decide to use an "Attack Power Boost Potion" (an item that increases attack power) as your second action.

[0126] According to rule r9, if a character's health is at 100%, they have no status ailments, and their attack power has already increased, they do not need to determine a second action. In this case, the action icon does not need to be displayed on the second interface IF2.

[0127] Figure 7 shows an example of settings information after user changes. Rule r1 was "80%~99%" in Figure 6, but has been changed to "50%~99%" in Figure 7. Rule r2 was "Herbal Medicine" as the second action when health was "80%~99%" in Figure 6, but has been changed to "Antidote" when health is "50%~99%" in Figure 7. Rule r3 was "50%~80%" in Figure 6, but has been changed to "30%~50%" in Figure 7. Rule r4 was "20%~50%" in Figure 6, but has been changed to "0%~10%" in Figure 7. Rule r9 was not determined as the second action in Figure 6, but has been changed to use "Attack Power Boosting Potion" in combination as the second action in Figure 7.

[0128] With this configuration, users can adjust how they decide on their second action according to their preferences and skill level.

[0129] [Third Embodiment] Referring to Figures 8-9, the game device 2 according to the third embodiment will be described. In the third embodiment, the game device 2 determines a second action based on the progress information of the player character Ch1 and the progress information of other characters.

[0130] Figure 8 is a table showing an example of the relationship between the health and status effects of the playable character Ch1 (an example of progress information for playable character Ch1), the health and status effects of allied characters Ch2 and Ch3 (an example of progress information for other characters), and the second action determined at that time. Note that allied characters Ch2 and Ch3 may both be characters controlled by other users, may both be autonomous characters (i.e., non-playable characters), or one may be controlled by another user and the other may act autonomously. In addition, this example illustrates the case where there are two allied characters, but there may be three or more allied characters.

[0131] According to rule r11, if the player character Ch1's health is between 50% and 80%, and the health of allied characters Ch2 and Ch3 is both between 80% and 100%, then game device 2 may decide to play "Medium Healing Potion" as its second action.

[0132] According to rule r12, if the player character Ch1's health is between 50% and 80%, and the health of allied characters Ch2 and Ch3 is between 0% and 80%, then game device 2 may decide to play a "Full Recovery Potion" (an item that restores the health of player character Ch1, allied character Ch2, and allied character Ch3) as its second action.

[0133] According to rule r13, if the player character Ch1's health is between 1% and 30%, and both allied characters Ch2 and Ch3 are poisoned, then game device 2 may decide to play "Overall Antidote" (an item that cures the poison status of player character Ch1, allied character Ch2, and allied character Ch3) as its second action.

[0134] The rules shown in Figure 8 tend to prioritize the situations of allied characters Ch2 and Ch3 over the situation of the controlled character Ch1 when deciding on the second action. For example, in rule r12, controlled character Ch1 could choose "medium healing potion" as the second action if only considering their own situation (see rule r11), but based on the fact that allied characters Ch2 and Ch3's health is low, they decide on "area healing potion" as the second action. Also, in rule r13, controlled character Ch1 does not need to use an "antidote" if only considering their own situation, and would rather heal themselves, but based on the fact that allied characters Ch2 and Ch3 are poisoned, they decide on "area antidote" as the second action. Rules based on this tendency can also be called party-prioritizing rules.

[0135] Figure 9 is a table showing another example of the relationship between the health and status effects of the playable character Ch1, the health and status effects of allied characters Ch2 and Ch3, and the second action determined at that time.

[0136] In the table in Figure 9, the conditions for the situations of the controlled character Ch1, ally character Ch2, and ally character Ch3 are the same as in Figure 8. However, while rule r12 in Figure 8 determined "Full Recovery Potion" as the second action, rule r22 in Figure 9 determines "Medium Recovery Potion" as the second action. Also, while rule r13 in Figure 8 determined "Full Antidote" as the second action, rule r22 in Figure 9 determines "Maximum Recovery Potion" as the second action. The rules shown in Figure 9 tend to prioritize the situation of the controlled character Ch1 over the situations of ally characters Ch2 and Ch3 when determining the second action. Rules based on this tendency can also be called self-prioritizing rules.

[0137] In one embodiment, the user can switch between applying party-priority rules and self-priority rules by changing the settings. This configuration makes it easier for the user to appropriately decide on their second action based on their skill level and role.

[0138] Similarly, when both the player character Ch1 and the enemy character are present in the game space, the user may switch between deciding on the second action by prioritizing the enemy character's situation over the player character Ch1's situation, or by prioritizing the player character Ch1's situation over the enemy character's situation.

[0139] <4. Hardware Configuration> Referring to Figure 10, an example of a hardware configuration when the devices included in System 1 described above are implemented by computer 70 will be explained. Note that the functions of each device can also be implemented by dividing them among multiple devices.

[0140] As shown in Figure 10, the computer 70 includes a processor 700, a storage device 702, an input interface 704, a data interface 706, a communication interface 708, and a display device 710.

[0141] The processor 700 controls various processes in the computer 70 by executing programs stored in the storage device 702. For example, each functional unit of the control unit 10 of the game device 2 can be realized by the processor 700 executing programs stored in the storage device 702.

[0142] The storage device 702 is a storage medium such as RAM (Random Access Memory). RAM temporarily stores the program code of the program executed by the processor 700, as well as data required during program execution.

[0143] The storage device 702 can also be a non-volatile storage medium such as a hard disk drive (HDD) or flash memory. The storage device 702 stores the operating system and various programs for realizing the above configurations. The storage medium storing these various programs may be a non-transitory computer-readable medium. In addition, the storage device 702 can also store tables for registering various information and a database for managing those tables. Such programs and data are loaded into the storage device 702 as needed and accessed by the processor 700.

[0144] The input interface 704 is a device for receiving input from the user. Specific examples of the input interface 704 include cameras, buttons, microphones, keyboards, mice, touch panels, various sensors, and wearable devices. The input interface 704 may be connected to the computer 70 via an interface such as USB (Universal Serial Bus).

[0145] The data interface 706 is a device for inputting data from outside the computer 70. Specific examples of the data interface 706 include drive devices for reading data stored on various storage media. The data interface 706 may also be located outside the computer 70. In that case, the data interface 706 would be connected to the computer 70 via an interface such as USB.

[0146] The communication interface 708 is a device for communicating data with external devices of the computer 70 via the communication network 4, either wired or wirelessly. The communication interface 708 may also be located outside the computer 70. In that case, the communication interface 708 would be connected to the computer 70 via an interface such as USB.

[0147] The display device 710 is a device for displaying various types of information. Specific examples of the display device 710 include liquid crystal displays, organic EL (Electro-Luminescence) displays, and displays for wearable devices. The display device 710 may be located outside the computer 70. In that case, the display device 710 is connected to the computer 70 via, for example, a display cable. Furthermore, if a touch panel is used as the input I / F 704, the display device 710 can be configured as an integrated unit with the input I / F 704.

[0148] Furthermore, the components of the device included in the System 1 described above are such that a program stored in the storage device 702 is executed by the processor 700, thereby realizing a defined process in cooperation with other hardware. In other words, these components are conceived as both software or firmware, and as corresponding hardware, and in both concepts, they are also described and interpreted as "function," "means," "part," "processing circuit," "unit," or "module," etc.

[0149] <5. Variation> The embodiments described above are provided to facilitate understanding of this disclosure and are not intended to limit it. Each element of the embodiments is not limited to those illustrated and can be modified as appropriate. Furthermore, configurations shown in different embodiments can be partially substituted or combined.

[0150] Refer to Figures 11-12 to describe other display examples of the first interface IF1. In Figure 11, the first interface IF1 displays action icons Ac11 to Ac13. If the user presses the "A" button in the state shown in Figure 11, the operating character Ch1 will use a "medium healing potion".

[0151] The first interface IF1 in Figure 12 shows the state when the user presses the "X" button in the state shown in Figure 11. Compared to the first interface IF1 in Figure 11, the first interface IF1 in Figure 12 displays the action icons one by one in a downward rotation. If the user presses the "A" button in the state shown in Figure 12, the operating character Ch1 uses the "antidote".

[0152] In this example, accepting the press of the "X" button and cycling through the action icons is an example of accepting the selection of a first action from multiple actions via the first interface IF1. Pressing the "A" button is an example of a first execution operation that controls the player character Ch1 to execute the first action in the game space.

[0153] Refer to Figures 13-14 to illustrate other display examples of the first interface IF1. In Figure 13, the first interface IF1 displays action icons Ac11 to Ac14, and an additional display element (triangular icon) pointing to action icon Ac11 is also displayed. If the user presses the "A" button in the state shown in Figure 13, the operating character Ch1 will use a "medium recovery potion".

[0154] The first interface IF1 in Figure 14 shows the state when the user presses, for example, the down button on the directional pad, in the state shown in Figure 13. Compared to the first interface IF1 in Figure 13, the first interface IF1 in Figure 14 has been changed so that the displayed element points to the action icon Ac12. If the user presses the "A" button in the state shown in Figure 14, the operating character Ch1 uses the "antidote".

[0155] In this example, accepting a press of the down direction button on the directional pad and changing the action icon pointed to by the display element is an example of accepting the selection of a first action from multiple actions via the first interface IF1. Also, pressing the "A" button is an example of a first execution operation that controls the player character Ch1 to execute the first action in the game space.

[0156] In the above embodiment, the user has been primarily described as pressing a physical button on the game device 2, but the invention is not limited to this. The button may be a virtual button, for example, displayed on the touchscreen of the game device 2, which can be pressed by touching the touchscreen. Alternatively, an action icon may function as a button.

[0157] The above embodiment describes an example in which the second interface is displayed in the game space, but it is not limited to this. The second interface does not have to be displayed in the game space (on the display screen of the game device 2). In other words, it is not necessary for the game device 2 to display what has been decided as the second action. Even in this case, if the user has knowledge, for example, that "by pressing the 'R' button, the second action decided based on the progress information can be executed," then usability will not be impaired. Such knowledge can be explained to the user, for example, in a game tutorial. Furthermore, the display and hiding of the second interface may be switchable based on user operation.

[0158] In the above embodiment, an example was described in which the first interface is displayed in the game space, but the embodiment is not limited to this. The first interface does not have to be displayed in the game space (on the display screen of the game device 2). Furthermore, the display and hiding of the first interface may be switchable based on user operation.

[0159] In the above embodiment, an example was described in which an action icon is displayed in the first interface, but it is not limited to this. The first interface may display one or more shortcut icons, and one or more actions may be associated with each shortcut icon. For example, the first interface may display a first shortcut icon and a second shortcut icon. In this case, if the user selects the first shortcut icon, the first action icon and the second action icon associated with the first shortcut icon may be displayed. On the other hand, if the user selects the second shortcut icon, the third action icon and the fourth action icon associated with the second shortcut icon may be displayed. In other words, the user may decide which action to have the character perform by selecting a shortcut icon → selecting an action icon.

[0160] The function related to determining the second action, as described in the above embodiment, can be enabled and disabled depending on the situation. For example, the user can switch the enabling and disabling of the function related to determining the second action. For example, the function related to determining the second action can be enabled and disabled based on the user's game experience. For example, when the user first faces a certain type of enemy character, the function related to determining the second action can be disabled. With this configuration, the user will face the enemy character they encounter for the first time based solely on their own skill. This provides the user with a clearer game experience.

[0161] The above embodiment describes an example in which the user can change the setting information. However, the setting information may be changed based on the user's game execution history. For example, if the user has an execution history in which they frequently use a "medium healing potion" when the controlled character's health falls below 50%, then rule r3 in Figure 6 may be changed to a rule that determines "medium healing potion" as the second action when the controlled character's health is between 30% and 50%. In addition, for example, if the user has an execution history in which they frequently use an item that hinders the flight of an enemy character when the enemy character starts flying, then a rule may be added to the setting information that states, "When an enemy character starts flying, determine that an item that hinders flight is the second action."

[0162] In the above embodiment, at least one of the ally characters and enemy characters may be controlled by another user, or neither may be controlled by another user. In other words, the game in the above embodiment may be an online game, an offline game, or a competitive game.

[0163] In the above embodiment, the game device 2 was described as typically determining one second action, but is not limited to this. The game device 2 may determine multiple second actions. The player character may, for example, execute a first second action based on the pressing of a first button (in one example, the "R" button) and execute a second second action based on the pressing of a second button different from the first button (in one example, the "L" button). The game device 2 may determine a number of second actions less than the number of actions included in the population for selecting the first action. For example, in a situation where the user can select a first action from four actions: "medium recovery potion," "antidote," "stamina potion," and "large recovery potion," the game device 2 may determine one to three (i.e., fewer than four) second actions. In one example, if the progress information satisfies both the first rule and the second rule, the game device 2 will determine both the action corresponding to the first rule and the action corresponding to the second rule as second actions. The rules may be set as shown in Figures 6 to 9 of the above embodiment.

[0164] In the above embodiment, the user is described as pressing the "A" button, "B" button, "X" button, and "Y" button on the game device 2, but is not limited to this. The game device 2 may accept user input (including the operation related to selecting the first action, the first execution operation, and the second execution operation in the above embodiment) by any means. In one embodiment, if the game device 2 is a personal computer, the game device 2 may accept user input via a keyboard and / or mouse. In this case, the combination (assignment) of keyboard keys and the processing performed by the game device 2 in response to pressing those keys may be defined, for example, by a key configuration, and the user may change the key configuration. That is, the user may set, for example, the keys for the operation related to selecting the first action, the keys for the first execution operation, and the keys for the second execution operation. In one embodiment, if the game device 2 is a device that accepts voice and gesture input, the game device 2 may accept user input via a microphone and / or camera.

[0165] <6. Example Configuration> This disclosure includes the following technologies:

[0166] (Note 1) A program according to one aspect of the present disclosure causes a computer 70 to function as: a game space display means 100a for displaying a user-operated character in the game space; an interface display means 100b for displaying a first interface IF1 in the game space that displays at least one of a plurality of actions that the character can perform in the game space in a manner that accepts selection from the user; a selection receiving means 102a for accepting selection of a first action from the plurality of actions via the first interface IF1; an acquisition means 104 for acquiring progress information including information about the character's status in the game space; a decision means 106 for determining a second action from the plurality of actions based on the progress information; a first execution receiving means 102b configured to accept a first execution operation that controls the character to perform the first action in the game space; and a second execution receiving means 102c configured to further accept a second execution operation that controls the character to perform the second action determined by the decision means 106 in the game space during the period when the first interface IF1 is displayed in the game space.

[0167] (Note 2) The first and second actions are the programs described in Appendix 1, which both include actions that use items.

[0168] (Note 3) The program described in Appendix 2 includes the following: progress information includes information about character parameters that may increase or decrease depending on the progress of the game, and the second action determined by the determination means 106 includes an action to use an item to restore the parameters.

[0169] (Note 4) The program as described in Appendix 3, wherein the determination means 106 determines a second action from at least one of an action using a first recovery item to restore a parameter to a first value, and an action using a second recovery item to restore a parameter to a second value greater than the first value, based on progress information.

[0170] (Note 5) The progress information includes information about the character's status ailments, and the second action determined by the determination means 106 is a program described in any one of the appendices 2 to 4, which includes an action to use an item to resolve the character's status ailments.

[0171] (Note 6) The program according to any one of the appendices 2 to 5, wherein the progress information includes character parameters that may increase or decrease according to the progress of the game, and information regarding the character's status ailments, and the determination means 106 determines a second action from at least one of an action to use an item to restore parameters and an action to use an item to resolve the character's status ailments based on the progress information.

[0172] (Note 7) The interface display means 100b is a program described in any one of appendices 1 to 6, which further displays the second interface IF2 corresponding to the second action determined by the determination means 106 in the game space.

[0173] (Note 8) The program described in any one of Appendix 1 to 7 further enables the computer 70 to function as an association receiving means 102d that receives input of setting information relating to the association between progress information and the action corresponding to said progress information, and the determination means 106 further determines a second action based on the setting information.

[0174] (Note 9) The game space display means 100a is a program described in any one of the appendices 1 to 8 that further displays enemy characters that the character will be fighting against in the game space.

[0175] (Note 10) The progress information is the program described in Appendix 9, which also includes further information about enemy characters.

[0176] (Note 11) The game space display means 100a further displays allied characters cooperating with the character in the game space, and the progress information further includes information regarding the status of the allied characters in the game space, as described in Appendix 10.

[0177] (Note 12) A program relating to another aspect of the present disclosure causes a computer 70 to function as: a game space display means 100a that displays a first character operated by a user and a second character different from the first character in the game space; a determination means 106 that determines a target action among a plurality of actions that the first character can perform in the game space based on progress information including information about the status of the first character in the game space and information about the status of the second character in the game space; and an execution receiving means that receives an execution operation to control the first character to perform the target action determined by the determination means 106 in the game space.

[0178] (Note 13) The target actions are the programs described in Appendix 12, including actions that use items.

[0179] (Note 14) The second character is a character that cooperates with the first character, and the game space display means 100a further displays other characters that compete against the first character and the second character in the game space, as described in Appendix 12 or 13.

[0180] (Note 15) The second character is a program operated by another user, as described in one of the appendices 12-14.

[0181] (Note 16) An information processing device comprising a storage unit for storing a program described in any one of the appendices 1 to 15, and a control unit for executing the program.

[0182] (Note 17) An information processing method in which the processor 700 executes a program described in any one of the appendices 1 to 15. [Explanation of Symbols]

[0183] 1 System 2 Game devices 3 Server equipment 10 Control Unit 12 Storage section 70 Computers 100 Display means 100a Game space display means 100b Interface display means 102 Reception Method 102a Selection acceptance means 102b First execution acceptance means 102c Second execution acceptance means 102d Related Reception Method 104 Acquisition means 106 Decision-making method 700 Processor IF1 First Interface IF2 Second Interface

Claims

1. Computers, A game space display means for displaying the character controlled by the user in the game space, Interface display means for displaying a first interface in the game space that displays at least one of a plurality of actions that the character can perform in the game space in a manner that accepts selection from the user, A selection receiving means that accepts the selection of a first action from the plurality of actions via the first interface, Acquisition means for acquiring progress information including information regarding the status of the character in the game space, A decision means for determining a second action from the plurality of actions based on the progress information, A first execution receiving means configured to receive a first execution operation that controls the character to perform the first action in the game space, During the period in which the first interface is displayed in the game space, a second execution receiving means is configured to further accept a second execution operation that controls the character to execute the second action determined by the determination means in the game space, A program that makes something function as such.

2. The program according to claim 1, wherein both the first action and the second action include an action that uses an item.

3. The aforementioned progress information includes information regarding the character's parameters, which may increase or decrease depending on the progress of the game. The program according to claim 2, wherein the second action determined by the determination means includes an action using an item to restore the parameter.

4. The program according to claim 3, wherein the determination means determines the second action from at least one of an action using a first recovery item to restore the parameter to a first value and an action using a second recovery item to restore the parameter to a second value greater than the first value, based on the progress information.

5. The aforementioned progress information includes information regarding the character's status ailments, The program according to claim 2, wherein the second action determined by the determination means includes an action of using an item to resolve the character's status ailment.

6. The aforementioned progress information includes the character's parameters, which may increase or decrease in accordance with the progress of the game, and information regarding the character's status ailments. The program according to claim 2, wherein the determination means determines the second action from at least one of an action to use an item to restore the parameter and an action to use an item to resolve the character's status ailment, based on the progress information.

7. The program according to claim 1, wherein the interface display means further displays a second interface corresponding to the second action determined by the determination means in the game space.

8. The aforementioned computer, It further functions as a matching reception means that accepts input of setting information regarding the association between the aforementioned progress information and the action corresponding to said progress information, The program according to claim 1, wherein the determination means determines the second action based on the setting information.

9. The program according to claim 1, wherein the game space display means further displays enemy characters that are in battle with the character in the game space.

10. The program according to claim 9, wherein the progress information further includes information relating to the enemy character.

11. The game space display means further displays allied characters who cooperate with the character in the game space. The program according to claim 10, wherein the progress information further includes information regarding the status of the allied character in the game space.

12. Computers, A game space display means that displays a first character operated by the user and a second character different from the first character in the game space, A determination means for determining a target action that is included in a plurality of actions that the first character can perform in the game space, based on progress information including information about the status of the first character in the game space and information about the status of the second character in the game space, An execution receiving means that receives an execution operation to control the first character to execute the target action determined by the determination means in the game space, A program that makes something function as such.

13. The program according to claim 12, wherein the target action includes an action that uses an item.

14. The second character is a character that cooperates with the first character. The program according to claim 12, wherein the game space display means further displays other characters that are in battle with the first character and the second character in the game space.

15. The program according to claim 12, wherein the second character is operated by another user.

16. A storage unit for storing the program described in any one of claims 1 to 15, A control unit that executes the aforementioned program, An information processing device equipped with the following features.

17. An information processing method wherein a processor executes a program according to any one of claims 1 to 15.

Citation Information

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